Bloodhound
Account Details
SteamID64 76561198029546108
SteamID3 [U:1:69280380]
SteamID32 STEAM_0:0:34640190
Country Germany
Signed Up September 6, 2014
Last Posted December 23, 2015 at 1:27 PM
Posts 6 (0 per day)
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#21 koth_highpass in Map Discussion
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.

posted about 8 years ago
#17 koth_highpass in Map Discussion
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.

posted about 8 years ago
#14 koth_highpass in Map Discussion
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?

posted about 8 years ago
#5 koth_highpass in Map Discussion

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.

posted about 8 years ago
#4 koth_highpass in Map Discussion

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. ;)

posted about 9 years ago
#1 koth_highpass in Map Discussion

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)

posted about 9 years ago