Highpass is a community-created King of the Hill map with a radially symmetric layout released in the Tough Break Update. It is set in an industrial area within the desert. Both teams attack through their industrial bases, fighting to be the king of the central control point, which is located on the middle bridge. There are multiple routes to approach the central point. The vertical design and the height differences between the areas ensure a unique gameplay.
Highpass was contributed to the Steam Workshop.
Note: If you are having trouble with finding the locations listed here, you can scroll down to the Helpful overview section to see their exact position marked on the map.
- Spawn: A house with two exits, which leads towards the Industrial Houses (with a building in between).
- Industrial Houses: Both Red and Blu have these sets of buildings, with multiple Sniper perches overlooking the control point. A combination of open-air high ground and two windowed buildings make up the Industrial Houses. The Red and Blu houses fully encircle and look down onto the control point and the Yards.
- Yard: In between the Industrial Houses and the Control Point, the Yard makes up the valley of the low ground. Both the Red and Blu Yards connect beneath the Bridge. The Yard also stretches to the sides of the Industrial Houses.
- Bridge: Commonly referred to as the Bridge, Highpass' control point sits fully surrounded and exposed on top of a bridge. Both Industrial Houses have full sight on the control point; the Yards sit below the control point with ramps sloping up to it on each side.
Building next to the Bridge
House in middle of the Yard
House on side of the Yard
Area in front of the Spawn
Control point timing
December 17, 2015 Patch (Tough Break Update)
- Added Highpass to the game.
January 20, 2016 Patch
- Removed unnecessary detail props.
- Revised fade-distances.
- Turned some brushwork into props.
- Revised hints and skips.
- Added nobuild entity on the ramps in front of spawn.
- Improved cliff displacements.
- Revised some details and textures.
April 25, 2016 Patch
This is the changelog of the map before it was added to the game.
December 17, 2015
July 13, 2015 - RC1A
- fixed clipping issues
- optimized visleafs (-> better performance)
- remedied some visual mistakes
- removed/replaced high-poly props
July 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
Texture of the model itself.
- There are doors seen in each of the map's spawn rooms which read "Bloodhound" and "Psy", which reference the map's developers who go by the same names.
- In the Red spawn, over the stairs in the near room, there is a drawer from a desk in honor to Drawer (who helped in the navigation and design of the map).
- There is also the name of the members of the RETF2 community. Drawer, Maestro Darkha, hk007, Dio Joestar, Bullets, Dvdgg, Dr.DVD, and Yannick "Bloodhound" Xeramon.
- While the original map was created by Aaron "Psy" Garcha, Bloodhound took over the project in 2013.
Steam Workshop thumbnail for Highpass.