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koth_highpass
1
#1
0 Frags +

https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/b2/screenshots/koth_highpass_rc1a_1.jpg

Hello tf.tv community,
I want to introduce you into koth_highpass.
Highpass is a fast-paced King of the Hill map, which was originally created by Psy (the creator of plr_nightfall).

In January 2013 I took the map over and worked on it until May 2013, when I released B2.
In Summer 2015 I picked the map up again and polished it a little.
It should be also way more suitable for competitive gameplay.

Current Version: RC1a (13th July 2015)
TF2Maps.net Thread (Changelog)
Fly-Through Video (B2):

https://www.youtube.com/watch?v=yQm7SY1h7Xo

More images:
Overview
Yard with Middle Building
Left Yard
Right Yard
Spawn (outside)
Spawn (inside)
Left Route (Spawn to Yard)
Right Building (Yard to Mid)
Middle Building (Yard to Mid)
Building next to the bridge (CP)

[img]https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/b2/screenshots/koth_highpass_rc1a_1.jpg[/img]

Hello tf.tv community,
I want to introduce you into koth_highpass.
Highpass is a fast-paced King of the Hill map, which was originally created by Psy (the creator of plr_nightfall).

In January 2013 I took the map over and worked on it until May 2013, when I released B2.
In Summer 2015 I picked the map up again and polished it a little.
It should be also way more suitable for competitive gameplay.

Current Version: [url=http://qsdev.de/dl/maps/koth_highpass_rc1a.bsp]RC1a (13th July 2015)[/url]
[url=http://forums.tf2maps.net/showthread.php?t=20709]TF2Maps.net Thread (Changelog)[/url]
Fly-Through Video (B2):
[youtube]https://www.youtube.com/watch?v=yQm7SY1h7Xo[/youtube]

More images:
[b][url=https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/rc1a/screenshots/overview.jpg]Overview[/url][/b]
[url=https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/rc1a/screenshots/koth_highpass_rc1a_2.jpg]Yard with Middle Building[/url]
[url=https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/rc1a/screenshots/koth_highpass_rc1a_3.jpg]Left Yard[/url]
[url=https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/rc1a/screenshots/koth_highpass_rc1a_4.jpg]Right Yard[/url]
[url=https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/rc1a/screenshots/koth_highpass_rc1a_5.jpg]Spawn (outside)[/url]
[url=https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/rc1a/screenshots/koth_highpass_rc1a_6.jpg]Spawn (inside)[/url]
[url=https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/rc1a/screenshots/koth_highpass_rc1a_7.jpg]Left Route (Spawn to Yard)[/url]
[url=https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/rc1a/screenshots/koth_highpass_rc1a_8.jpg]Right Building (Yard to Mid)[/url]
[url=https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/rc1a/screenshots/koth_highpass_rc1a_9.jpg]Middle Building (Yard to Mid)[/url]
[url=https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/rc1a/screenshots/koth_highpass_rc1a_10.jpg]Building next to the bridge (CP)[/url]
2
#2
-1 Frags +

Looks really well put together, love the details!

I can't open the zip file it says it is corrupted, anybody else experiencing the same problem?

Looks really well put together, love the details!

I can't open the zip file it says it is corrupted, anybody else experiencing the same problem?
3
#3
4 Frags +

Yup, the file is rip.

Yup, the file is rip.
4
#4
0 Frags +

Must be corrupted since months then!
Sorry. Fixed the link in the OP.

Oh, and thanks Stone. But we have to see how it plays in comp. ;)

Must be corrupted since months then!
Sorry. Fixed the link in the OP.

Oh, and thanks Stone. But we have to see how it plays in comp. ;)
5
#5
8 Frags +

koth_highpass just recieved an update. ;)

https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/rc1a/screenshots/koth_highpass_rc1a_1.jpg

Major gameplay change for this version:

https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/rc1/screenshots/koth_highpass_rc1_majorchange.jpg

Changelog:

07-13-2015 - RC1A
- fixed clipping issues
- optimized visleafs (= better performance)
- remedied some visual mistakes
- removed/replaced high-poly props

07-11-2015 - 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

More informations and pictures in the OP.

koth_highpass just recieved an update. ;)

[img]https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/rc1a/screenshots/koth_highpass_rc1a_1.jpg[/img]

Major gameplay change for this version:
[img]https://dl.dropboxusercontent.com/u/54434157/maps/koth_highpass/rc1/screenshots/koth_highpass_rc1_majorchange.jpg[/img]

Changelog:

[quote]
[i]07-13-2015 - RC1A[/i]
- fixed clipping issues
- optimized visleafs (= better performance)
- remedied some visual mistakes
- removed/replaced high-poly props

[i]07-11-2015 - RC1[/i]
[b]- improved rollout-friendliness[/b]
* 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
[b]- improved clipping of platform (with health) on right path to mid (no jump needed anymore)[/b]
- 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
[/quote]

[b]More informations and pictures in the OP.[/b]
6
#6
2 Frags +

I like this

I like this
7
#7
0 Frags +

.

.
8
#8
4 Frags +

awesome use of textures and shapes, fits tf2 so well
impressive!

awesome use of textures and shapes, fits tf2 so well
impressive!
9
#9
11 Frags +

Now that it has been added to the game, we should try it... Seems really nice and I feel it can compensate the need of a new koth in the map pool

Now that it has been added to the game, we should try it... Seems really nice and I feel it can compensate the need of a new koth in the map pool
10
#10
3 Frags +

Let's encourage pug groups to start running this map, that might be a good start. A new koth map in the map pool is a long time overdue, and this map is worth taking a look at.

Let's encourage pug groups to start running this map, that might be a good start. A new koth map in the map pool is a long time overdue, and this map is worth taking a look at.
11
#11
11 Frags +
cirloNow that it has been added to the game, we should try it... Seems really nice and I feel it can compensate the need of a new koth in the map pool

It sucks that it takes the map to be in the game before anyone dares to try it.

[quote=cirlo]Now that it has been added to the game, we should try it... Seems really nice and I feel it can compensate the need of a new koth in the map pool[/quote]

It sucks that it takes the map to be in the game before anyone dares to try it.
12
#12
0 Frags +

well, at least it's one way to force it from valve's end, which helps

quick question, if bloodhound still reads this thread: fubar mentioned that he can make changes to vanguard, and it will be updated for TF2 (presumably, he didn't explicitly say that out loud it'd be weird for him to get officially in while he still wants to update it). is that similarly happening to this map?

well, at least it's one way to force it from valve's end, which helps

quick question, if bloodhound still reads this thread: fubar mentioned that he can make changes to vanguard, and it will be updated for TF2 (presumably, he didn't explicitly say that out loud it'd be weird for him to get officially in while he still wants to update it). is that similarly happening to this map?
13
#13
1 Frags +

I think it's a great map

I think it's a great map
14
#14
4 Frags +
LainIt sucks that it takes the map to be in the game before anyone dares to try it.

Thanks for speaking that out loud, Lain.
Mappers need support before the maps are included. Not really after.

trashquick question, if bloodhound still reads this thread: fubar mentioned that he can make changes to vanguard, and it will be updated for TF2 (presumably, he didn't explicitly say that out loud it'd be weird for him to get officially in while he still wants to update it). is that similarly happening to this map?

Yes, he does. ;)
And yes. It was offered to me to ship updates to Highpass after the release.
However, this will of course not include mayor layout changes.
What did you thought of?

[quote=Lain]It sucks that it takes the map to be in the game before anyone dares to try it.[/quote]

Thanks for speaking that out loud, Lain.
Mappers need support before the maps are included. Not really after.

[quote=trash]
quick question, if bloodhound still reads this thread: fubar mentioned that he can make changes to vanguard, and it will be updated for TF2 (presumably, he didn't explicitly say that out loud it'd be weird for him to get officially in while he still wants to update it). is that similarly happening to this map?[/quote]

Yes, he does. ;)
And yes. It was offered to me to ship updates to Highpass after the release.
However, this will of course not include mayor layout changes.
What did you thought of?
15
#15
0 Frags +

ah, that's good. I was just thinking abt that because it might make people pug more on this map, since it's a map guaranteed to stay official while still using competitive input

ah, that's good. I was just thinking abt that because it might make people pug more on this map, since it's a map guaranteed to stay official while still using competitive input
16
#16
1 Frags +
trashsince it's a map guaranteed to stay official while still using competitive input

I'd say it's a little late for that wouldn't you? Bloodhound correct me of I'm wrong but I seem to recall playing some form of this map in the New Map Weekends pug group like 4 years ago (that might have been before you took over from the guy who originally created it, not sure). We need that kind of feedback early on in development cycle of a map, like Lain pointed out, not so late in the process.

If anyone still runs the new new incarnation of New Map Weekends this would be a great time and place to advertise.

[quote=trash]since it's a map guaranteed to stay official [b]while still using competitive input[/b][/quote]

I'd say it's a little late for that wouldn't you? Bloodhound correct me of I'm wrong but I seem to recall playing some form of this map in the New Map Weekends pug group like 4 years ago (that might have been before you took over from the guy who originally created it, not sure). We need that kind of feedback early on in development cycle of a map, like Lain pointed out, not so late in the process.

If anyone still runs the new new incarnation of New Map Weekends this would be a great time and place to advertise.
17
#17
13 Frags +
toothtrashsince it's a map guaranteed to stay official while still using competitive input
I'd say it's a little late for that wouldn't you?

It is.
I posted it here this year to achieve exactly that: feedback.
No input -> no output.
As far as I saw the map plays fine in publics.
They are is still the main audience. Especially now where it's ingame.
But if you guys have some input that works for pubs and comp, go ahead.

Also. Some of you may should change their mind and think exactly the other way around.
If you help the map making community you will get good maps into the game.
Then you don't have to wait and see what comes with the update and being surprised that it's not suitable for your needs. It's a lot (A LOT!) easier to make changes in alphas than in betas and RCs.

[quote=tooth][quote=trash]since it's a map guaranteed to stay official [b]while still using competitive input[/b][/quote]

I'd say it's a little late for that wouldn't you?[/quote]

It is.
I posted it here this year to achieve exactly that: feedback.
No input -> no output.
As far as I saw the map plays fine in publics.
They are is still the main audience. Especially now where it's ingame.
But if you guys have some input that works for pubs and comp, go ahead.

Also. Some of you may should change their mind and think exactly the other way around.
If you help the map making community you will get good maps into the game.
Then you don't have to wait and see what comes with the update and being surprised that it's not suitable for your needs. It's a lot (A LOT!) easier to make changes in alphas than in betas and RCs.
18
#18
-3 Frags +

We could always have a pro version if anyone is up to it.

We could always have a pro version if anyone is up to it.
19
#19
5 Frags +

Bloodhound -
I just wanted to let you know that Power Pugs will be playing this map on 'New Map Saturday's' this coming weekend 12/26/2015. The map will be played a couple of times throughout the day within our current rotation and we will be taking time after the map is played for players to come give input regarding the map.

WPJ
Power Pugs

Bloodhound -
I just wanted to let you know that Power Pugs will be playing this map on 'New Map Saturday's' this coming weekend 12/26/2015. The map will be played a couple of times throughout the day within our current rotation and we will be taking time after the map is played for players to come give input regarding the map.

WPJ
[url=http://steamcommunity.com/groups/Pwrpugs#]Power Pugs [/url]
20
#20
2 Frags +

wait so did u not know that this map is officially in the game or what

wait so did u not know that this map is officially in the game or what
21
#21
1 Frags +
WhitePowerJesusBloodhound -
I just wanted to let you know that Power Pugs will be playing this map on 'New Map Saturday's' this coming weekend 12/26/2015.

Hey WPJ,
thanks for the heads up.
I saw that you want to play koth_highpass_rc1a on the steam group.
That version is almost half a year old.
I'm currently working on a performance fix that will than be released via a TF2 Update.
But that will mostly likely happen after the weekend.
So I'll send you a version for saturday.

[quote=WhitePowerJesus]Bloodhound -
I just wanted to let you know that Power Pugs will be playing this map on 'New Map Saturday's' this coming weekend 12/26/2015.[/quote]

Hey WPJ,
thanks for the heads up.
I saw that you want to play koth_highpass_rc1a on the steam group.
That version is almost half a year old.
I'm currently working on a performance fix that will than be released via a TF2 Update.
But that will mostly likely happen after the weekend.
So I'll send you a version for saturday.
22
#22
-1 Frags +

Power Pugs feedback:
- sight lines from spawn to mid are too long (i.e. good for sniping.)
- multiple corners that need to be taken out (I can show you)
- only good rollout is left ramp all other ways are too spammy
- rolling out from main the rocks are hard to jump over and some people get stuck
- lots of red in the map players are getting lost
- in general everyone thought this would be a great 4s map, but too small for 6s

Demo: http://wikisend.com/download/103592/match-20151226-1227-koth_highpass_powerpugs1.dem

Power Pugs feedback:
- sight lines from spawn to mid are too long (i.e. good for sniping.)
- multiple corners that need to be taken out (I can show you)
- only good rollout is left ramp all other ways are too spammy
- rolling out from main the rocks are hard to jump over and some people get stuck
- lots of red in the map players are getting lost
- in general everyone thought this would be a great 4s map, but too small for 6s

Demo: http://wikisend.com/download/103592/match-20151226-1227-koth_highpass_powerpugs1.dem
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