KOTH Cascade
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Oh, yeah, and I think I also got the “spawns delayed after mid cap” thing in this version. Anyone else? Or did I imagine?
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@scaredy-bat nah my team noticed that too
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Four years after its initial release, I am proud to announce that Cascade has been updated to version RC2 in preparation for its inclusion in season 9 of RGL Highlander. This update addresses several issues identified in playtesting and feedback from the experimental cup, in addition to continued refinement of visuals and performance. While this may not be the final update to Cascade, it will most likely be the last time the map receives major layout changes. I’d like to thank everyone who has played the map and offered feedback over the years; none of this would be possible without your engagement and support.
Changelog:
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Lowered the point and cave exits to their original height
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Reduced height of ceiling in lower to accommodate reduced height of point
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Reduced width of batts in order to expand space around the point and widen the left side choke
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Increased width of batts doorway
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Increased width of ramp/stairs up to concrete
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Increased height of doorway under batts
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Added props on concrete to allow scouts to double-jump onto batts
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Removed some props in house
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Various lighting adjustments to improve visibility
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Reverted attacker and defender respawn wave times to 3 and 9 respectively
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Various clipping and bullet/projectile collision improvements
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Performance improvements
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Screenshots
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@Defcon Thanks for your hard work and being receptive to feedback! All the changes look really nice so far. I appreciate the point being lowered and the doorway under batts being a little higher
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hi defcon
so after scrimming the map and playing a match on it, I noticed a few things that might warrant change in the next release
first off, small thing, you can build behind that glass wall in spawn if you look thru the handle in the door. not really a big deal, but troll teles exist sometimes.
second, this rock and its mirror on point are just slightly too steep, and cause players to surf and get stuck between the wood post and the rock.
on the opposite side of point, this fencing on “shield” has a wonky clip brush that can stop a player from moving if they press their face up against it.
and last thing, these slanted walls in lower can force a player to stay crouched if they crouch into them. granted it doesn’t happen often, but its really annoying to get out of when it does happen.
i think its a good change from old cascade, and i’m looking forward to new revisions
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might be nice for this lamp to have clipping so soldier can stand on it etc. right now there is only a tiny bit. -
Hey everyone, just wanted to say thanks again for everything. Cascade would not be in the game today if not for the all the feedback and support it received from this community over the years.
Although I won’t be making any large changes to the layout now that the map is official, I intend to continue updating it with minor adjustments and fixes as needed, so all feedback is still very much appreciated. Future changelogs will be included in the TF2 blog patch notes. Here are the changes that were made to the map between RC2 and the current official version:
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- Replaced prop jump up to right side window with a staircase
- Replaced right side window with a doorway
- Widened left side lower route
- Widened left side catwalk
- Removed some props under catwalk
- Adjusted orientation of catwalk staircase
- Reduced width of left side bridge doorway
- Changed small ammo pack in house to a medium
- Reduced attacker respawn wave time from 3 to 2
- Fixed an exploit that allowed players to build out of bounds
- Various lighting and detail adjustments
- Improved optimization
- Improved clipping
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Its been fun playing though all the changes you’ve been making. Cascade has been one of my favorite koth maps to play on lately. Glad your hard work payed off! I can’t imagine the joy of getting your work put into the game!
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ur the goat for keeping this game alive and working incredibly hard to make a quality map