Difference between revisions of "Highpass"

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{{Update|Some images need to be updated due to some small removed props.}}
 
 
{{Map infobox
 
{{Map infobox
   | game-type                 = King of the Hill
+
   | map-status                = community
   | file-name                 = koth_highpass
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  | map-game-type             = King of the Hill
  | developer                = [[User:Bloodhound|Bloodhound]], [[User:Psy|Psy]], [http://steamcommunity.com/id/drawer4e Drawer]
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   | map-file-name             = koth_highpass
   | map-image                = KOTH_Highpass.jpg
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   | map-image                = KOTH_Highpass.png
   | release-date             = January 6, 2013
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   | map-released             = {{Patch name|12|17|2015}}
   | last-updated              = January 20, 2016
+
   | map-released-major        = Tough Break Update
 
   | map-environment          = Industrial, desert
 
   | map-environment          = Industrial, desert
 
   | map-setting              = Daylight, sunny
 
   | map-setting              = Daylight, sunny
   | map-health-pickups-small  = 4
+
   | map-stamp-link            = https://steamcommunity.com/stats/TF2/leaderboards/1098382
   | map-health-pickups-medium = 5
+
  | map-pickups-health-small  = 4
   | map-ammo-pickups-small    = 4
+
   | map-pickups-health-medium = 5
   | map-ammo-pickups-medium  = 6
+
   | map-pickups-ammo-small    = 4
 +
   | map-pickups-ammo-medium  = 6
 
}}
 
}}
  
'''Highpass''' is a community-made [[King of the Hill]] map set in an industrial area within the desert. Both teams attack through their industrial bases, fighting to be the king of the central [[Control Point (objective)|control point]], which is located on the middle bridge. There are multiple routes to approach the central point. The vertical design and the height differences between the areas ensure a unique gameplay.  
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'''Highpass''' is a [[Steam Workshop|community-created]] [[King of the Hill]] map with a [[w:Rotational symmetry|radially symmetric]] layout released in the [[Tough Break Update]]. It is set in an industrial area within the desert. Both teams attack through their industrial bases, fighting to be the king of the central [[Control Point (objective)|control point]], which is located on the middle bridge. There are multiple routes to approach the central point. The vertical design and the height differences between the areas ensure a unique gameplay.
  
The goal is to capture the single, central control point and control it for a duration of 3 minutes, while stopping the other team from doing the same.
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Highpass was [https://steamcommunity.com/sharedfiles/filedetails/?id=463803443 contributed] to the Steam Workshop.
 
 
The general idea and layout of the map was made by [[User:Psy|Psy]], the creator of [[Nightfall]]. The map was later adopted by [[User:Bloodhound|Bloodhound]].
 
 
 
Highpass was made an official map in the [[Tough Break Update]].
 
  
 
== Locations ==
 
== Locations ==
*'''The Bridge''': At the center of the map, a basic bridge holds the control point. On top of the bridge are two concrete blocks, which serve as cover. Below the bridge is a medium sized health kit.
+
{{HelpfulOverviewNote}}<br>
 
 
*'''The Yard''': Each team has a yard leading to the control point. The yard has two houses, serving as a preparation or fall-back position.
 
  
*'''The Industrial Houses''': Each team has a row of industrial houses serving as a border, which separates the fighting area from the spawn area.
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*'''Spawn''': A house with two exits, which leads towards the Industrial Houses (with a building in between).
 
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*'''Industrial Houses''': Both Red and Blu have these sets of buildings, with multiple Sniper perches overlooking the control point. A combination of open-air high ground and two windowed buildings make up the Industrial Houses. The Red and Blu houses fully encircle and look down onto the control point and the Yards.
 
+
*'''Yard''': In between the Industrial Houses and the Control Point, the Yard makes up the valley of the low ground. Both the Red and Blu Yards connect beneath the Bridge. The Yard also stretches to the sides of the Industrial Houses.
 
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*'''Bridge''': Commonly referred to as the Bridge, Highpass' control point sits fully surrounded and exposed on top of a bridge. Both Industrial Houses have full sight on the control point; the Yards sit below the control point with ramps sloping up to it on each side.
*'''Spawn''': A house with two exits, which is serving as spawn and starting point of each round.
 
  
 
<gallery perrow="9">
 
<gallery perrow="9">
File:KOTH_Highpass.jpg|The Bridge with CP
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File:KOTH_Highpass.png|The Bridge with CP
File:KOTH_Highpass_bridge-below.jpg|Health under the Bridge
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File:KOTH_Highpass_bridge-below.png|Health under the Bridge
File:KOTH_Highpass_bridge-building.jpg|Building next to the Bridge
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File:KOTH_Highpass_bridge-building.png|Building next to the Bridge
  
File:KOTH_Highpass_yard-above.jpg|The Yard from above
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File:KOTH_Highpass_yard-above.png|The Yard from above
File:KOTH_Highpass_yard-below.jpg|The Yard from below
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File:KOTH_Highpass_yard-below.png|The Yard from below
File:KOTH_Highpass_yard-house-middle.jpg|House in middle of the Yard
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File:KOTH_Highpass_yard-house-middle.png|House in middle of the Yard
File:KOTH_Highpass_yard-side.jpg|Sideview of the Yard
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File:KOTH_Highpass_yard-side.png|Sideview of the Yard
File:KOTH_Highpass_yard-house-side.jpg|House on side of the Yard
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File:KOTH_Highpass_yard-house-side.png|House on side of the Yard
  
File:KOTH_Highpass_industrialhouses.jpg|Route from Spawn to Yard
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File:KOTH_Highpass_industrialhouses.png|Route from Spawn to Yard
File:KOTH_Highpass_spawnarea.jpg|Area in front of the Spawn
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File:KOTH_Highpass_spawnarea.png|Area in front of the Spawn
File:KOTH_Highpass_spawn.jpg|Inside the Spawn
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File:KOTH_Highpass_spawn.png|Inside the Spawn
 
</gallery>
 
</gallery>
  
 +
== Helpful overview ==
 +
[[File:Highpass overview with lines.png|left|Highpass's locations|500px]]
 +
<big>1.Bridge
 +
2.Yard
 +
3.Industrial Houses</big>
 +
 +
{{clr}}
 
== Strategy ==
 
== Strategy ==
 
 
{{main|Community Highpass strategy}}
 
{{main|Community Highpass strategy}}
 +
{{community strategy stub link}}
  
 
== Control point timing ==
 
== Control point timing ==
Line 69: Line 69:
 
* Improved cliff displacements.
 
* Improved cliff displacements.
 
* Revised some details and textures.
 
* Revised some details and textures.
 +
 +
'''{{Patch name|4|25|2016}}'''
 +
* {{Undocumented}} Added [[Vanguard]], [[Landfall]], Highpass and [[Snowycoast]] to their respective modes' [[Quickplay]] rotations.
  
 
== Changelog ==
 
== Changelog ==
Line 111: Line 114:
  
 
== Trivia ==
 
== Trivia ==
* Inside RED spawn room, their is a small, inaccessible room to the player's right. Inside it there's a door that has the name "Bloodhound" on it. Inside the BLU spawn room, there is also another room, with the only difference being the name on the door has changed to "Psy". This is reference to two of the map's developers, Bloodhound and Psy.
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[[File:Drawer Prop Texture.png|thumb|125px|Texture of the model itself.]]
 +
 
 +
* There are doors seen in each of the map's spawn rooms which read "Bloodhound" and "Psy", which reference the map's developers who go by the same names.
 +
* In the Red spawn, over the stairs in the near room, there is a drawer from a desk in honor to Drawer (who helped in the navigation and design of the map).
 +
** There is also the name of the members of the [https://steamcommunity.com/groups/retf2 RETF2] community. Drawer, Maestro Darkha, hk007, Dio Joestar, Bullets, Dvdgg, Dr.DVD, and Yannick "Bloodhound" Xeramon.
 +
* While the original map was created by Aaron "Psy" Garcha, Bloodhound took over the project in 2013.
 +
 
 +
== Gallery ==
 +
<gallery>
 +
File:Highpass Workshop image.jpg|Steam Workshop thumbnail for Highpass.
 +
</gallery>
  
 
== External links ==
 
== External links ==
 
 
* [https://www.youtube.com/watch?v=5TD2evuHkAw Development Time-Lapse]
 
* [https://www.youtube.com/watch?v=5TD2evuHkAw Development Time-Lapse]
* [http://steamcommunity.com/sharedfiles/filedetails/?id=463803443 Highpass in the Steam Workshop]
 
 
* [https://www.youtube.com/watch?v=yQm7SY1h7Xo Flythrough on YouTube (B2)]
 
* [https://www.youtube.com/watch?v=yQm7SY1h7Xo Flythrough on YouTube (B2)]
* [http://qsdev.de/dl/maps/koth_highpass/log.html Full Changelog with images]
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* [https://qsdev.de/dl/maps/koth_highpass/log.html Full Changelog with images]
* [http://qsdev.de/dl/maps/koth_highpass/history/index.html Images of the Bridge in different versions]
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* [https://qsdev.de/dl/maps/koth_highpass/history/index.html Images of the Bridge in different versions]
  
 
{{Tough Break Update Nav}}
 
{{Tough Break Update Nav}}
 
{{Maps Nav}}
 
{{Maps Nav}}

Latest revision as of 21:22, 17 January 2024

Highpass
KOTH Highpass.png
Basic Information
Map type: King of the Hill
File name: koth_highpass
Released: December 17, 2015 Patch
(Tough Break Update)
Developer(s): Yannick "Bloodhound" Milhahn
"Psy"
Jesús "Drawer" Vera
Map Info
Environment: Industrial, desert
Setting: Daylight, sunny
Map Items
Healthico.png Health Kits: Smallhealth.png ×4  •  Mediumhealth.png ×5
Ammoico.png Ammo Boxes: Smallammo.png ×4   •   Mediumammo.png ×6
Map Photos
Loading screen photos.
Map Overview
Highpass overview.png
Map Stamp
Item icon Map Stamp - Highpass.png
Supporters Leaderboard

Highpass is a community-created King of the Hill map with a radially symmetric layout released in the Tough Break Update. It is set in an industrial area within the desert. Both teams attack through their industrial bases, fighting to be the king of the central control point, which is located on the middle bridge. There are multiple routes to approach the central point. The vertical design and the height differences between the areas ensure a unique gameplay.

Highpass was contributed to the Steam Workshop.

Locations

Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.

  • Spawn: A house with two exits, which leads towards the Industrial Houses (with a building in between).
  • Industrial Houses: Both Red and Blu have these sets of buildings, with multiple Sniper perches overlooking the control point. A combination of open-air high ground and two windowed buildings make up the Industrial Houses. The Red and Blu houses fully encircle and look down onto the control point and the Yards.
  • Yard: In between the Industrial Houses and the Control Point, the Yard makes up the valley of the low ground. Both the Red and Blu Yards connect beneath the Bridge. The Yard also stretches to the sides of the Industrial Houses.
  • Bridge: Commonly referred to as the Bridge, Highpass' control point sits fully surrounded and exposed on top of a bridge. Both Industrial Houses have full sight on the control point; the Yards sit below the control point with ramps sloping up to it on each side.

Helpful overview

Highpass's locations
1.Bridge
2.Yard
3.Industrial Houses

Strategy

Main article: Community Highpass strategy

Control point timing

Control Point Multiplier Seconds
Control Point ×1
8 .000
×2
5 .333
×3
4 .364
×4
3 .840


Update history

December 17, 2015 Patch (Tough Break Update)

  • Added Highpass to the game.

January 20, 2016 Patch

  • Removed unnecessary detail props.
  • Revised fade-distances.
  • Turned some brushwork into props.
  • Revised hints and skips.
  • Added nobuild entity on the ramps in front of spawn.
  • Improved cliff displacements.
  • Revised some details and textures.

April 25, 2016 Patch

Changelog

This is the changelog of the map before it was added to the game.
Changelog:

December 17, 2015

July 13, 2015 - RC1A

  • fixed clipping issues
  • optimized visleafs (-> better performance)
  • remedied some visual mistakes
  • removed/replaced high-poly props

July 11, 2015 - RC1

  • improved rollout-friendliness
  • heightened roofing on right spawn exit
  • moved middle beam of that roofing to the side
  • increased ceiling height in building on left route to mid
  • replaced a door with a gate (higher) on right route to mid
  • widened the "tunnel" room on right route to mid
  • spawn room stairs changed; players spawn closer to doors
  • added a shack to the ramps on the left path to mid
  • added a recess on the lower part of that ramps
  • removed a shortcut to the Sniper deck in the yard
  • moved small metal below Sniper deck to recess on ramps
  • fixed some nasty Sniper sight lines and unfair cover
  • improved clipping of platform (with health) on right path to mid (no jump needed anymore)
  • improved clipping on rock behind the yard's middle building
  • fixed most displacement flickering on mountains
  • fps optimization (occluders, fade distances)
  • improved clipping for explosive jumps
  • fixed missing CP unlock announcement
  • detail improvements
  • much old detail reworked
  • improved lighting
  • changed ground texture
  • added rotating clouds

Trivia

Texture of the model itself.
  • There are doors seen in each of the map's spawn rooms which read "Bloodhound" and "Psy", which reference the map's developers who go by the same names.
  • In the Red spawn, over the stairs in the near room, there is a drawer from a desk in honor to Drawer (who helped in the navigation and design of the map).
    • There is also the name of the members of the RETF2 community. Drawer, Maestro Darkha, hk007, Dio Joestar, Bullets, Dvdgg, Dr.DVD, and Yannick "Bloodhound" Xeramon.
  • While the original map was created by Aaron "Psy" Garcha, Bloodhound took over the project in 2013.

Gallery

External links