Cascade

KotH Cascade RC2

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Defcon

aa
Jun 28, 2017
142
211
  • 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

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Defcon

aa
Jun 28, 2017
142
211
  • Continued art-pass

  • Changed environment lighting and skybox

  • Increased height of hill on mid to provide cover from snipers on batts

  • Extended cliffs on mid to limit sightlines from the point to concrete

  • Changed geometry of concrete to compensate for extension of cliff

  • Moved medium health and ammo on concrete behind the wall to be accessible without exposure to sightlines from mid

  • Changed catwalk at cave entrance to wrap around the cliff to provide an additional option for pushing snipers on mid

  • Removed rock by left side fence on mid to make it more difficult for defenders to flank using new catwalk

  • Added a doorway under left side bridge to limit sightlines from mid

  • Changed layout of house basement to be more open and eliminate sightlines from batts

  • Widened doorways in left side building to make it easier to locate flanking players

  • Replaced ramps up to house with a staircase

  • Added snow piles to improve ease of movement around rocks on mid (the snow texture has been modified to not produce particles that impact performance)

  • Added two small ammo packs on mid

  • Removed small ammo in house basement

  • Increased point capture time from 8 seconds to 10

  • Increased defender respawn wave time from 9 to 10

  • Decreased attacker respawn wave time from 3 to 2

  • Various clipping and bullet/projectile collision improvements

  • Performance improvements

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Defcon

aa
Jun 28, 2017
142
211
  • Lowered the point and cave exits to their original height

  • Reduced height of ceiling in lower to accommodate reduced height of point

  • Reduced width of batts in order to expand space around the point and widen the left side choke. This also makes players on batts more vulnerable to splash damage.

  • Increased width of ramp/stairs up to concrete

  • Increased height of doorway under batts

  • Added props on concrete to allow scouts to double-jump onto batts

  • Removed some props in house

  • Various lighting adjustments to improve visibility

  • Reverted attacker and defender respawn wave times to 3 and 9 respectively

  • Various clipping and bullet/projectile collision improvements

  • Performance improvements

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harry;) #mcm

L1: Registered
Feb 20, 2022
1
0
upon touching the point, there is a constant whirring sound that is annoying to listen to, especially in the context of competitive where listening for spy decloaks and team coordination calls are of the utmost importance. snd_restart fixes this noise, but upon touching the point again, the whirring noise starts again. also, upon capturing the point for the first time (at mid), spawns are delayed by 8 seconds. on product_final, this first capture delay was fixed, and i wish for the same thing to happen on cascade.

otherwise, the map has great potential in highlander and i'm looking forward to playing it this week. these two problems, however, i would like fixed.