KotH Highpass RC2

Highpass is a fast-paced King of the Hill map.

  1. Bloodhound

    Bloodhound L6: Sharp Member

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  2. Yacan1

    aa Yacan1 D I G I T A L I N F L U E N C E R

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    This actually looks pretty cool. I can't really express how much I love that atrium/windowed area in the second screen shot, it looks great. I'm not sure if it was in the original one by Psy, but still looks true to the TF2 art style.
     
  3. RaVaGe

    aa RaVaGe

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  4. Bloodhound

    Bloodhound L6: Sharp Member

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    I haven't done that much changes to this version(a3).
    Some mayor things that I changed are:
    - widened the area below the point
    - closed the sniper window next to the balcony (because it was a really unfair sniper spot)

    Thanks Ravage for this little help. I really like some of the stuff you did and I will definitely apply some changes to my version.
     
  5. Psy

    aa Psy The Imp Queen

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    First time I've seen this compiled in...a year and half. :p
     
  6. Wilson

    aa Wilson Burial by Sleep

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    I played this map during the gameday, it was fun, but the matches would usually heavily favor the team that capped first and when both teams were being defensive, it would be stalemate until someone finally managed to cap the point.
    I think this might be why:

    [​IMG]

    There is no way to push enemy team very effectively or flank them to get rid of their teleporters and sentries. You have two ramps that put you on point that is fairly open and one tunnel that puts you on lower ground middle of all defensive positions for the defending team. Usually attacking team would endlessly try to push on the point and only occasional lucky player managed to get behind the enemy team, when everyone was busy with rest of his team. Point doesn't also have any cover on it, so once you are on the point, not only you have to deal with everyone on balconies around the point, you have to watch out for snipers sniping from the two rather long and safe sightlines. (But snipers might not be that much of a problem if attackers can flank defenders more easily)

    Other problem with the map, is this spawn exit that people seem to use most. (No idea why, a lot of people just seem to prefer this exit) When they come trough the door, they see this:

    [​IMG]

    Just one door with light on top of it, drawing their attention to it. People using this exit keep using this and only this route, only to notice after few rounds that there is other routes near this one. So i suggest you add big arrow sign here.

    Then there is some minor issues:

    - Remove this rock because it doesn't do anything but make this area more cramped than it should be,
    - What is point of this random fence here? It doesn't block spam at all and it just gets on your way when sticky/rocket jumping.
     
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  7. Bloodhound

    Bloodhound L6: Sharp Member

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    Big thanks for this Wilson, you are completely right on all points.

    I think a little cover on the point would be good.
    Since you have to jump anyway, to get off the point, it shouldn't make such a big difference from that perspective.

    I also thought about some flank routes. I don't wanna implement both of those.
    The right one (blue side) would easily give the attacker team height advantage,
    while the left one would be useful for killing teleporters/get behind the lines.

    [​IMG]
     
  8. Bloodhound

    Bloodhound L6: Sharp Member

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    Prepare for epic drawing skillz!

    We played Highpass again today, and I think my first solution for cover one the point was pretty bad.
    Here is why:

    Players can't shoot/see incoming enemies anymore, they are kind of trapped on the point.
    [​IMG]

    I'm not 100% happy with this new solution, but I think it's much better anyway.
    The concrete block (red) is making the soldier class much more interesting, since he can now jump on something to do more damage. It would also take away the feeling of a too empty point, that is pretty boring and open ATM.
    [​IMG]
     
  9. nightwatch

    aa nightwatch

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    One of the reasons that I hate King of the Hill in general is that maps usually fall into 1 of 2 categories:

    a) There is insufficient width at the middle to allow for flanking, and the map degenerates into a giant cluster of spam in the middle. Think Viaduct.

    b) There is too much width at the middle and too many flanking routes, and the map degenerates into team deathmatch, no one cares about the point. Think Harvest.

    At the moment, I feel that Highpass falls into category A. Obviously a healthy balance between the two would be best, but at the moment all players must be funnelled through the middle bridge, which doesn't do very much for gameplay. Others may have other ideas. Certainly more cover around the point will help to differentiate between the left and right routes around the bridge, but I am not sure whether it will be enough.

    The middle of the map just screams scouts and snipers, which is unfortunate because so many of the other classes are not useful until the opposing team has been pushed back past the point.
     
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  10. Melvin D Engineere

    Melvin D Engineere L4: Comfortable Member

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  11. Bloodhound

    Bloodhound L6: Sharp Member

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    Thank you very much Melvin!
    It would be great if you could upload a video of todays gameday, too.
    It's always helpful to see it from someone else point of view.
     
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  12. Melvin D Engineere

    Melvin D Engineere L4: Comfortable Member

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    More video footage of Highpass from Sunday's gameday, in a4 form:

    TF2: koth_highpass_a4

    I've set the video as unlisted for now. Let me know if you need that setting changed.
     
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  13. Bloodhound

    Bloodhound L6: Sharp Member

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    Thanks again Melvin!

    I don't really have a problem with listed or unlisted. You can decide. :p
     
  14. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    This might be picky but shouldn't the overlay for the truck tracks be closer together? You have them the same width of the doors - meaning that if the truck tires were on them then the truck (which is usually bigger than the tires) would not be able to fit through the doors.
     
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  15. Bloodhound

    Bloodhound L6: Sharp Member

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    Oh Jesus,
    good you pointed that out!
    I just can't imagine what could have happened!

    [​IMG]
     
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    Last edited: Jan 24, 2013
  16. Fish 2.0

    Fish 2.0 L6: Sharp Member

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    I was watching that video and one of the things I might point out is that when you stand on the point, your sight line is blocked to the ground below, meaning you can't really visualise all enemies incoming. If you watch that video http://www.youtube.com/watch?feature=player_detailpage&v=CO_RWt-CoGY#t=52s you can see what I mean.

    Also, it feels a bit overwhelming being in the middle of all the action with the two high side routes. You always feel like you are at a disadvantage on the point because of the height advantage the other team constantly has. There always seems to be an enemy up there.
     
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  17. Bloodhound

    Bloodhound L6: Sharp Member

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    I think you mean that the sight line is blocked by those?

    [​IMG]

    I tested the game in a 6vs6 mix today. And someone said, that it would be better to remove that things and just allow the player to run off the point.
    I don't know if this would be so good. But if you think that they block the sight line it would be another reason to remove them.

    However, you have to see it from the other side. It's also additional cover for the players on the point.

    I just can agree with that. But I don't really see this as a big problem.
    Since the attacking team needs a bit of an advantage (besides the spawn times).
     
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  18. Crash

    aa Crash func_nerd

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    Make it a step up and playerclip it. Leaves it as a sightline blocker but you can still walk over it.
     
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  19. Bloodhound

    Bloodhound L6: Sharp Member

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    Gameday Bump!

    Did anyone actually walked above the ledges of the bridge? Did any noticed that?
     
  20. Crash

    aa Crash func_nerd

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    I used it a few times.

    I felt like I was getting caught on an edge somewhere though. Might have just been the blocks on the end, maybe? Only happened once or twice.

    The whole map feels pretty fun to play on, also. Good angles/ dynamics.
     
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