Hightower

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Hightower
Hightower.png
Basic Information
Variants: Helltower and Snowtower
Developer(s): Unknown
Map Photos
Loading screen photos.
Map Overview
Hightower overview.png

Hightower is a Payload Race map and was released with the Engineer Update as an official map. The teams must elevate their carts up the eponymous "hightower" in order for a team to win.

Hightower, whilst being a single stage Payload race, has a significantly different ending stage than to other Payload or Payload Race maps. Bomb carts will travel vertically up the tower whilst being pushed but will quickly fall to the base if left alone. This makes the style of gameplay much more reliant on continual cart pushing. The towers function similarly to the steep slopes on maps such as Pipeline.

The goal of the map is for RED and BLU to simultaneously push their carts through enemy territory in order to reach the finishing point. At the same time, each team must prevent the other from doing the same.

Locations

Hightower contains only one symmetrical stage but two separate Payload tracks meaning all the action will go on in the same area for the duration of the round. Since there is no designated attackers or defenders the map is mostly free roam, unlike Gold Rush or Hoodoo. Template:Map items

  • The Hightowers: The eponymous hightowers are two parallel structures with a movable platform at the ends of each track. Once the cart reaches the platform it will begin to slowly raise as long as there are any players standing on it. If the players are knocked off and the cart is unattended, the platform will quickly lower back down to the ground, killing anyone under it. If a player from the other team stands on it, the platform will halt until one side regains sole control of it. Once the platform reaches the top, it will detonate the cart and end the round.
  • Central Tower: The main feature of the map is the giant tower located in the center. It has sets of winding ramps that lead to the top which serves as a vantage point for the whole map.
  • The Crossing: In the beginning of the map, both carts move slowly to a crossing in which both payloads will pass by each other. This is usually the focus of combat for the first section of a round. Any cart directly on the crossing moves automatically until it is off the crossing. If both carts arrive at the crossing simultaneously, the RED cart goes first.
  • The Ramp: After passing through the Crossing, the cart will move along the track to a ramp located directly outside the enemy team's spawn. The cart must be continuously pushed up the ramp, which is similar to the ramps present in Pipeline Stage 3. If the cart is not pushed when on the ramp, the cart will roll back down.
  • Cliff-House: A small house that hangs over the ledge at the far end of the map. Useful for Spies.
  • Balconies: At the very end of the spawn hallways are small balconies that overlook the Hightowers, the Central Tower, and most of the battlefield.
  • Tower Corridors: Behind the Hightowers is a long straight corridor that leads to each teams cart starting area. The main entrance is between the capture platforms.

Strategy

  • The balconies near the spawn room are a common but exposed position for Snipers to easily pick off enemies attempting to infiltrate the team's ramp, tower, or crossing. It is, however, directly opposite the other team's balcony where enemy Snipers may use the opportunity to counter. Additionally, Spies will use the area should they succeed in penetrating defenses.
  • The knockback from weapons such as the Force-A-Nature or the Pyro's compression blast can be used to push an enemy off the cliff. This is effective in clearing the enemy cart should it reach the nearby ramp.
  • Crouching beside the cart on the platform facing the tower's side will offer protecting from damage coming from the enemy base. Enemies, however, will still be able to attack should they circumnavigate to the other side of the map.
  • The cart will fall rapidly if left unattended at height and kill enemies that stand directly below.
  • The long ramp provides a defensive position against enemy teams and their cart. Proximity to the base means reinforcements can arrive quickly, the balcony allows suitable Sniper coverage, Sentry Guns have a vantage point overlooking the ramp nearby, and the nature of the ramp means unattended carts will quickly slide back to the bottom.
  • Successful Spies can quickly prevent the enemy from pushing the cart at the start of the round through backstabs. This also works with a Backburner-equipped Pyro, who can most effectively do this by dropping from the central tower.
  • The buildings for the large and medium health packs on ground level serve as ideal Pyro ambush spots as they are in small narrow areas.
  • The central tower serves as an area for Soldiers to utilize their rockets at enemies pushing the cart.
  • A Demoman using stickies can very easily stop a group of enemies from capturing the final point; players pushing the cart must stay on a very small platform, leaving them susceptible to blast damage.
  • Mini-Sentry Guns can be very effective on Hightower. Placing a Mini-Sentry on the opposing team's side of the central tower is a usually unexpected tactic. If the enemy team's cart is going up the tower, then you can use a Mini-Sentry and the Wrangler to damage and kill enemies from the opposite side of the map.

Update history

August 17, 2010 Patch

  • Fixed players building in the RED spawn room.
  • Fixed players building on the back window decks of the barns.
  • Fixed players getting on the satellite dish platform.
  • Fixed players building on the elevators.
  • Reduced the ammo packs in the barns down to small ammo packs.
  • Increased the hill speed modifier to 1.2 (up from .95)
  • Fixed explosion particle effects playing in the skybox.
  • Mine cart "window" collision fixed.
  • Upped Scout-loop health to large.

Bugs

  • There is a glitch that disables one of the teams' ability to push the cart, while the other team can still push theirs.

External links