KotH Highpass

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I'm aware of the issue with the clipped doorway in the central buildings and the nodraw wall on the one building allowing you to see inside. Right-flank is kinda bad, I know. I already have an idea for that.

Regardless, is it worth developing the map further?
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
no you should quit

In all seriousness though, do it; it'd be nice to see another map from you.
 
Feb 14, 2008
1,051
931
I feel as though it could be significantly wider, it's very narrow (compared to other koth maps) at the moment and feels a bit like a spam corridor.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I feel as though it could be significantly wider, it's very narrow (compared to other koth maps) at the moment and feels a bit like a spam corridor.

Yeah. I based this map on my old KoTH map from last year and, unfortunately, the scale is off quite a bit, mainly because I haven't mapped for TF2 in a while so I've fallen out of touch with what works and what doesn't.

This is why I've decided to combine the mid of the KoTH map I made last year (of which this 72hr map was based on) with the spawns I made for the contest. Perhaps I will bring in some of the other elements from the 72 hour version such as the high path at mid (which I still think is pretty cool).

Thoughts?
 

Psy

The Imp Queen
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Apr 9, 2008
1,706
1,491
a2-1.jpg

a2-2.jpg

a2-3.jpg

a2-4.jpg


Alpha 2 - 13th July
  • Changes to mid.
  • Features the next-gen ability to enter buildings!

 
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gr8stalin

L1: Registered
Feb 27, 2011
9
6
We played Highpass in a New Map Weekend pug. It was a really good play and was fairly balanced for a 72 hour mockup. Aside from the problems that you know about (the door on the left on the sniper house and the visibility issues concerning the walls in the little caverns), we only spotted three real things that could use improvement.

1. Widen this little area under the point, but not by much. Right now it's so narrow that the risks using it totally outweigh the rewards for it. Maybe even put a health pill or pack there.

2. On the point of health packs, we felt that a health and ammo setin the cave would make it both a viable push, hold, and retreat area.

3. From the sniper houses, you have extreme visibility through the cave, while the hill is relatively protected. Suggestion was to put some blockage to obscure the sightlines for the cave slightly.

Other than that, the small map size gave us the feel that this is what a map like Viaduct should have been. Most competitive players complain about the heavy's ability to negate jumping soldiers and demomen completely on Viaduct, but heavy was both viable AND punishable on Highpass. It was similarly with gunslinger engineer. This works in tandem with 24-man servers where players who prefer playing pyro and/or spy will enjoy nice hiding spots and engineers will find much to do in terms of defensive and supportive sentries. With a little work, everyone will enjoy playing Highpass. Hope you enjoyed the feedback, because we enjoyed the map!
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Thanks for the feedback. It's much appreciated. If you could test the latest version which has a few layout changes, then that would be great. :)
 

waxpax

L5: Dapper Member
Feb 25, 2011
238
151
We pugged your map again tonight, here's the stv: http://www.mediafire.com/?jeooc9t375cenzq

One person complained about FPS issues on the map, or thought he had FPS issues. Some people felt the right side was cluttered too much. Respawn timers seem to be too long for defense. Health pack is in a bad spot under the platform on the right that ledge is annoying too (I'll post a screen of it). Most people had fun in the pug, though.

You might need to fix this spot, you can get stuck a little.
hDIjI.jpg



This is the health pack one person felt was in a bad spot since you have to grab it and then walk out a bit before being able to rocket jump. They also complained a bit about the ledge as it was annoying in the way they got stuck on it.
dFz6R.jpg
 

waxpax

L5: Dapper Member
Feb 25, 2011
238
151
http://www.mediafire.com/?lnv18an2qsgciir

We pugged your map again last night. It proved to be a bit too big for 6s this time. It seemed difficult to push onto the point. Stv is above.

Btw, are you still working on this project? Idk if it'll really work in 6s, but we thought it would make a good pub koth map. Someone actually called it a pub viaduct since via is a bit too small for 24-32 people but your map seems like a good size for larger numbers of people.