Cascade
| “You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. Notes: More detailed locations. |
| Cascade | |
|---|---|
| Basic Information | |
| Map type: | King of the Hill |
| File name: | koth_cascade
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| 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 | |
| Map Photos | |
| Map overview | |
| Map Stamp | |
| 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
| “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: N/A |
Control Point timing
| Control Point | Multiplier | Seconds | ||
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| Control Point | ×1 |
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Update history
December 2, 2021 Patch (Smissmas 2021)
- Added Cascade to the game.
- 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_cascadewith localization fixes
Changelog
- 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
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