Cascade

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Cascade
Koth cascade.png
Basic Information
Map type: King of the Hill
File name: koth_cascade
Released: December 2, 2021 Patch
(Smissmas 2021)
Developer(s): Evan "Defcon" LeBlanc
Alex "FGD5" Stewart
Liam "Diva Dan" Moffitt
Map Info
Environment: Alpine
Setting: Daylight, snowy
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×2  •  Mediumhealth.png ×5
Ammoico.png Ammo Boxes: Smallammo.png ×2   •   Mediumammo.png ×6
Map Photos
Loading screen photos.
Map overview
Cascade overview.png
Map Stamp
Item icon Map Stamp - Cascade.png
Supporters Leaderboard

Cascade is a community-created King of the Hill map released during the Smissmas 2021 update.

Cascade was contributed to the Steam Workshop.

Locations

  • Spawn areas: Each team has their own respective spawn area located right outside their spawn. It is a large wooden complex embedded into a mountain.
  • Valley: Immediately after exiting the Spawn area, one will find himself in the Valley. A muddy path separating the Binski Logging from the aforementioned Spawn area.
  • Grain Pile: A building containing a piles of grain can be seen on the left hand side.
  • Binski Logging: Directly overlooking the point is the Binski Logging. A long wooden shed which separates the teams' sides from the central point.
  • Forklift: Opposite the Grain Pile is a concrete platform with a forklift and some crates on it.
  • Data servers: Underneath the point is a sci-fiesque bunker with a sewege pipe and some data-links.
  • Mines: Flanks on the Point.

Strategy

Main article: Community Cascade strategy

Control Point timing

Control Point Multiplier Seconds
Control Point ×1
10 .000
×2
6 .667
×3
5 .455
×4
4 .800


Update history

December 2, 2021 Patch (Smissmas 2021)

  • Added Cascade to the game.

July 25, 2023 Patch

  • Various player and projectile collision fixes
  • Various visual fixes and adjustments
  • Adjusted resupply locker positions

October 9, 2023 Patch 1 (Scream Fortress XV)

  • Updated koth_cascade with localization fixes

Changelog

This is the changelog of the map before it was added to the game.
Changelog:
a3 Changelog (May 14, 2017)
  • 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

a4 Changelog (July 11, 2017) -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

a4a Changelog (July 13, 2017)

  • Packed custom stuff that I didn't know was custom (I think)

a4b Changelog (July 13, 2017)

  • fixed version name

a5 Changelog (July 15, 2017)

  • 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

a6 Changelog (July 16, 2017)

  • 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

a7 Changelog (July 22, 2017)

  • 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

a8 Changelog (July 27, 2017)

  • 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

a9 Changelog (August 8, 2017)

  • 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

b1 Changelog (August 15, 2017)

  • 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

b2 Changelog (August 16, 2017)

  • Optimization improvements
  • Various other minor changes

b2A Changelog (August 17, 2017)

  • Fixed missing props

b3 Changelog (August 21, 2017)

  • 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

b4 Changelog (August 25, 2017)

  • Continued art-passing process
  • Removed excessive cover from left side walkway
  • Slightly widened narrow doorways
  • Clipping improvements
  • Optimization improvements
  • Various other minor changes

b5 Changelog (September 2, 2017)

  • 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

b6 Changelog (September 11, 2017)

  • 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

b7 Changelog (May 2, 2018)

    • Optimization improvements
  • Removed waterfalls on cliffs around the point
  • Slightly narrowed tunnels inside cliffs
  • Added dropdown from house into right-main hallway
  • Changed low wall on right side so it can no longer be stood on or jumped over
  • Slightly lowered rock arch
  • Added collision to battlements sign above house staircase
  • Added nobuild to crates/barrels on left battlements
  • Removed/adjusted some props to fix unintended sightlines
  • Fixed broken lighting on some props
  • Minor detailing changes

b8 Changelog (May 14, 2018)

  • Added one-way tunnel connecting right yard to the point, exiting directly under the opposite upper tunnel
  • Upper and lower tunnel share a floor/ceiling grate that does not block explosive splash damage
  • Lowered right rocks at mid
  • Added transparent fences in front of lowered rocks
  • Added window into lower on the point
  • Replaced medium ammo behind rocks at mid with two small packs closer to the point
  • Removed small health from upper left area outside tunnel
  • Made right side small wooden fence opaque
  • Added/removed/adjusted various props
  • Overhauled displacements around mid

b8a Changelog (May 14, 2018)

  • Fixed an unintended prop jump

b9 Changelog (May 23, 2018)

  • Removed lower tunnels
  • Flipped position of lower entrance/exit
  • Added stairs from under battlements into house
  • Replaced staircase outside house with ramps
  • Widened area under bridge on left side
  • Moved health/ammo under bridge to the opposite side
  • Reworked right side staircase
  • Adjusted rocks/fences at mid
  • Widened mid
  • Slightly lowered point
  • Reworked detailing in several areas
  • Reworked lighting

b10 Changelog (June 3, 2018)

  • Returned lower entrance/exit to its original position on the right side
  • Lowered highground at mid
  • Added space to right side yard/ramp
  • Changed right side wall so it can be jumped over but not stood on
  • Adjusted clipping on rocks at mid
  • Adjusted clipping on props in connector rooms
  • Adjusted clipping in cave/tunnel
  • Raised height of the cave/tunnel ceiling
  • Increased size of dropdown in house
  • Reworked arrangement of staircases in spawn
  • Fixed players getting stuck in staircases when spawning
  • Added a second resupply locker on right side of spawn
  • Various detailing changes
  • Adjusted lighting

rc1 Changelog (June 29, 2018)

  • Fixed audio bug that prevented players from hearing hitsounds, spy decloaks, etc.
  • Improved clipping in several areas
    • Optimization improvements
  • Adjusted position of tunnel
  • Reduced steepness of wooden ramp leading to cliff
  • Increased the height of right side fences and rock on mid
  • Slightly rotated left side rock on mid
  • Adjusted back left rock on mid to make jumping onto the fence more consistent
  • Added an additional staircase to right side spawn exit
  • Various detailing changes
  • Adjusted lighting
  • Significantly reduced map file size

rc1a Changelog (June 29, 2018) - fixed broken cubemaps

rc1b Changelog (July 10, 2018)

  • Fixed clipping issue on fences at mid
  • Fixed bug that caused players' movement to stutter while on the point
  • Removed railing that got in the way of rollouts in middle spawn exit building
  • Adjusted lighting on the point and around mid
  • Minor detailing changes

v2b1 Changelog (August 10, 2020)

  • Remade brushwork from scratch in preparation for new artpass
  • Various layout changes/quality of life improvements

v2b2 Changelog (August 26, 2018)

  • Re-added fences to rocks on mid
  • Added windows to bridge room
  • Lowered spawn by 128 units
  • Adjusted spawn exit positions
  • Reduced capture time from 12 to 8 seconds

v2b3 Changelog (August 28, 2020)

  • Redesigned right side area
  • Removed two small ammo packs from mid
  • Increased defender’s respawn wave time from 8 to 9
  • Decreased attacker’s respawn wave time from 4 to 3
  • Fixed various crack sightlines

v2b4 Changelog (September 4, 2020)

  • Increased width of mid by 256 units
  • Increased diameter of cap zone by 64 units
  • Widened right spawn exit
  • Rotated spawn points to all face the same direction

v2b5 Changelog (December 18, 2020)

  • 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"

v2b6 Changelog (May 22, 2021)

  • 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

rc2 Changelog (July 1, 2021)

  • 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
  • Increased width of batts doorway
  • 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

Gallery