Highwood

Highwood b19 - repacked

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Highwood b19 - repacked

My entry for the most bureaucratic contest I have ever seen, the Payload Checklist Contest

Formerly known as Pink and Nelder Grove during development.
Highwood takes place in one of the groves located in California where the Giant Sequoia grows.
This is my entry for Payload Checklist Contest and was placed first.
My 5 choices are as follows.

Inkedclipboard_final_LI.jpg


Respawn rooms for both teams do not move.

Credits:
sky_yuki_01 by Void
Giant Sequoia Trees by EArkham
Rocks from Enclosure Assets by Asg_Alligator
Roof Spine Props by Asg_Alligator
Half security_fence by Rexy
Alpine Logs by Buzzy
Remade Gutters by Tumbolisu
Vineyard Ivy by Dr. Spud
Landfall Assets by Dr.Spud
Covered Hopper Car by Freyja
Tall Thin Pine Trees by Diva Dan
Bear Cutout by MaccyF
Metal Texture Pack by Ravidge
Tawny Owl - Female and Tawny Owl - Male by sean.townsend on freesound.org
Author
Asd417
Downloads
7,077
Views
7,077
First release
Last update
Category
Payload

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Latest updates

  1. Repacked

    Please download this version if you downloaded the 103mb version previously.
  2. b19

    Fixed Areaportal Fixed one of the gates not opening on B capture
  3. b18

    Added a shack in front of blue spawn Added a highground for blue near B Merged the double small health-ammo set near B into medium health-ammo set. Removed C-building access from the cave Added C-building access from the ramp near B

Latest reviews

Saw this on a community server and played a few rounds. It is hands down one of the most gorgeous tf2 maps i've played, it is a bit chokey near last though
This is one of those maps that screenshot's really just can't do justice. So many places are just lovely to look at. only way to put it. Also, some things really must've been a pain in the arse to make, so hats off to asd.
with work this map could be amazing imma just say that. first off spawn seems really hard to defend with it only getting slightly easier to defend after 1st point. after that 2nd is pretty good but what i love about it is the hill the cart rolls down. ive had that idea for a while and im glad someone used it. i love the 2 giant tree pillars especially the one with the spawn near it. the 3rd point is probally the neatest point yet i really do like it. now last. where do i start with last. we talk a strait dive down then a have to climb a steep hill all the way to the last platform while the entire time we would probally be bombarded from the hall above or just people looking over, not to mention how trapable last is. other then that this map is pretty good.
Asd417
Asd417
thank you for detailed feedback. Yes it's pretty apparent that the last point was not tested enough to balance it out well just yet. Although it's a bit difficult to decide what to do with that part. 2nd point had the most testing so it's pretty much polished. I'm not sure what to do with the first point though since I dont really want red to win at the first point but at the same time, I want it to be slightly more defendable.