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Yellowvalley is a map made for the 5CP, 3CP and Attack/Defense gamemodes.
Yellowvalley has 2 seasonal variants, Spookyvalley and Chillyvalley.
Description[]
Yellowvalley Control Points is a symmetrical map. The game will start with point A uncaptured. As such, a player will spawn in their team's final spawn, just behind their team's point C. If a player's team is to capture point C, then their team's spawn will move just behind the player's team's point B, and the enemy team's spawn will not move. If enemy point B is captured, then the player's team's spawn will now be just behind the center point, point A. If the enemy's point C is captured, the game is won.
Point C is inside a mountain, with crates on the left, from the view of leaving spawn, and a valley killzone to the right. Directly in front of the valley is a medium healthkit and ammo. Between the killzone and the crates is a lowered area, that has a path to point B and an intermediatory area between points C and B. On the left, "in front" of the crates is another path to point B, containing a medium health and ammo. To "the right" of the killzone is a path leading to the aforementioned intermediatory area.
Strategy[]
- 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 as Marksman.
Description[]
The Attack/Defense version of Yellowvalley is like the Control Points version, except GRN starts at a large green wooden building where point A is supposed to be, without the point itself. GRN also has a different spawn which is a tall, green, wooden building at the first point in the Attack/Defense version.
Strategy[]
Attacking[]
Defending[]
Description[]
3CP differs greatly from 5CP and A/D, and can generally be described as more "compact" than it's predecessors. It is symmetrical, however, and it shares the same themes. If enemy point C is captured, the player's team will win. If the time runs out, then whichever team has point A wins. If neither team has point A even partially, the game will end as a stalemate. If point A is captured partially, then the game will go into overtime.
Point A is in the center of the map, on the bridge surrounded by water, team-colored shacks and the team's respective caves.
Point B, like the last point in 5 control point maps, are located at the enemy team's side. Point B is located in the area forward from Point A, surrounded by shacks of the enemy team's respective team color, as well as being near the mountain which the team's spawn area is located inside of. The area Point B resides in also includes miscellaneous scaffolding as well.
The spawn areas are larger than those in most maps, the ones in the 3 Control Points version of Yellowvalley have the spawn rooms on the top floor of the area, with exits on the top, lower, and lowest floor respectively. From the perspective of walking out of the spawn room, the lowest floor's exit is to the left, and the top floor's exit is to the right, making the lower floor's exit between the two.
Strategy[]
- Because this map is short you can use fast moving classes like Flanker to get to the points faster than you would on other maps.
- Areas are easier to control with classes like Trooper and Annihilator.
- There are some safer spots in this map to build as Mechanic. Most, if not all safe areas to build at are close to the control points.
Related Achievements[]
Map[]
Update History[]
April 23, 2020
- Added 5cp_yellowvalley.
May 15, 2020
- Added ad_yellowvalley.
May 15, 2020 (#2)
- Increased round start set-up time.
- Increased time required to capture the first control point.
June 3, 2020
- Fixed the broken doors on 5cp_yellowvalley.
- Fixed missing spawn zone in GRN's second spawnroom.
February 26, 2021
- Fixed spawn rooms in both variants of Yellowvalley.
February 26, 2021 (#2)
- Fixed spawn rooms spawning players upside down in both variants of YellowValley.
October 12, 2021
- Added a pumpkin to ad_yellowvalley.
April 17, 2022
- Added 5cp_yellowvalley to the Infection map pool.
January 28, 2022 (Various Visuals)
- Added cp_testvalley. (Undocumented)
July 25, 2022
- Renamed cp_testvalley to 3cp_yellowvalley. (Undocumented)
- Updated 3cp_yellowvalley.
April 20, 2024 (Spring 2024 Content Patch)
- Updated ad_yellowvalley.
Trivia[]
- Like Rig, the Control Points version of the map can be viewed here.
- Yellowvalley is named after the yellow skybox the map has.
- This map was the only map in the CTE server, only to be replaced with Blastport months later.
- Despite the normal Capture Point naming conventions for such a map, there is no Point D or Point E actually in the map. Instead, both RED & GRN use A & B for their points.
- This is the most reskinned map since it has 2 reskins, unlike other maps which regularly has 1 reskin.
- You are able to shoot to the other side of map from your spawn and kill players leaving spawn on the 5CP version of this map.
- The 3CP version of this map was originally just the 5CP version with the last points blocked off and uncapturable, and was called
cp_testvalley
.