Difference between revisions of "Hightower"

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{{Map infobox
 
{{Map infobox
| game-type = Payload Race
+
  | map-status                = official
| file-name = plr_hightower
+
  | map-game-type             = Payload Race
| map-image = Hightower.png
+
  | map-file-name             = plr_hightower
 +
  | map-image                 = Hightower.png
 +
  | map-released              = {{Patch name|7|8|2010}}
 +
  | map-released-major        = Engineer Update
 +
  | map-environment          = Desert
 +
  | map-setting              = Dusk, cloudy
 +
  | map-hazards              = [[Environmental death#Pitfalls|Pitfall]], [[Environmental_death#Crushing|Crushing]]
 +
  | map-has-pyrovision        = yes
 +
  | map-pickups-health-small  = 4
 +
  | map-pickups-health-medium = 7
 +
  | map-pickups-health-large  = 1
 +
  | map-pickups-ammo-small    = 5
 +
  | map-pickups-ammo-medium  = 5
 +
  | map-pickups-ammo-large    = 3
 
}}
 
}}
'''Hightower''' is a [[Payload Race]] map and was released with the [[Engineer Update]] as an official map. Hightower, unlike [[Pipeline]], is set on a single stage and the [[carts]] must be elevated up a tower for each team to win.
 
  
Hightower has a significantly different ending stage than to other [[Payload]] or [[Payload Race]] maps, since both teams need to lift their carts upright a tower to reach their finish, making the style of gameplay at this stage being more vertically focused. If there are no players close to their team's bomb cart as it is rising up the tower, it will quckly fall back down to the bottom, similar to encountering steep slopes.
+
'''Hightower''' is a [[Payload Race]] map released with the [[Engineer Update]] as an official map. The teams must elevate their [[Payload#Carts|carts]] up the eponymous "hightower" in order for a team to win.  
  
== Goal ==
+
The goal of the map is for RED and BLU to simultaneously push their carts through enemy territory in order to reach the finishing point. At the same time, each team must prevent the other from doing the same.
Your team must simultaneously push your bomb cart through enemy territory, in order to reach the finishing point, whilst preventing the enemy team from doing the same.
+
 
 +
Hightower has a significantly different ending stage than other [[Payload]] or Payload Race maps. Bomb carts travel vertically up the tower when pushed, but quickly fall to the base if left alone. This makes the style of gameplay much more reliant on continuous cart pushing. The towers function similarly to the steep slopes on maps such as [[Pipeline]].
  
 
== Locations ==
 
== Locations ==
*'''The Hightowers''' - The eponymous hightowers are two parallel structures with a movable platform at the ends of each track. Once the Payload reaches the platform, it will begin to slowly raise when there are any players standing on it. If the players are knocked off, the platform will quickly lower back down to the ground, and if a player from the other team stands on it the platform will halt until one side regains control of it. Once the platform reaches the top it will detonate the Payload and end the round.
+
* '''The Hightowers''': The eponymous hightowers are two parallel structures with a movable platform at the ends of each track. Once the cart reaches the platform it begins to slowly raise as long as there are any players standing on it. If the players are knocked off and the cart is unattended, the platform quickly lowers back down to the ground, killing anyone under it. If a player from the other team stands on it, the platform halts until one side regains sole control of it. Once the platform reaches the top, it detonates the cart and ends the round.
*'''The Crossing''' - In the beginning of the map both payloads move slowly to a crossing, where both payloads will pass by each other. This is usually the focus of combat for the first section of a round. Any cart directly on the crossing moves automatically until it is off the crossing. If both carts arrive at the crossing simultaneously, the RED cart goes first.
 
*'''The Ramp''' - After passing through the Crossing, the Payload will wind to a ramp located directly outside the enemy team's spawn. The Payload must be continuously pushed up the ramp, which are similar to the ones in Pipeline 3. If the cart is not pushed when on the ramp, the cart will roll back down.
 
*'''The Cliff-House''' - A small house that hangs over the ledge at the far end of the map. Useful for Spies.
 
  
{{anchor|Strategies}}
+
* '''Central Tower''': The main feature of the map is the giant tower located in the center. It has sets of winding ramps that lead to the top, which serves as a vantage point for the whole map.
 +
 
 +
* '''Crossing''': In the beginning of the round, both carts move slowly to a crossing where the payloads pass by each other. This is usually the focus of combat for the first minutes of a round. Any cart directly on the crossing moves automatically until it is off the crossing. If both carts arrive at the crossing simultaneously, the RED cart goes first.
 +
 
 +
* '''Ramp''': After passing through the Crossing, the cart moves along the track to a ramp located directly outside the enemy team's spawn. The cart must be continuously pushed up the ramp, which is similar to the ramps present in Pipeline Stage 3. If the cart is not pushed when on the ramp, it rolls back down.
 +
 
 +
* '''Cliff-House''': A small house that hangs over the ledge at the far end of the map.
 +
 
 +
* '''Balconies''': At the very end of the spawn hallways are small balconies that overlook the Hightowers, the Central Tower, and most of the battlefield.
 +
 
 +
* '''Tower Corridors''': Behind the Hightowers is a long, straight corridor that leads to each team's cart starting area. The main entrance is between the capture platforms.
 +
 
 +
<gallery widths=140px heights=80px>
 +
File:Hightower screen 1.png|The Crossing
 +
File:Hightower screen 2.png|RED base interior
 +
File:Hightower screen 3.png|BLU base interior
 +
File:Hightower screen 4.png|Cart starting position
 +
File:Hightower screen 5.png|Overview of battlefield
 +
File:hightowerplatforms.png|Capture platforms
 +
File:hightower cliffs.png|The cliffs/canyon
 +
</gallery>
  
 
== Strategy ==
 
== Strategy ==
{{main|Strategy}}
+
{{main|Community Hightower strategy}}
*The balconies near the spawn room are a common but exposed position for [[Snipers]] to easily pick off enemies going up your team's ramp, the tower, or crossing. It is right across from the other team's balcony, so you would do well to clear enemy Snipers before. However, Spies will usually swarm this area, so spy-checking is necessary.  
+
 
*The knockback from weapons such as the [[Force-A-Nature]] or the [[Pyro]]'s [[Airblast]] can send an enemy off the cliff, resulting in a kill.
+
== Update history ==
*Crouching beside the [[cart]] on the platform facing the tower's side will protect you from damage coming from the enemy base. However, enemies can still get you if they are on your team's side of the crossing or the tower.
+
{{Update history|
*The cart will fall rapidly if it was left unattended at height. You can lure absentminded enemies to a quick death if they stand underneath it.
+
'''{{Patch name|7|8|2010}}''' ([[Engineer Update]])
*As long as you keep the enemy cart at the bottom at the ramp, you will have a great defensive position. The chokepoint is close enough  to the cliff to use knockback or airblasting, the proximity to the base means reinforcements can arrive quickly, the balcony sniping position covers it, the Sentry Guns also have a vantage point, and if the enemies accompanying the cart partway up die, the cart will move quickly down.
+
* Added Hightower to the game.
 +
 
 +
'''{{Patch name|8|17|2010}}'''
 +
* Fixed players building in the RED spawn room.
 +
* Fixed players building on the back window decks of the barns.
 +
* Fixed players getting on the satellite dish platform.
 +
* Fixed players building on the elevators.
 +
* Reduced the ammo packs in the barns down to small ammo packs.
 +
* Increased the hill speed modifier to 1.2 (up from .95)
 +
* Fixed explosion particle effects playing in the skybox.
 +
* Mine cart "window" collision fixed.
 +
* Upped Scout-loop health to large.
 +
 
 +
'''{{Patch name|8|27|2013}}'''
 +
* Added nobuild to cliff bottom to prevent Engineers building in the kill volume.
 +
 
 +
'''{{Patch name|9|10|2015}}'''
 +
* {{Undocumented}} Added [[saucers]] and posters to Hightower.
 +
 
 +
'''{{Patch name|11|25|2015}}'''
 +
* {{Undocumented}} Removed Saucers and Posters from all maps.
 +
}}
  
 
== Bugs ==
 
== Bugs ==
*There is a glitch that disables one of the teams' ability to push the cart, while the other team can still push theirs.
+
* It is possible for one of the team's cart to become unable to be pushed, while the other team can still push theirs.
*There is a way to build a teleporter into the inacessible room behind the Spawn Points. It is impossible to escape, besides suiciding. A clever Engineer can trap enemy Spies in here, although it would be good to warn your team first in chat.
+
* On the final lifts of each cart, if the cart is abandoned and then quickly re-joined while it falls, the cart continues moving down briefly after the platform stops. If this action is repeated, the cart can eventually appear to be completely separate and further down from the platform. Players can also appear to be stuck inside the platform in this manner.
 +
* Rarely, the platform rapidly shoots up while the cart moves at the regular speed, causing the platform to be at the top and making it nearly impossible to hit the player capturing without the use of an explosive jump.<!-- This bug is not the same bug as the one above it--><ref>[https://steamuserimages-a.akamaihd.net/ugc/779613284194349719/A0955F55790A9A70CEA1DADA6E950118B578F746/ Screenshot] of a shot-up platform and a normal cart.</ref>
  
== Gallery ==
+
== See also ==
<gallery>
+
* [[Helltower]]
File:Hightower screen 1.png|The battlefield below.
 
File:Hightower screen 2.png|Interior of RED base.
 
File:Hightower screen 3.png|Interior of BLU base.
 
File:Hightower screen 4.png|RED area below showing [[health]]kit locations.
 
File:Hightower screen 5.png|Overviewing the entire playfield.
 
</gallery>
 
  
 
== External links ==
 
== External links ==
* [http://www.teamfortress.com/engineerupdate/ Engineer Update] page
+
* [https://www.teamfortress.com/engineerupdate/ Engineer Update] page
* [http://www.teamfortress.com/post.php?id=4040&p=1 TF2 Official Blog - Engineer Update: Day Three]
+
* [https://www.teamfortress.com/post.php?id=4040&p=1 TF2 Official Website - Engineer Update: Day Three]
<br />
+
 
{{Maps nav}}
+
== References ==
 +
<references/>
 +
 
 +
{{Engineer Update Nav}}
 +
{{Maps Nav}}
 +
 
 +
[[Category:Quickplay maps]]

Latest revision as of 22:18, 9 November 2024

Hightower
Hightower.png
Basic Information
Map type: Payload Race
File name: plr_hightower
Released: July 8, 2010 Patch
(Engineer Update)
Variants: Helltower and Snowtower
Developer(s): Valve
Map Info
Environment: Desert
Setting: Dusk, cloudy
Hazards: Pitfall, Crushing
Pyrovision Support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×4  •  Mediumhealth.png ×7  •  
Largehealth.png ×1
Ammoico.png Ammo Boxes: Smallammo.png ×5   •   Mediumammo.png ×5   •  
Largeammo.png ×3
Map Photos
Loading screen photos.
Map Overview
Hightower overview.png

Hightower is a Payload Race map released with the Engineer Update as an official map. The teams must elevate their carts up the eponymous "hightower" in order for a team to win.

The goal of the map is for RED and BLU to simultaneously push their carts through enemy territory in order to reach the finishing point. At the same time, each team must prevent the other from doing the same.

Hightower has a significantly different ending stage than other Payload or Payload Race maps. Bomb carts travel vertically up the tower when pushed, but quickly fall to the base if left alone. This makes the style of gameplay much more reliant on continuous cart pushing. The towers function similarly to the steep slopes on maps such as Pipeline.

Locations

  • The Hightowers: The eponymous hightowers are two parallel structures with a movable platform at the ends of each track. Once the cart reaches the platform it begins to slowly raise as long as there are any players standing on it. If the players are knocked off and the cart is unattended, the platform quickly lowers back down to the ground, killing anyone under it. If a player from the other team stands on it, the platform halts until one side regains sole control of it. Once the platform reaches the top, it detonates the cart and ends the round.
  • Central Tower: The main feature of the map is the giant tower located in the center. It has sets of winding ramps that lead to the top, which serves as a vantage point for the whole map.
  • Crossing: In the beginning of the round, both carts move slowly to a crossing where the payloads pass by each other. This is usually the focus of combat for the first minutes of a round. Any cart directly on the crossing moves automatically until it is off the crossing. If both carts arrive at the crossing simultaneously, the RED cart goes first.
  • Ramp: After passing through the Crossing, the cart moves along the track to a ramp located directly outside the enemy team's spawn. The cart must be continuously pushed up the ramp, which is similar to the ramps present in Pipeline Stage 3. If the cart is not pushed when on the ramp, it rolls back down.
  • Cliff-House: A small house that hangs over the ledge at the far end of the map.
  • Balconies: At the very end of the spawn hallways are small balconies that overlook the Hightowers, the Central Tower, and most of the battlefield.
  • Tower Corridors: Behind the Hightowers is a long, straight corridor that leads to each team's cart starting area. The main entrance is between the capture platforms.

Strategy

Main article: Community Hightower strategy

Update history

July 8, 2010 Patch (Engineer Update)
  • Added Hightower to the game.

August 17, 2010 Patch

  • Fixed players building in the RED spawn room.
  • Fixed players building on the back window decks of the barns.
  • Fixed players getting on the satellite dish platform.
  • Fixed players building on the elevators.
  • Reduced the ammo packs in the barns down to small ammo packs.
  • Increased the hill speed modifier to 1.2 (up from .95)
  • Fixed explosion particle effects playing in the skybox.
  • Mine cart "window" collision fixed.
  • Upped Scout-loop health to large.

August 27, 2013 Patch

  • Added nobuild to cliff bottom to prevent Engineers building in the kill volume.

September 10, 2015 Patch

  • [Undocumented] Added saucers and posters to Hightower.

November 25, 2015 Patch

  • [Undocumented] Removed Saucers and Posters from all maps.

Bugs

  • It is possible for one of the team's cart to become unable to be pushed, while the other team can still push theirs.
  • On the final lifts of each cart, if the cart is abandoned and then quickly re-joined while it falls, the cart continues moving down briefly after the platform stops. If this action is repeated, the cart can eventually appear to be completely separate and further down from the platform. Players can also appear to be stuck inside the platform in this manner.
  • Rarely, the platform rapidly shoots up while the cart moves at the regular speed, causing the platform to be at the top and making it nearly impossible to hit the player capturing without the use of an explosive jump.[1]

See also

External links

References

  1. Screenshot of a shot-up platform and a normal cart.