Highwood

PL Highwood b20

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Sneeuw

L1: Registered
Aug 6, 2018
15
0
new version, look alot more like details to me. i also got stuck at the same spot coming out of cave again. make the roof non phasable. like all of it because when you stand on the cart coming out of cave you get stuck in the roof. also i cannot stress how important it is for the red team to have the highground in the spawn area, like i suggested before add that balcony on white house, but also make white house an actual building with a medium ammo pack in it and a small health pack. id also suggest that large health pack in the stairway thing i suggested before. another good idea is on the way into last if blue got more cover it would let blue at least get onto the platform easier.
 

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
I know about the cave you dont have to keep telling me. Upward has that problem as well and I'm not sure if it's necessary to fix it. I understand what you mean but I will balance the map based on the playtesting results.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Please don't use the name Sierra, it's my current koth map name and i'm using it come RC1.
 

Wyvern

Certified TF2 Cartographer
Feb 16, 2018
105
152
Hey there ASD, So I really like your entry. A few stylistic/gameplay things though:

20181110104139_1.jpg

For this area, I think it would look a little more interesting if you'd add a 3d skybox of some kind; maybe add some buildings behind the wall area, it looks a little bland.
20181110112510_1.jpg
For this area, it might just be a tad bit open, but it might just be the picture. I like the height variation though.

Overall, this map is a great contender for the top three. Keep working, ASD, I like this one!
 

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
Hey there ASD, So I really like your entry. A few stylistic/gameplay things though:

20181110104139_1.jpg

For this area, I think it would look a little more interesting if you'd add a 3d skybox of some kind; maybe add some buildings behind the wall area, it looks a little bland.
20181110112510_1.jpg
For this area, it might just be a tad bit open, but it might just be the picture. I like the height variation though.

Overall, this map is a great contender for the top three. Keep working, ASD, I like this one!
Thanks for the suggestions, I am grateful for your compliments. I should update the screenshots though... those are from a1
 

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
Some details
Fixed clipping for building near point C.
Added another route into the building after point B. This route is one-way that enables after capturing point B.
Added custom soundscape. Credit to sean.townsend for Tawny Owl - Female and Tawny Owl - Male on freesound.org

Read the rest of this update entry...
 
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Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
make the mapname Elder Grove
or just go back to Nelder

I refuse to believe Highwood is a superior name
 

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
Here is a comparison between Alpha 1 and Beta 5

Crane above final point
a1
S1iFwjk.jpg

b5
4WdZSSL.jpg


Below the crane
a1
5jNpYVk.jpg

b5
GIPWkHs.jpg


Point C
a1
1YPV4g4.jpg

b5
xuYXAow.jpg


Point B
a1
FCnmvOl.jpg

b5
Psl5CzJ.jpg


Near blue spawn
a1
Mj7RuUa.jpg

b5
ZLx9r7c.jpg


The layout did not actually change too much. Areas feels like the old areas. This is because I wanted to see how far I could go while retaining the original concept. This could be bad but I think it gives the map more unique feeling.

The general shape is still recognizable but several changes are very apparent. For instance, I changed the environment light a lot since the original lighting was too dark. It is great for more moody environment that does not rely heavily on the environment light but I need the twilight to shine through the dense redwood forest. This map was called pl_pink during alpha because of this lighting.

A1 and other early alpha used swamp rocks since it worked well with the ground texture as demonstrated in koth_suizin. However, I wanted to keep the rock color consistent across the map so I decided to change to grey. (The cave areas couldn't really have brown rock walls since it would blend with the ground texture)
 
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Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
Increased delay between owl soundsin soundscape Grove.Outside (obviously the most important change in this version)

Fixed one way doors being openable from both sides

Packed Nax file (for those who might want to play with bots)

Fixed texture alignment of skycards (so they dont have this annoying faint line at the top)

Read the rest of this update entry...