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Chillyvalley is a map made for the Attack/Defense and Control Points gamemodes. The map is a winter version of Yellowvalley.
Chillyvalley is one of the most subsequent maps in the game for having certain chokepoints and very large areas for Marksmen to snipe you on. This map is also very hard to push if the enemy team at least has a decent defense. The Spawn is one of the largest spawns in the game following Upward.
In Attack/Defense the first Control Point takes about 25 seconds to capture from one person, but the second Control Point only takes about 15 seconds to capture from one person. In Control Points, Flanker can utilize his speed to get to the Middle Point.
Tips[]
- As a Mechanic, you can place a sentry right on the corner in your base on the ledge from your spawn near the second till last control point, then your sentry can shoot the foes below, but it's hard for them to shoot back.
- Point C (Middle) is the initial capture point, as such, your team should attempt to secure the area quicker than the other team to force them to go on an early defensive.
- Mechanics can and should build Sentry Guns to lock down a point and prevent easy defense of it (i.e. middle when it's neutral or capped by the other team.) In lieu of Sentry Guns, a Mechanic can also build a teleporter to quickly bring power classes such as the slow-but-tanky Brute and the walking cannon the Annihilator to the front lines or to get Mechanics to advantageous build spots quickly.
- When defending your Guardpost, use the natural high ground to your advantage and work with your team to flank attackers.
- As a Flanker or Agent, utilize the many flank routes the map offers to get behind the enemy team and back cap the point when the other team is pushing.
- When playing as an Arsonist, remember that your capability to ambush is greatly enhanced by the choke points created when defending Point A. Use your Flamethrower and set groups of enemies on fire while reflecting explosives back at the attackers for a potent damage combo.
- Point B can be quite hard to take unless the other team is turtling Point A. Should the enemy team not defend point B, assume that they will be a fortress to conquer if one wants to win.
- Conversely, Point B is also quite easy to re-take should your team lose it.
- The crates just to the left of Point A can be climbed up thanks to a ramp and can even be built on. Use this to your advantage.
- There are three gates to enter the other team's stronghold. If resistance is too strong at one of them, try another route.
- You can shoot across the whole map from your spawn on 5CP mode as Marksman.
Update History[]
December 18, 2021 (Holiday 2021)
- Added ad_chillyvalley and cp_chillyvalley.
December 24, 2023 (Kringle's Annual New Year Expansion)
- Added 3cp_chillyvalley.
February 1, 2025 (The New WINTER)
- Revamped ad_chillyvalley.
- Added sf_chillyvalley. (Undocumented)
Trivia[]
- Unlike Snoduct and Arctic, the Control Points and Attack/Defense variants weren't removed with them and took more time in the map pool after their initial release.