Difference between revisions of "Highpass/ko"
(Created page with "{{Trans}} {{Map infobox | game-type = King of the Hill | file-name = koth_highpass | developer = User:Bloodhound|Bloodh...") |
(→Control point timing) |
||
Line 54: | Line 54: | ||
{{main|Community Highpass strategy}} | {{main|Community Highpass strategy}} | ||
− | == | + | == 점령에 필요한 시간 == |
{{Control Point Timing/Official Map}} | {{Control Point Timing/Official Map}} | ||
Revision as of 08:05, 8 January 2016
이 페이지는 한국어로 번역 중입니다. 한국어를 능숙하게 하신다면 토론 페이지에 글을 남기거나 문서 역사를 참고하여 문서 번역에 참여한 번역가들과 이를 상의하시기 바랍니다. |
Highpass | |
---|---|
기본 정보 | |
제작: | 알 수 없음 |
맵 정보 | |
환경: | Industrial, desert |
설정: | Daylight, sunny |
맵 사진 | |
맵 전경 | |
Highpass는 커뮤니티에서 제작된 언덕의 왕 맵으로 사막 위의 산업지대에 위치하고 있습니다. 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.
장소
- 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.
- 스폰: A house with two exits, which is serving as spawn and starting point of each round.
전략
점령에 필요한 시간
지점 점령 | 인원수 | 초 | ||
---|---|---|---|---|
지점 점령 | ×1 |
| ||
×2 |
| |||
×3 |
| |||
×4 |
|
업데이트 기록
2015년 12월 17일 패치 (Tough Break Update)
- Highpass 맵이 게임에 추가되었습니다.
Changelog
December 17, 2015
- Highpass was released as part of the Tough Break Campaign
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
외부 링크
- Development Time-Lapse
- Highpass in the Steam Workshop
- Flythrough on YouTube (B2)
- Full Changelog with images
- Images of the Bridge in different versions
|