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KotH_Cascade
1
#1
0 Frags +

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 unique flanking options. Currently on version a7.

Download

TF2Maps.net

Screenshots:

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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 unique flanking options. Currently on version a7.

[url=https://tf2maps.net/downloads/cascade.4176/download?version=9586]Download[/url]

[url=https://tf2maps.net/downloads/cascade.4176/]TF2Maps.net[/url]

Screenshots:

[spoiler][img]https://tf2maps.net/attachments/koth_cascade_a70000-jpg.54383/[/img]

[img]https://tf2maps.net/attachments/koth_cascade_a70001-jpg.54384/[/img]

[img]https://tf2maps.net/attachments/koth_cascade_a70002-jpg.54385/[/img]

[img]https://tf2maps.net/attachments/koth_cascade_a70003-jpg.54386/[/img]

[img]https://tf2maps.net/attachments/koth_cascade_a70004-jpg.54387/[/img]

[img]https://tf2maps.net/attachments/koth_cascade_a70005-jpg.54388/[/img]

[img]https://tf2maps.net/attachments/koth_cascade_a70007-jpg.54390/[/img]

[img]https://tf2maps.net/attachments/koth_cascade_a70006-jpg.54389/[/img]

[img]https://tf2maps.net/attachments/koth_cascade_a70008-jpg.54391/[/img]

[img]https://tf2maps.net/attachments/koth_cascade_a70009-jpg.54392/[/img]


[/spoiler]
2
#2
6 Frags +

10/10 you made a rotationally symmetric koth map.

That aside I'll check this out when I get home and see what it actually looks like.

10/10 you made a rotationally symmetric koth map.

That aside I'll check this out when I get home and see what it actually looks like.
3
#3
6 Frags +

My feedback is in this imgur album - do note that because we're here on teamfortress.tv I'm assuming you're aiming for competitive use, so my feedback is going to be 6v6 focused. I personally think it's a better fit for a pub at the moment.

http://imgur.com/a/VNLSd

Overall the layout seems decent, but it doesn't strike me as a 6's map.

My feedback is in this imgur album - do note that because we're here on teamfortress.tv I'm assuming you're aiming for competitive use, so my feedback is going to be 6v6 focused. I personally think it's a better fit for a pub at the moment.

http://imgur.com/a/VNLSd

Overall the layout seems decent, but it doesn't strike me as a 6's map.
4
#4
3 Frags +

A4 - A6 Changelogs:

A3 → A4

-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

A4 → A5

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

A5 → A6

Reworked mid
Added new smaller underground route
Moved waterfalls so they do not obscure tunnel flank routes
Added cubemap for window reflections

A4 - A6 Changelogs:

A3 → A4

-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



A4 → A5

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

A5 → A6

Reworked mid
Added new smaller underground route
Moved waterfalls so they do not obscure tunnel flank routes
Added cubemap for window reflections
5
#5
1 Frags +

Album: http://imgur.com/a/EENnX

#1 I don't think the doors need a whole lot of work, i like how similar it is to the room leading to cliff on Viaduct, but compounded with the doors on the other side i think something should be done here too

For #2/3 you could maybe play with removing the hallway altogether and cutting out the wall my crosshair is on in #2, or widening the hallway and shifting the staircase towards the edge of the map to eliminate the double 90. the double 90 on top of the narrow doors would make it very easy for a single soldier to hold this door + he can safely jump over the wall on the flank back to the point if he gets overwhelmed

#4 the slope down into the basement seems like it would be very in the way. shifting it to the side and throwing a turn into it so you enter the underground from the side walls instead of the front/back walls would probably be better.

#5/6 you can use these trees to get a lot of vision & good spam. on the other set of trees by the cave entrances, you can also hide between the trees and the rocks/wall and be completely hidden from view. not ideal.

#7/8 i hate snipers please make them useless

Not seeing anything else glaring in this version, I like the pack placement and I didn't notice any clipping bugs or holes in the world in my run through it. Loving the direction you're taking with it so far and I hope there can be some serious testing on it soon!

Album: http://imgur.com/a/EENnX

#1 I don't think the doors need a whole lot of work, i like how similar it is to the room leading to cliff on Viaduct, but compounded with the doors on the other side i think something should be done here too

For #2/3 you could maybe play with removing the hallway altogether and cutting out the wall my crosshair is on in #2, or widening the hallway and shifting the staircase towards the edge of the map to eliminate the double 90. the double 90 on top of the narrow doors would make it very easy for a single soldier to hold this door + he can safely jump over the wall on the flank back to the point if he gets overwhelmed

#4 the slope down into the basement seems like it would be very in the way. shifting it to the side and throwing a turn into it so you enter the underground from the side walls instead of the front/back walls would probably be better.

#5/6 you can use these trees to get a lot of vision & good spam. on the other set of trees by the cave entrances, you can also hide between the trees and the rocks/wall and be completely hidden from view. not ideal.

#7/8 i hate snipers please make them useless

Not seeing anything else glaring in this version, I like the pack placement and I didn't notice any clipping bugs or holes in the world in my run through it. Loving the direction you're taking with it so far and I hope there can be some serious testing on it soon!
6
#6
2 Frags +

See OP for updated screenshots/download link

Alpha 7 Changelog:

  • 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
  • Added point-facing doorway to connecting hallway at mid
  • Removed trees
  • 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
See OP for updated screenshots/download link
[u]
Alpha 7 Changelog:[/u]

[list]
[*] 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
[*] Added point-facing doorway to connecting hallway at mid
[*]Removed trees
[*]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
[/list]
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