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  • KOTH Cascade

    Map Discussion
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    • Defcon
      Defcon Map Dev RGL.gg last edited by Defcon

      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!

      alt text

      Current version: RC2

      Download

      Screenshots

      :::

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      :::

      1 Reply Last reply Reply Quote 11
      • 76561198044985351
        Alto RGL.gg last edited by

        new cascade is an absolute banger and @Micahlele is a huge loser for not letting us play it this season

        76561198065040540 1 Reply Last reply Reply Quote 0
        • supreme toad
          supreme toad RGL.gg last edited by

          b-but it has dev textures!!!

          1 Reply Last reply Reply Quote 0
          • 76561198065040540
            pajaro RGL.gg @76561198044985351 last edited by

            @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.

            Defcon 76561198044985351 2 Replies Last reply Reply Quote 0
            • Defcon
              Defcon Map Dev RGL.gg @76561198065040540 last edited by

              @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.

              1 Reply Last reply Reply Quote 1
              • 76561198044985351
                Alto RGL.gg @76561198065040540 last edited by

                @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

                76561198065040540 1 Reply Last reply Reply Quote 0
                • 76561198065040540
                  pajaro RGL.gg @76561198044985351 last edited by

                  @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.

                  76561198044985351 1 Reply Last reply Reply Quote 0
                  • 76561198044985351
                    Alto RGL.gg @76561198065040540 last edited by 76561198044985351

                    @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

                    1 Reply Last reply Reply Quote 1
                    • 76561198115714484
                      MidnightAG RGL.gg last edited by

                      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.

                      1 Reply Last reply Reply Quote 0
                      • Defcon
                        Defcon Map Dev RGL.gg last edited by Defcon

                        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
                          :::
                        1 Reply Last reply Reply Quote 8
                        • 76561198044015725
                          JohhnyFromCali RGL.gg last edited by

                          Maps loooooks awesome!!! Can’t wait to try it out!

                          1 Reply Last reply Reply Quote 0
                          • 76561198110046630
                            Colin RGL.gg last edited by

                            LETS FUCKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOo

                            1 Reply Last reply Reply Quote 0
                            • 76561198113990147
                              jemond RGL Sixes Staff RGL.gg last edited by

                              H. Y. P. E. D.

                              1 Reply Last reply Reply Quote 2
                              • zoom
                                zoom RGL.gg last edited by

                                Ok, this is epic

                                1 Reply Last reply Reply Quote 0
                                • 76561198065040540
                                  pajaro RGL.gg last edited by

                                  From playing the newest version in the prolander cup, there were some really glaring issues.

                                  1. 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.

                                  2. Capping mid delays spawns? Correct me if I’m wrong but this isn’t supposed to be a thing?

                                  3. 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.

                                  4. 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.

                                  76561198152690088 76561198064006004 2 Replies Last reply Reply Quote 1
                                  • 76561198263271697
                                    kasper RGL.gg last edited by

                                    need ammo on point pls

                                    1 Reply Last reply Reply Quote 7
                                    • 76561198152690088
                                      vorboyvo RGL Highlander Staff RGL.gg @76561198065040540 last edited by

                                      @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

                                      76561198065040540 1 Reply Last reply Reply Quote 0
                                      • 76561198065040540
                                        pajaro RGL.gg @76561198152690088 last edited by

                                        @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.

                                        1 Reply Last reply Reply Quote 1
                                        • 76561198036273512
                                          Iso RGL.gg last edited by 76561198036273512

                                          In our match today, the rocks on mid were misloaded and invisible:

                                          20201219174304_1.jpg

                                          @kasper said in KOTH Cascade:

                                          need ammo on point pls

                                          Also this, no ammo near the point makes it much harder to hold

                                          1 Reply Last reply Reply Quote 0
                                          • 76561198064006004
                                            Constantly RGL Head Admin RGL.gg @76561198065040540 last edited by

                                            @pajaro said in KOTH Cascade:

                                            1. 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.

                                            alt text

                                            I agree that this is kinda crazy

                                            1 Reply Last reply Reply Quote 0

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