Highville

KotH Highville A9

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Berry

resident homo
aa
Dec 27, 2012
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Cliffside KotH map, planned theme to be a mix of alpine and maritime. (maripine/altime). As of A5 the control point now moves up and down the map to make the other portion less obscure (and for fun!)
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
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Space Jam mang
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
I'm not 100% certain that makes geological sense. I mean, that's a cliff in your picture. Cliff + Harbour isn't a thing.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Maritime + cliff. A maritime town exists because you can launch boats from it; If you're high up enough that there's a cliff between you and the water then no boats. Right?
 

Berry

resident homo
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Dec 27, 2012
1,057
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Maritime + cliff. A maritime town exists because you can launch boats from it; If you're high up enough that there's a cliff between you and the water then no boats. Right?

I mean just the maritime theme in general, not like being a seaside town but just some elements of it mixed in (aka the seaside theme in general).
 

Zed

Certified Most Crunk™
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Aug 7, 2014
1,241
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And how can we be sure it's not just that the tide's out and we're on the other side of the port?
 
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ExtraCheesyPie

L420: High Member
Jan 29, 2015
485
152
And how can we be sure it's not just that the tide's out and we're on the other side of the port?

That's actually a good idea for a map...

hm.
 

Berry

resident homo
aa
Dec 27, 2012
1,057
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A2
- Restructured doorway into cap building to kill bad sightline
- Adjusted upper-most cliff to kill bad sightlines
- Add a slope up to the upper-most cliff from the very back
- Added stairs inside the cap building to get to the upper portion
- Removed medium health pack inside cap building
- Added medium health pack inside upper part of cliff building
- Removed ledge on the cap and replaced it with fences to block bad sightlines
- Increased respawn wave time from 6 to 7.5 to compensate for map size a little bit
- Added a wall to the cliff beside the new slope to block bad sightline
- Clipped barbed wire fences
- Added some barriers at the very back along the cliff to prevent from airblast-happy pyros some
- Added a medium health and ammo in the centre of the buffer
- Added a window to both sides of the cliffside building for snipers & engineers
- Extended the ledge on the cliffside building to make it useful for engineers
 

Psy

The Imp Queen
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Apr 9, 2008
1,706
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I enjoy this map when we play it. The only issue I see right now is that I never want to go down to the building near the cliff, even with the large healthkit there.
 

Berry

resident homo
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Dec 27, 2012
1,057
1,898
I enjoy this map when we play it. The only issue I see right now is that I never want to go down to the building near the cliff, even with the large healthkit there.

I find myself and others there quite a bit, it could just be class / playstyle? I'm not too sure. The main idea I have at the moment for that area is health & ammo advantage (forcing the top team off the highground if they can't recover fast enough at the top which just has a small health and medium ammos [which I might reduce to smalls too]).
 

Berry

resident homo
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Dec 27, 2012
1,057
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A3
- Added a small sniper shack at the back sides of the cliffside for snipers
- Reduced full health in cliff building to a medium
- Reduced medium health on log at cliff to a small
- Reduced medium ammo packs in the cliffside building to small ammopacks
- Made slide doors at spawns windowed doors
 

Berry

resident homo
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Dec 27, 2012
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He could always add a dock at the bottom of the cliff under a func_hurt trigger.

The sign everyone seems to be basing the not making geological sense on is probably going to be temporary. As it's an exports/shipping sign if I do keep it or something similar I'm going to put some trains around instead most likely, and have a dock nearby in the skybox.
 

Berry

resident homo
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Dec 27, 2012
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A4 - Feb 20th 2015
- Fixed a rock asymmetry
- Added a new route around the from the side of spawn to the back shed added in A3 beside the cliff
- Flipped the health packs at the cliff to a small on the log and a medium on the platform
- Added a wooden plank leading up to the log at the cliff from the sewer path
- Removed some custom content temporarily to lower filesize
 
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Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
Maritime + cliff. A maritime town exists because you can launch boats from it; If you're high up enough that there's a cliff between you and the water then no boats. Right?

What of water is sometimes high enough?
 

Berry

resident homo
aa
Dec 27, 2012
1,057
1,898
I think you guys are taking my theme spitballing a little too seriously. When I say "maritime" I don't mean it in it's literal term, I mean it as "I'm going to use some things from the maritime theme in this map".