Highpass

KotH Highpass RC2

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GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
One thing:
Near the spawn, on the partially open and filled container, I clipped on it trying to rocket jump.
Here's the spot I'm talking about:
2013-03-03_00007.jpg
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
Remember the "exploit or intended?" thing I found during gameday?
Well, I do have some pictures, but I also do have something quite funny and complex.
Here they go:
2013-03-16_00003.jpg

2013-03-16_00004.jpg


This is a clip on a window, the one near spawn, left entrance:
2013-03-16_00002.jpg


And here comes the WTF? moment (I was laughing my ass off during this - I rocket jumped, got airshoted and propulsed in the air by a mini-sentry from the place where I'm at (second pic) to here, in the balcony:
2013-03-16_00005.jpg
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
Thanks GPuzzle, some of those are clearly not intended.
I'm gonna fix them.

Edit:
I actually clipped all those spots,
but I managed it to toggle off all tooltextures before compile. :blushing:

I fixed that in a8a.
 
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cool_myll

L1: Registered
Aug 8, 2011
31
9
Hey bloodhound. I find the map really cool. Are you still working on it? Will we see a beta (full textures) version so i can put it on our server?
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543
So as i said to Bloodhound on the server where i held maptest, i returned to give out some feedback. I have been eyeing out this map for a long time. I wanted to wait for the textured version, since those are much more fun for players to play on and they sort of are more interested about the map with shiny graphics. I keep these tests every wednesday, 2 maps total so the regulars are around and there actually is far more better gaming experience than with random folks.

Anyways, what i asked and listened, i heard nothing negative about this map (which is odd). One of the regulars asked "why this map hasn't been on before" some other dude said "there's a bad colored texture on the ground, can't notice red minisentry so easily" and the third guy said the "map is complex" but that might be since it was new to him. But that's all.

Personally, i couldn't find any visible flaws with this one, except this one little detail. This rock in the middle, does it have to be there? It sort of blocks the way for defenders to get around to middle faster or side to side. It also blocks line of sight and bothered me for some reason.

Anyway, i'll throw this in cycle to another server for a week. Let's see if i can get more feedback on this.
 

evanonline

L420: High Member
Mar 15, 2009
485
273
If y'all are still alive pleeeeaaaase put this on the workshop. I don't care what a weird necrobump this is I am passionate about this map
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
If y'all are still alive pleeeeaaaase put this on the workshop. I don't care what a weird necrobump this is I am passionate about this map

It's already on the workshop.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
If y'all are still alive pleeeeaaaase put this on the workshop. I don't care what a weird necrobump this is I am passionate about this map

It's already one of the top rated maps on the workshop.
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
RC 1 A

Download

koth_highpass_rc1_1.jpg


Thanks to the RETF2 Collective who played a mayor role in developing this release.
Also to Xeramon and Rechow who spend hours debugging the map. ;)

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 infos and images in the OP.
 
Last edited:

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Where did this download go?