COLDFRONT
Coldfront is a map loved in pubs and played quite frequently in comp play. It has it's strengths and weaknesses, but is overall a great example of linear 5CP.
Mid
Coldfront's mid does what needs done: draws combat towards the cap. The snow curves up towards the sides of the building, and the enclosed can and open roof make it a good battlefeild, with combat happening on both horizontal and vertical levels.
The routes into mid give defenders a height advantage if protecting the routes into mid, though all the height advantages can be accesssed by all classes. The general open spacy feel of mid means a Single sentry cannot lock it down, but it is not too open thanks to the breaking up of sightlines by rocks and some cliffs, and the general shape of the land.
Mid - key points:
* Open, but cover breaking sightlines
* Height leads players towards cap, with vertical combat
* All routes open to all classes
YARD
Coldfront has a yard, but it is unlike conventional yards, and an interesting take on it.
It splits the yard in two, much like Badlands, but each size can be accessed by the pipes seperating them. The yard is open and quite flat, meaning an even battlefeild for all attackers. Its split nature means a sentry is useless, and solves the main problem with Yards being camped. This way the attacking team can reach the 2nd CP without attacking the sentry head-on, or at all.
Yard - key points
* Split in twain, with different entrances to mid 7 2nd on each side
* Barrier can be utilized as height advantage by defending and attacking team
* Attackers can enter 2nd without being attacked from other side of yard
2ND CP
Coldfront's 2nd CP fits well with the general feel of the map, and helps to keep the game flowing well.
The Cap itself is raised, only by a small amount. This still helps with spam on the point, and the nearby health makes it a good Ida to push up and attack. The defenders have a height advantage to the left in this picture, which can be accessed by attackers from the other side, and no single sentry can lock down the area for long, much like Granaries 2nd CP. There are obvious defensive points, and ways for the attacking team to counter them. The area surrounding the cap is open, and with the variety of routes into the cavern this allows attacking from any entrance to be effective, though defense can still hold off if maintaned properly.
2nd CP - key points
* Point is raised slightly to help against spam
* Defenders have a height advantage that can be accessed by attackers
* Key sentry spots that can be countered with a proper push
* Relatively open with multiple entrances making it hard to lock down
Last CP
I like Coldfront's last CP. It uses the Badlands prop, but it plays so differently and works well.
The attackers have a lot of cover just as they come into the battlefield, meaning they have a chance to see what they are facing. They also have a slight height advantage, that can make all the difference in fights involving explosive classes. The badlands prop lends itself here as the enclosed nature of the point means that there are 2 obvious sentry spots, mirrored in the lower area, behind the cover. These can be cornered or pushed through by an Uber effectively, though the open nature of the lower area gives the defenders a good chance at pushing back. The position of the spawn exits at opposite ends of the battlefield means it is hard to spawncamp.
Last CP - key points
* Point is enclosed, making it harder to cap, but has fast captime
* attackers has significant cover, providing good defense spots
* attackers have slight height advantage over a relatively open area
* Open nature allows defenders to push back
Thanks for reading, and I hope this guide was informative!
one last thing, best thing about this map:

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Quote:
Wilson: Jimmy is softcore, and runs around showing his nipples, and then get kicked