Difference between revisions of "Highpass"

From Team Fortress Wiki
Jump to: navigation, search
(Strategy)
(Rearranged the page.)
Line 14: Line 14:
 
}}
 
}}
  
'''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. Highpass was made an official map in the [[Tough Break Update]].
+
'''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.  
  
 
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.  
 
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.  
  
 
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]].
 
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 ==
Line 30: Line 32:
  
 
*'''Spawn''': A house with two exits, which is serving as spawn and starting point of each round.
 
*'''Spawn''': A house with two exits, which is serving as spawn and starting point of each round.
 +
 +
<gallery perrow="9">
 +
File:KOTH_Highpass.jpg|The Bridge with CP
 +
File:KOTH_Highpass_bridge-below.jpg|Health under the Bridge
 +
File:KOTH_Highpass_bridge-building.jpg|Building next to the Bridge
 +
 +
File:KOTH_Highpass_yard-above.jpg|The Yard from above
 +
File:KOTH_Highpass_yard-below.jpg|The Yard from below
 +
File:KOTH_Highpass_yard-house-middle.jpg|House in middle of the Yard
 +
File:KOTH_Highpass_yard-side.jpg|Sideview of the Yard
 +
File:KOTH_Highpass_yard-house-side.jpg|House on side of the Yard
 +
 +
File:KOTH_Highpass_industrialhouses.jpg|Route from Spawn to Yard
 +
File:KOTH_Highpass_spawnarea.jpg|Area in front of the Spawn
 +
File:KOTH_Highpass_spawn.jpg|Inside the Spawn
 +
</gallery>
  
 
== Strategy ==
 
== Strategy ==
Line 43: Line 61:
  
 
== Changelog ==
 
== Changelog ==
{{Update history |
+
{{hatnote|This is the changelog of the map before it was added to the game.}}
 +
{{Changelog|
 
'''December 17, 2015'''
 
'''December 17, 2015'''
 
* Highpass was released as part of the [[Tough Break Update|Tough Break Campaign]]
 
* Highpass was released as part of the [[Tough Break Update|Tough Break Campaign]]
Line 80: Line 99:
 
* changed ground texture
 
* changed ground texture
 
* added rotating clouds}}
 
* added rotating clouds}}
 
 
== Trivia ==
 
* The map contains several custom signs; for example, to honour the creators.
 
  
 
== External links ==
 
== External links ==
Line 92: Line 107:
 
* [http://qsdev.de/dl/maps/koth_highpass/log.html Full Changelog with images]
 
* [http://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]
 
* [http://qsdev.de/dl/maps/koth_highpass/history/index.html Images of the Bridge in different versions]
 
== Gallery ==
 
<gallery perrow="9">
 
File:KOTH_Highpass.jpg|The Bridge with CP
 
File:KOTH_Highpass_bridge-below.jpg|Health under the Bridge
 
File:KOTH_Highpass_bridge-building.jpg|Building next to the Bridge
 
 
File:KOTH_Highpass_yard-above.jpg|The Yard from above
 
File:KOTH_Highpass_yard-below.jpg|The Yard from below
 
File:KOTH_Highpass_yard-house-middle.jpg|House in middle of the Yard
 
File:KOTH_Highpass_yard-side.jpg|Sideview of the Yard
 
File:KOTH_Highpass_yard-house-side.jpg|House on side of the Yard
 
 
File:KOTH_Highpass_industrialhouses.jpg|Route from Spawn to Yard
 
File:KOTH_Highpass_spawnarea.jpg|Area in front of the Spawn
 
File:KOTH_Highpass_spawn.jpg|Inside the Spawn
 
</gallery>
 
  
 
{{Tough Break Update Nav}}
 
{{Tough Break Update Nav}}
 
{{Maps Nav}}
 
{{Maps Nav}}

Revision as of 05:16, 1 January 2016

Highpass
KOTH Highpass.jpg
Basic Information
Developer(s): Unknown
Map Info
Environment: Industrial, desert
Setting: Daylight, sunny
Map Photos
Loading screen photos.
Map Overview
Highpass overview.png

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, 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.

The general idea and layout of the map was made by Psy, the creator of Nightfall. The map was later adopted by Bloodhound.

Highpass was made an official map in the Tough Break Update.

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.
  • 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.
File:Highpass overview.jpg
Overview of BLU's side.
  • Spawn: A house with two exits, which is serving as spawn and starting point of each round.

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.

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

External links