KOTH Cascade
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Cascade is a fast-paced king of the hill map designed to support 6v6, Prolander, Highlander, and casual 12v12 gameplay. The layout takes inspiration from several classic koth maps while introducing a few of its own unique twists on the gamemode’s conventions.
Currently the map is undergoing a rework intended to refine its gameplay, visuals, and optimization. All feedback is greatly appreciated!
Current version: RC2
Screenshots
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new cascade is an absolute banger and @Micahlele is a huge loser for not letting us play it this season
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b-but it has dev textures!!!
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@Alto said in KOTH Cascade:
new cascade is an absolute banger and @Micahlele is a huge loser for not letting us play it this season
Personally I feel like the changes to bats and the more “hidden” access to tunnel was too much of a sniper buff. I prefer the version being played this season.
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@pajaro Thanks for the feedback! Could you elaborate on why you feel the changes buffed sniper? Also it would be helpful to know if you’ve had a chance to play the latest version.
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@pajaro pugs had almost unanimous agreement the map was better, even if the map is better for sniper in a vacuum the geometry changes to the first floor of the building/concrete buffs combo a lot more
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@Alto said in KOTH Cascade:
@pajaro pugs had almost unanimous agreement the map was better, even if the map is better for sniper in a vacuum the geometry changes to the first floor of the building/concrete buffs combo a lot more
idk what pugs u were playing but i did pug on the map with other invite players. I believe u were there. I thought the consensus was that the old version is better. Bats being bigger is unnecessary. The entrance to tunnel from the right side not allowing the other team to “spot” the sniper crossing to tunnel isn’t a change that was needed at all. I don’t think the changes to house were impactful at all; sure, it’s more comfortable because there’s more room in house, but other than that unimpactful. Concrete didn’t feel any different at all. Also the fact that it’s 10x harder to roll out for demo because the area directly outside the spawndoors is indoor doesn’t make sense to me.
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@pajaro
you were not in these pugs even though i initially thought you were because andrew was aliasing as you
again, it was basically unanimous that if the barrel to close off the tunnel-side sightline on batts got added and some the rocks on point were rearranged then it’d be great
also I don’t remember the exact changes but i’m p sure there were some substantial changes made about the sniper rotations from b1 to b4 that may make those concerns invalid, and to say the house geometry changes don’t do anything or that concrete feels the same is just untrue lmao, pushing through main into house is actually a good idea now
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I will reply in short with the problems with this version of the map are rather high. For example: house being too big, the middle of the point being slightly too high, cave spam is way too good, under the point isn’t good enough, lack of ammo and packs on the map makes me want to cry for “engies”, sniper sight lines on the right side of the map are just way too deep, soldiers lost so many cool structures to bomb off of, shield is basically one way and needs to be a solid rock at this point. With these problems not being addressed the current version at least is more fun to play every class rather than just sniper.
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I’ve released an update for Cascade that includes an initial art-pass and several layout tweaks. Although the map is no longer dev textured, it is still very much a work in progress; gameplay, performance, visuals, etc, are not final. As always any and all feedback is greatly appreciated.
Download
Screenshots
Changelog::::
- Began art-pass
- Added soundscapes
- Redesigned left and right spawn exit routes
- Extended house to replace metal barrier props on mid
- Increased width of right side entrance to mid
- Increased width of mid cave routes
- Added small platforms to cave exits overlooking mid
- Replaced various cliff displacements with walls
- Removed small ammo from cave entrance platform
- Added small ammo in first floor of house
- Adjusted house first floor main door
- Made house windows one-way
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Maps loooooks awesome!!! Can’t wait to try it out!
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LETS FUCKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOo
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H. Y. P. E. D.
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Ok, this is epic
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From playing the newest version in the prolander cup, there were some really glaring issues.
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The point caps WAY too fast. Like, twice as fast as most KOTH maps. Edging the point is way too easy to do because of this.
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Capping mid delays spawns? Correct me if I’m wrong but this isn’t supposed to be a thing?
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The sightline from right side of point by your team’s fence to the other team’s concrete should not exist. It’s way too powerful.
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I think there’s a bit of a clipping issue with the platform on tunnel. Other team built a mini there and it was extremely difficult to shoot it. I could have been wrong about this though.
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need ammo on point pls
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@pajaro said in KOTH Cascade:
Capping mid delays spawns? Correct me if I’m wrong but this isn’t supposed to be a thing?
didn’t have this issue in my match, maybe you just caught the wrong time
The point caps WAY too fast. Like, twice as fast as most KOTH maps. Edging the point is way too easy to do because of this
Edging the point was basically impossible before so I welcome this change
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@vibeisveryo said in KOTH Cascade:
didn’t have this issue in my match, maybe you just caught the wrong time
The point caps WAY too fast. Like, twice as fast as most KOTH maps. Edging the point is way too easy to do because of this
Edging the point was basically impossible before so I welcome this change
I definitely had this occur. On one of the mids my team killed the medic first, our medic died about a second or two later. Other team caps, our medic spawns 2-3 seconds before their medic.
A koth point should NOT cap as fast as it does on this version of cascade. A x3 cap rate capped the point in 3 seconds.
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In our match today, the rocks on mid were misloaded and invisible:
@kasper said in KOTH Cascade:
need ammo on point pls
Also this, no ammo near the point makes it much harder to hold
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@pajaro said in KOTH Cascade:
- The sightline from right side of point by your team’s fence to the other team’s concrete should not exist. It’s way too powerful.
I agree that this is kinda crazy