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KotH Cascade B8a

Red and Blu fight for control of a hydroelectric generator buried under an artificial hill.

  1. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
    Cascade - Sprawling king of the hill map in a stormy alpine environment.

    I tried to make a koth map with an emphasis on open spaces and height variation while maintaining class balance for casual and competitive gameplay. Features a descending series of viaduct-style courtyards and an underground flank route.

     
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  2. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
    -Added clipping to rocks surrounding mid

    -Remade displacements around mid

    -Eliminated lower flank routes on either side of mid

    -Added rough displacements in underground area

    -Blocked off several unnecessary areas

    -Added fences to indicate out of bounds areas

    -Removed superfluous lower area in window building

    -Added platform to window building and changed ramp position

    -Added small health kit near window dropdown

    -Added cover to lowground surrounding mid

    -Added ammo to lowground surrounding mid

    -Added dropdown from main buildings to basement entrance

    -Added ramp to access right side lower battlements

    -Replaced double staircases on the right side with a single staircase

    -Narrowed right transition room

    -Widened several doorways

    -Added signs

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    Last edited: Jul 4, 2017
  3. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
    -Significantly reduced elevation of the point and surrounding terrain

    -Added elevated flank passage left of mid

    -Added waterfalls

    -Reworked underground area

    -Reduced overall size

    -Removed obscure entrance/exit routes

    -Added more direct entrance closer to mid

    -Replaced medium health/ammo with a single full health kit

    -Removed window dropdown from spawn

    -Added cover to block ridiculous sightlines created as a result of lowering mid

    -Added direct path from second courtyard to mid

    -Rearranged some trees/rocks

    -Replaced small health in main building with a medium health kit

    -Various other minor changes


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  4. basilhs333

    basilhs333 L8: Fancy Shmancy Member

    Messages:
    575
    Positive Ratings:
    146
    in my opinion this map has a great future but i dont think 2 waterfalls make sense. you could replace the one with a cave or a water fall going down like a death pit. - though is my opinion. keep the good work going
     
  5. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
  6. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
  7. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
    • Reduced distance between battlements and mid

    • Removed building on the far left of mid

    • Made path from left battlements to waterfall flank tunnel more direct/exposed

    • Removed underground area (RIP in piece)

    • Removed/blocked off unnecessary spaces

    • Adjusted trees/rocks near mid to prevent players from hiding inside them

    • General optimization

    • Various other minor changes

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  8. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
    • Reworked mid

    • Added new smaller underground route

    • Moved waterfalls so they do not obscure tunnel flank routes

    • Added cubemap for window reflections

    • Various other minor changes

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  9. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
    • Added rock arch thing over mid
    • Removed/adjusted some rocks around mid

    • Improved clipping

    • Reduced size of underground area

    • Reduced the slope of ramp leading to underground area

    • Reduced size and adjusted position of underground entrance

    • Added point-facing doorway to connecting hallway at mid

    • Added trucks

    • Added props in spawn courtyard

    • Adjusted size of highground connecting battlements to cliff area

    • Adjusted sightlines

    • Adjusted size/position of various health/ammo packs

    • Various other minor changes

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  10. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

    Messages:
    368
    Positive Ratings:
    561
    I really like this map because it started off pretty badly, but then the fixes actually reworked a bunch of areas to make the map work.
    Great job!
    Is this your first map? Cause you've got a really good grasp of the development process :)
     
    • Thanks Thanks x 1
  11. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
    • Reduced number of rocks at mid

    • Improved clipping

    • Reduced cap time

    • Added cover to further limit sightlines

    • Recessed waterfalls into cliffside

    • Reduced width of central battlements

    • Slightly decreased distance between spawn and mid

    • Added window connecting house to right side area

    • Adjusted health/ammo

    • Added more cubemaps

    • Remade arch over mid

    • Various other minor changes
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    Last edited: Jul 26, 2017
  12. EArkham

    aa EArkham Necromancer

    Messages:
    1,568
    Positive Ratings:
    2,183
    I've seen this on b4nny's twitch. It's pretty great to watch a map iterate from feedback in (sorta) real time.
     
    • Like Like x 1
  13. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
    • Reworked underground to accommodate a central health pack

    • Increased height of waterfall flank and removed access ramps at mid

    • Adjusted dimensions of window connecting house and right side area

    • Various other minor changes

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  14. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
    • Began art-pass process

    • Widened right side route to mid

    • Slightly lowered mid

    • Removed small health kit behind rocks at mid

    • Removed unnecessary barrier at left side spawn exit

    • Various other minor changes

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  15. Defcon

    Defcon L1: Registered

    Messages:
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    Positive Ratings:
    6
  16. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
  17. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
    • Continued art-passing process

    • Added cave flank route connecting right yard to mid

    • Added cover to left balcony area to break up a powerful sightline

    • Lowered rocks at mid to increase space around the point

    • Removed large rocks on the right side of mid

    • Removed small health behind rocks at mid

    • Improved clipping

    • Optimization improvements

    • Various other minor changes

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  18. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
    • Continued art-passing process

    • Removed excessive cover from left side walkway

    • Slightly widened narrow doorways

    • Clipping improvements

    • Optimization improvements

    • Various other minor changes

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  19. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
    • Continued art-passing process

    • Removed lower right side cave route

    • Added rock on right side of mid

    • Removed truck at mid

    • Removed pillar structure from underground

    • Slightly lowered arch above mid

    • Added cover to left side of battlements

    • Added small ammo pack under battlements

    • Changed medium health and ammo in main building to small

    • Made right side wooden cover opaque

    • Bullet-blocked waterfalls to so they can no longer hide stickies

    • Improved clipping

    • Optimization improvements

    • Various other minor changes

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  20. Defcon

    Defcon L1: Registered

    Messages:
    26
    Positive Ratings:
    6
    B5 → B6
    • Continued art-passing process

    • Optimization improvements

    • Clipping improvements/fixes

    • Fixed rockets going through grates at mid

    • Fixed being able to build in spawn

    • Various other minor changes
    I probably won't have time to work on this map or play tf2 for a while. Thanks so much to everyone who tested, provided feedback, and offered advice. Without you the process of creating this map could not have been the incredibly fun and rewarding experience that it was. I look forward to officially finishing Cascade and starting new mapping projects in the future.

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