Difference between revisions of "Cashworks"

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m (updating, adding some stuff)
(updated to newest version - final1)
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{{Map infobox
 
{{Map infobox
 
|game-type=Payload
 
|game-type=Payload
|file-name=pl_cashworks_prefinal
+
|file-name=pl_cashworks_final1
|map-image=Pl_cashworks_rc2_01.jpg
+
|map-image=Pl_cashworks_final1_08.jpg
 
|developer=Eerieone
 
|developer=Eerieone
|current-version=Prefinal
+
|current-version=final1
 
|map-environment = Alpine
 
|map-environment = Alpine
 
|map-setting = Daylight, sunny
 
|map-setting = Daylight, sunny
Line 45: Line 45:
 
File:Pl_cashworks_rc2_03.jpg|The third Capture Point, Power Station
 
File:Pl_cashworks_rc2_03.jpg|The third Capture Point, Power Station
 
File:Pl_cashworks_rc2_04.jpg|Another view of RED's first spawn
 
File:Pl_cashworks_rc2_04.jpg|Another view of RED's first spawn
File:Pl_cashworks_5.jpg|The initial image featuring the Payload Cart
+
File:Pl_cashworks_final_01.jpg|The initial image featuring the Payload Cart
 
File:Pl_cashworks_6.jpg|A view of the BLU spawn
 
File:Pl_cashworks_6.jpg|A view of the BLU spawn
 
File:Pl_cashworks_7.jpg|After the first Capture Point, Loading Dock
 
File:Pl_cashworks_7.jpg|After the first Capture Point, Loading Dock
Line 59: Line 59:
  
 
== Changelog ==
 
== Changelog ==
{{changelog|PL_CASHWORKS_PREFINAL
+
{{changelog|
 +
PL_CASHWORKS_FINAL1
 +
 
 +
FIXES:
 +
* Fixed DX8 error where map would crash the client due to a false dx8-backup texture
 +
* CP4 crate with ammo can now be entered without crouching
 +
* Area in front of the Vault is now buildable
 +
 
 +
PL_CASHWORKS_PREFINAL
  
 
FIXES:
 
FIXES:
 
* Fixed ED_alloc entity overflow crash by reducing the dynamic entity count
 
* Fixed ED_alloc entity overflow crash by reducing the dynamic entity count
 
* added stairway to the raised platform on CP4 to allow a better fortification
 
* added stairway to the raised platform on CP4 to allow a better fortification
* added closing gates on Blu´s forward Spawn after CP3 gets caputred to direct the playerflow correctly
+
* added closing gates on Blu´s forward Spawn after CP3 gets captured to direct the player flow correctly
 
* minor various adjustments
 
* minor various adjustments
  
Line 74: Line 82:
 
* added 3d-eagle-model by Nik instead of eagle-texture
 
* added 3d-eagle-model by Nik instead of eagle-texture
 
* readjusted vault-explosion-sound by Tomster
 
* readjusted vault-explosion-sound by Tomster
* slightly reduced respawntime for red to defend cp3&4
+
* slightly reduced respawntime for RED to defend CP3&4
* changed ammopack at cp3 to a full-ammo-pack
+
* changed ammopack at CP3 to a full-ammo-pack
 
* changed some visuals at construction site
 
* changed some visuals at construction site
 
* slight visual changes on building 03
 
* slight visual changes on building 03
 
* tons of minor visual bugs corrected
 
* tons of minor visual bugs corrected
* big crate near cp4 is now accessable without having to duckjump, just walk in
+
* big crate near CP4 is now accessible without having to duckjump, just walk in
 
* added ammo-pack there to support defensive structures at that point
 
* added ammo-pack there to support defensive structures at that point
  
Line 86: Line 94:
 
FIXES:
 
FIXES:
 
* improved framerates as good as possible
 
* improved framerates as good as possible
* merged 2nd and 3rd blu spawn to one spawn:
+
* merged 2nd and 3rd BLU spawn to one spawn:
 
- makes the engi´s life easier
 
- makes the engi´s life easier
 
- gates prevent spawncamping
 
- gates prevent spawncamping
* pushed cp3 further to the bridge, provided sentrypositions, decreased respawn by 1sec for red
+
* pushed CP3 further to the bridge, provided sentrypositions, decreased respawn by 1sec for RED
 
* imported custom cap-point-signs with new alpine-logos
 
* imported custom cap-point-signs with new alpine-logos
 
* renamed CPs to loading dock, serpentines, power house, vault
 
* renamed CPs to loading dock, serpentines, power house, vault
 
* minor skybox changes
 
* minor skybox changes
* fixed stickies not sticking to ground at last cp
+
* fixed stickies not sticking to ground at last CP
* fixed people getting stuck in underground red spawnroomdoor
+
* fixed people getting stuck in underground RED spawnroomdoor
 
* enlarged some doortriggers for smoother opening
 
* enlarged some doortriggers for smoother opening
 
* decreased explosion radius
 
* decreased explosion radius
Line 106: Line 114:
 
FIXES:
 
FIXES:
 
* hopefully fixed entity overflow crash
 
* hopefully fixed entity overflow crash
* reduced filesize by 20mb
+
* reduced file size by 20mb
 
* eagle screech less frequent
 
* eagle screech less frequent
 
* fixed teleport selfdestruction on final point area
 
* fixed teleport selfdestruction on final point area
Line 122: Line 130:
 
FIXES:
 
FIXES:
 
* added rotating eagles with sound and rotating clouds in skybox
 
* added rotating eagles with sound and rotating clouds in skybox
* added new teamlogos for red and blu, enjoy!
+
* added new teamlogos for RED and BLU, enjoy!
 
* entierly reworked interior of vault  
 
* entierly reworked interior of vault  
 
* vault-door is now falling out to the front, smashing whoever comes in its way, making appropriate sound
 
* vault-door is now falling out to the front, smashing whoever comes in its way, making appropriate sound
 
* u got now a small window to escape the explosion, good luck!
 
* u got now a small window to escape the explosion, good luck!
* reedited undergrond exit from blue initial spawn and the building to the right
+
* reedited underground exit from BLUe initial spawn and the building to the right
 
* made first building on right less ugly
 
* made first building on right less ugly
 
* moved CP1 a little nearer
 
* moved CP1 a little nearer
Line 132: Line 140:
 
* gave more room to pass the cart on the serpentines
 
* gave more room to pass the cart on the serpentines
 
* moved CP2 a little bit further away
 
* moved CP2 a little bit further away
* decreased respawntime for red for cp2 & cp3
+
* decreased respawntime for RED for CP2 & CP3
* edited buildings at cp2 to make them more intuitional and less complicated
+
* edited buildings at CP2 to make them more intuitional and less complicated
* minor trackchange on way to cp3
+
* minor trackchange on way to CP3
* moved cp3 a small bit further, made it more defendable
+
* moved CP3 a small bit further, made it more defendable
 
* on CP4 opened up another sentry position, unified the doors leading out of of the Spawnroom
 
* on CP4 opened up another sentry position, unified the doors leading out of of the Spawnroom
* platform above CP4 is now again accessable for red via duckjump
+
* platform above CP4 is now again accessible for RED via duckjump
 
* expanded trigger_hurt so people wont exploit jumping down the balcony and trapping people
 
* expanded trigger_hurt so people wont exploit jumping down the balcony and trapping people
 
* pimped up some empty rooms and unfinished looking areas
 
* pimped up some empty rooms and unfinished looking areas
  
Credits: New Alpine Team Logos and eagles [C$W] moe
+
CREDits: New Alpine Team Logos and eagles [C$W] moe
 
Vault Door Sound [C$W] tomster
 
Vault Door Sound [C$W] tomster
  
Line 148: Line 156:
 
FIXES:
 
FIXES:
 
* Added Thumbnail for Quickserver-list
 
* Added Thumbnail for Quickserver-list
* Adjusted Respawntime for Red for 2nd to last cp
+
* Adjusted Respawntime for Red for 2nd to last CP
 
* moved 1st Blu forward spawn, deleted route to other side after CP2 is taken to slightly increase traveltime for BLU to 3rd
 
* moved 1st Blu forward spawn, deleted route to other side after CP2 is taken to slightly increase traveltime for BLU to 3rd
 
* tweaked and added sentryposition at CP2
 
* tweaked and added sentryposition at CP2
Line 157: Line 165:
 
* added gold_displacement to vault-treasure
 
* added gold_displacement to vault-treasure
 
* further detailing
 
* further detailing
* alligned several textures
+
* aligned several textures
  
 
PL_CASHWORKS_B1
 
PL_CASHWORKS_B1
Line 172: Line 180:
 
* Added Red Logo Spray  
 
* Added Red Logo Spray  
 
First Section:
 
First Section:
* Added platform right side before the cp
+
* Added platform right side before the CP
 
* Added 2 small shack on left side behind house
 
* Added 2 small shack on left side behind house
 
* Adjusted view distances
 
* Adjusted view distances
 
Second Section:
 
Second Section:
* Narrowed down the platform protecting the cp, added small platform at middle pillar as sentryposition and protection for blu
+
* Narrowed down the platform protecting the CP, added small platform at middle pillar as sentryposition and protection for BLU
 
* Remodelled the serpentines, much smoother now
 
* Remodelled the serpentines, much smoother now
 
* Simple changes at houses at bottom
 
* Simple changes at houses at bottom
Line 184: Line 192:
 
* Right side bottom floor door is now opening both ways
 
* Right side bottom floor door is now opening both ways
 
* Right side, platform, added some cover, medipack is now medium
 
* Right side, platform, added some cover, medipack is now medium
* Right side red spawn is now a little more seperated
+
* Right side RED spawn is now a little more separated
* added roofstructure to left side of bankvault
+
* added roofstructure to left side of bank vault
* added large box to the balcony over the pit for giving blu a more advanced sentryposition
+
* added large box to the balcony over the pit for giving BLU a more advanced sentryposition
 
* made it harder to camp the bridge
 
* made it harder to camp the bridge
 
* changed gold-texture
 
* changed gold-texture
Line 193: Line 201:
  
 
ToDo:
 
ToDo:
Texture improvement/alignment, Track less bumpy, Further improve Skybox, propably some clipping, any exploit you sneaky engis,demos and snipers find... whatever you see, report plz
+
Texture improvement/alignment, Track less bumpy, Further improve Skybox, probably some clipping, any exploit you sneaky engis, demos and snipers find... whatever you see, report plz
  
 
Thanks for moral and technical support:
 
Thanks for moral and technical support:
 
From TF2MAPS.NET: FLOOR_MASTER, Mangy Carface, bob+M<nowiki>|</nowiki>M+, TheDarkerSideofYourShadow, VoidSkull, Arhurt, Youme, S3BBO L1C1OUS, flubber, Chilly, Baysin, Altaco, Dox, BlasterMasterPsi, and everyone i forgot
 
From TF2MAPS.NET: FLOOR_MASTER, Mangy Carface, bob+M<nowiki>|</nowiki>M+, TheDarkerSideofYourShadow, VoidSkull, Arhurt, Youme, S3BBO L1C1OUS, flubber, Chilly, Baysin, Altaco, Dox, BlasterMasterPsi, and everyone i forgot
Credit and giant thx: Moe012 for custom logos and eagle and several implemented ideas
+
CREDit and giant thx: Moe012 for custom logos and eagle and several implemented ideas
 
Tomster custom Vault Sound
 
Tomster custom Vault Sound
 
Atresia for the custom Cap-Signs
 
Atresia for the custom Cap-Signs
Line 208: Line 216:
 
* ADDED GOLD (will increase the amount of gold if its not to fps-expensive)
 
* ADDED GOLD (will increase the amount of gold if its not to fps-expensive)
 
* optimization pass 2 , getting +20-40fps on 1600x1200 full details
 
* optimization pass 2 , getting +20-40fps on 1600x1200 full details
* adjusted viewdistances (too short ones will be readjusted)
+
* adjusted view distances (too short ones will be readjusted)
* moved up cp2 to the rocky turn to make it easier capable, added some more architecture there
+
* moved up CP2 to the rocky turn to make it easier capable, added some more architecture there
* moved door leading to right route to cp4 to make the opening less campable
+
* moved door leading to right route to CP4 to make the opening less campable
* moved up right ledge at cp4 to concentrate more on final area than cart at bridge
+
* moved up right ledge at CP4 to concentrate more on final area than cart at bridge
 
* one-way door where you could get stuck corrected now
 
* one-way door where you could get stuck corrected now
 
* added and varied orientational signs (slide up like in badwater)
 
* added and varied orientational signs (slide up like in badwater)
* cut the stairs and connection to upper area at cp4
+
* cut the stairs and connection to upper area at CP4
 
* added glass in tollbooth
 
* added glass in tollbooth
* corrected door to cp4 where you could get stuck
+
* corrected door to CP4 where you could get stuck
* long tight bridge to cp4 is now an instable looking primitive rope-bridge
+
* long tight bridge to CP4 is now an instable looking primitive rope-bridge
* reconstructed red forward spawn to make it less campable and less attractive for snipers
+
* reconstructed RED forward spawn to make it less campable and less attractive for snipers
 
* playerclip-ceiling is now higher, allowing higher rocketjumps
 
* playerclip-ceiling is now higher, allowing higher rocketjumps
 
* deleted some fps-hurting props
 
* deleted some fps-hurting props
* red cant directly access blu´s alternative route to cp2, gates open after cp2 is taken
+
* RED cant directly access BLU´s alternative route to CP2, gates open after CP2 is taken
* added blu forward spawn, after cp2 is taken  
+
* added BLU forward spawn, after CP2 is taken  
* moved up blu forward spawn, after cp3 is taken
+
* moved up BLU forward spawn, after CP3 is taken
* changed layout of red forward spawn, too sniperfriendly
+
* changed layout of RED forward spawn, too sniperfriendly
 
* various clipping-optimization
 
* various clipping-optimization
  
Line 231: Line 239:
 
FIXES:
 
FIXES:
 
* additional clipping at doorways
 
* additional clipping at doorways
* added a small balcony when you cross the ditch to cp4
+
* added a small balcony when you cross the ditch to CP4
 
* added 30 seconds for initial game time
 
* added 30 seconds for initial game time
* redesigned area at cp3
+
* REDesigned area at CP3
* added trigger_teleport to red forward spawns, so once they are captured,  
+
* added trigger_teleport to RED forward spawns, so once they are captured,  
red players in spawn will be teleported to the next spawn
+
RED players in spawn will be teleported to the next spawn
 
* added cover against snipers going down the serpentines
 
* added cover against snipers going down the serpentines
* widened initial bridge at blu spawn and added stairs
+
* widened initial bridge at BLU spawn and added stairs
 
* blocked way too long sniperlane at 1st section
 
* blocked way too long sniperlane at 1st section
* moved up 1st & 2nd cp to make it easier to cap, widened the passage at cp1
+
* moved up 1st & 2nd CP to make it easier to cap, widened the passage at CP1
* elevated red forward spawn, so engies arent able to access locker to rebuild sentries too fast to lvl3
+
* elevated RED forward spawn, so engies arent able to access locker to rebuild sentries too fast to lvl3
 
* to compensate that, replaced ammopack behind tires with large ammopack and medium health
 
* to compensate that, replaced ammopack behind tires with large ammopack and medium health
* eradicated too strong defensive position on logs after cp1
+
* eradicated too strong defensive position on logs after CP1
* turned several entities to props_static, shouldn´t throw weird shadows anymore
+
* turned several entities to props_static, shouldn't throw weird shadows anymore
* restructured 1st and 2nd building at first section
+
* restructuRED 1st and 2nd building at first section
  
 
PL_CASHWORKS_A3c (11-19-08)
 
PL_CASHWORKS_A3c (11-19-08)
  
 
QuickFix:
 
QuickFix:
*    increased red respawntime by 5 seconds (sorry for the inconveniance, spawntimes are nasty)
+
*    increased RED respawntime by 5 seconds (sorry for the inconveniance, spawntimes are nasty)
 
*      minor clipping changes
 
*      minor clipping changes
  
Line 256: Line 264:
  
 
QuickFix:
 
QuickFix:
* decreased spawntimes for red, because spawntime rose to 25-30s
+
* decreased spawntimes for RED, because spawntime rose to 25-30s
 
*    corrected water in canal
 
*    corrected water in canal
  
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QuickFIXES:
 
QuickFIXES:
* increased red spawntimer for cp1
+
* increased RED spawntimer for CP1
 
* fixed exploit of missing clipping at the giant rock at the old raised tracks
 
* fixed exploit of missing clipping at the giant rock at the old raised tracks
* fixed exploit of missing clipping above blu spawn
+
* fixed exploit of missing clipping above BLU spawn
* added signage to path leading to cp2
+
* added signage to path leading to CP2
 
* adjusted, added, repositioned med + ammo packs
 
* adjusted, added, repositioned med + ammo packs
* optimized movability at blu sawmill
+
* optimized movability at BLU sawmill
* made it less easy for red to camp the alternative route to cp2
+
* made it less easy for RED to camp the alternative route to CP2
* added ramp after the shortcut through the sawmill leading to cp3
+
* added ramp after the shortcut through the sawmill leading to CP3
* removed the one-way gates at alternative route to cp3
+
* removed the one-way gates at alternative route to CP3
 
* added barricade at last turn to provide cover and block line of sight for snipers
 
* added barricade at last turn to provide cover and block line of sight for snipers
 
* changed warning lights at final points vault to static
 
* changed warning lights at final points vault to static
* rearranged right house before final cp to provide better cover and staging area for attackers
+
* rearranged right house before final CP to provide better cover and staging area for attackers
* retextured windows in right house before final cp
+
* retextuRED windows in right house before final CP
 
* erradicated 2 unfair sniperpositions at starting area
 
* erradicated 2 unfair sniperpositions at starting area
 
* minor changes on not accessible areas
 
* minor changes on not accessible areas
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FIXES:
 
FIXES:
* restructiored first area
+
* restructioRED first area
* added 2nd red forward spawn near 2nd cp
+
* added 2nd RED forward spawn near 2nd CP
* added alternatenate paths to 2cp and 3rd cp
+
* added alternatenate paths to 2cp and 3rd CP
* fixed red forward spawn doors getting stuck
+
* fixed RED forward spawn doors getting stuck
 
* general optimization, areaportals, hintbrushes, nodraw, brushwork
 
* general optimization, areaportals, hintbrushes, nodraw, brushwork
 
* added 3D-Skybox
 
* added 3D-Skybox
 
* added environment
 
* added environment
* one-way door toward 3rd cp bottleneck
+
* one-way door toward 3rd CP bottleneck
 
* adjusted respawntimes
 
* adjusted respawntimes
 
* adjusted cart speed
 
* adjusted cart speed
Line 295: Line 303:
 
* lighting improvement
 
* lighting improvement
 
* further clipping
 
* further clipping
* added flowing water at cp4 bridge
+
* added flowing water at CP4 bridge
 
* added custom overlays
 
* added custom overlays
 
* added env-sounds
 
* added env-sounds
  
 
TO DO:
 
TO DO:
*      problems with water at blu spawn
+
*      problems with water at BLU spawn
 
* further fps-optimization
 
* further fps-optimization
 
*      optimize displacements
 
*      optimize displacements

Revision as of 19:46, 9 December 2013

Cashworks
Pl cashworks final1 08.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Alpine
Setting: Daylight, sunny
Hazards: Pitfall
Map Overview
Cashworks overview.png

Cashworks is a single-stage mountainous Alpine-styled Payload map, made by Eerieone. BLU's goal is to push the cart through all 4 capture points while RED defends them.

A major feature of this map is the large vault at the final point. After the last point has been captured, the cart explodes and blows the vault's door off, revealing a large stash of Australium inside. The map also features 3D eagles flying around in the sky, a feature not found in any other map.

Locations

Loading Dock

The first capture point, Loading Dock, is situated beneath a tall building at the base of slopes on both sides. It is also located just after a narrow downhill section buttressed by a tall building and a rock wall with a retaining wall/platform built against it.

Serpentines

The second capture point, located at the bottom of a long hill that the track winds through like a serpent on BLU's side. The area features several high ledges and upper paths and is very narrow in comparison to other parts of the map, opening onto a larger open space after the point.

Power Station

The third capture point, Power Station, is just before a wooden bridge leading to the final capture point. There are large gorges just beyond the point that can be used to push enemies into. The cart passes through the interior of a building, up a slight incline and underneath a bridge connecting two buildings to reach this point.

Vault

The final capture point, placed just in front of RED's large vault, which opens after the final explosion. BLU must push the cart across the wooden bridge and through RED's final spawn area to reach the vault.

Strategy

  • All four capture points feature elevated areas or platforms that provide prime Sentry Gun placements for Engineers.
  • BLU Engineers can set up a Teleporter and/or Sentry Gun inside the large building next to Power Station, though they should still keep a close eye out for RED Spies who can sneak in through the open entrances.
  • The narrow, winding downhill path between Loading Dock and Serpentines puts RED at a significant disadvantage, especially if multiple BLU members are pushing the cart. Instead, wait for the cart to near the bottom of the hill and surprise BLU with an ambush.
    • If RED does attempt to stop the cart as it moves downhill, send in Pyros and Heavies with Medics to support them.
  • The number of high platforms here are perfect for RED Pyros looking to ambush the cart. Make use of them to attack unsuspecting enemies below!
  • BLU should have an ÜberCharge prepared by the time the cart is pushed past the Power Station, as RED will generally have multiple Sentry Guns set up around the Vault capture point to stop any pushes.

Screenshots

Changelog

Changelog:

PL_CASHWORKS_FINAL1

FIXES:

  • Fixed DX8 error where map would crash the client due to a false dx8-backup texture
  • CP4 crate with ammo can now be entered without crouching
  • Area in front of the Vault is now buildable

PL_CASHWORKS_PREFINAL

FIXES:

  • Fixed ED_alloc entity overflow crash by reducing the dynamic entity count
  • added stairway to the raised platform on CP4 to allow a better fortification
  • added closing gates on Blu´s forward Spawn after CP3 gets captured to direct the player flow correctly
  • minor various adjustments

PL_CASHWORKS_RC2

FIXES:

  • once again framerates via func_occluder
  • added final fx-explosion by jive turkey
  • added 3d-eagle-model by Nik instead of eagle-texture
  • readjusted vault-explosion-sound by Tomster
  • slightly reduced respawntime for RED to defend CP3&4
  • changed ammopack at CP3 to a full-ammo-pack
  • changed some visuals at construction site
  • slight visual changes on building 03
  • tons of minor visual bugs corrected
  • big crate near CP4 is now accessible without having to duckjump, just walk in
  • added ammo-pack there to support defensive structures at that point

PL_CASHWORKS_RC

FIXES:

  • improved framerates as good as possible
  • merged 2nd and 3rd BLU spawn to one spawn:

- makes the engi´s life easier - gates prevent spawncamping

  • pushed CP3 further to the bridge, provided sentrypositions, decreased respawn by 1sec for RED
  • imported custom cap-point-signs with new alpine-logos
  • renamed CPs to loading dock, serpentines, power house, vault
  • minor skybox changes
  • fixed stickies not sticking to ground at last CP
  • fixed people getting stuck in underground RED spawnroomdoor
  • enlarged some doortriggers for smoother opening
  • decreased explosion radius
  • several lighting-adjustments
  • fixed radius where people get smashed by the door
  • several minor visual changes and object adjustment
  • many many small changes not worth an own "*"

PL_CASHWORKS_B3a

FIXES:

  • hopefully fixed entity overflow crash
  • reduced file size by 20mb
  • eagle screech less frequent
  • fixed teleport selfdestruction on final point area
  • fixed names of CPs
  • applied alternative teamlogos to model
  • made middlepart of bridge less narrow
  • small texture changes

known issues:

  • some texture-errors due to inexperience with lightmaps, need to finetune that
  • whatever you see, plz report

PL_CASHWORKS_B3

FIXES:

  • added rotating eagles with sound and rotating clouds in skybox
  • added new teamlogos for RED and BLU, enjoy!
  • entierly reworked interior of vault
  • vault-door is now falling out to the front, smashing whoever comes in its way, making appropriate sound
  • u got now a small window to escape the explosion, good luck!
  • reedited underground exit from BLUe initial spawn and the building to the right
  • made first building on right less ugly
  • moved CP1 a little nearer
  • small edits on buildings in sector 1
  • gave more room to pass the cart on the serpentines
  • moved CP2 a little bit further away
  • decreased respawntime for RED for CP2 & CP3
  • edited buildings at CP2 to make them more intuitional and less complicated
  • minor trackchange on way to CP3
  • moved CP3 a small bit further, made it more defendable
  • on CP4 opened up another sentry position, unified the doors leading out of of the Spawnroom
  • platform above CP4 is now again accessible for RED via duckjump
  • expanded trigger_hurt so people wont exploit jumping down the balcony and trapping people
  • pimped up some empty rooms and unfinished looking areas

CREDits: New Alpine Team Logos and eagles [C$W] moe Vault Door Sound [C$W] tomster

PL_CASHWORKS_B2

FIXES:

  • Added Thumbnail for Quickserver-list
  • Adjusted Respawntime for Red for 2nd to last CP
  • moved 1st Blu forward spawn, deleted route to other side after CP2 is taken to slightly increase traveltime for BLU to 3rd
  • tweaked and added sentryposition at CP2
  • added route to CP3 for BLU
  • added cover for sentryposition at CP3 and CP4
  • boosted and added healthkits and ammopacks
  • minor architectural changes
  • added gold_displacement to vault-treasure
  • further detailing
  • aligned several textures

PL_CASHWORKS_B1

FIXES:

  • Improved Bankvault Model/Animation/Texture
  • Addad valve´s explosions to the scene (parts hanging midair are due to the fact that its preanimated)
  • Fixed the Teleport-Self-Destruct problem, if it still happens, tell me where plz
  • Changed Timer allowing to go above 10 mins playtime on the clock
  • Further optimization
  • General Clipping improvement
  • Pimped the skybox
  • Changed rocktexture
  • Added Red Logo Spray

First Section:

  • Added platform right side before the CP
  • Added 2 small shack on left side behind house
  • Adjusted view distances

Second Section:

  • Narrowed down the platform protecting the CP, added small platform at middle pillar as sentryposition and protection for BLU
  • Remodelled the serpentines, much smoother now
  • Simple changes at houses at bottom

Third Section:

  • Removed invisible stair-clipping

4th and Final:

  • Right side bottom floor door is now opening both ways
  • Right side, platform, added some cover, medipack is now medium
  • Right side RED spawn is now a little more separated
  • added roofstructure to left side of bank vault
  • added large box to the balcony over the pit for giving BLU a more advanced sentryposition
  • made it harder to camp the bridge
  • changed gold-texture

etc....

ToDo: Texture improvement/alignment, Track less bumpy, Further improve Skybox, probably some clipping, any exploit you sneaky engis, demos and snipers find... whatever you see, report plz

Thanks for moral and technical support: From TF2MAPS.NET: FLOOR_MASTER, Mangy Carface, bob+M|M+, TheDarkerSideofYourShadow, VoidSkull, Arhurt, Youme, S3BBO L1C1OUS, flubber, Chilly, Baysin, Altaco, Dox, BlasterMasterPsi, and everyone i forgot CREDit and giant thx: Moe012 for custom logos and eagle and several implemented ideas Tomster custom Vault Sound Atresia for the custom Cap-Signs


PL_CASHWORKS_A5

FIXES:

  • ADDED CUSTOM EXPLOSION / VAULT IS OPENING NOW (explosion will be improved)
  • ADDED GOLD (will increase the amount of gold if its not to fps-expensive)
  • optimization pass 2 , getting +20-40fps on 1600x1200 full details
  • adjusted view distances (too short ones will be readjusted)
  • moved up CP2 to the rocky turn to make it easier capable, added some more architecture there
  • moved door leading to right route to CP4 to make the opening less campable
  • moved up right ledge at CP4 to concentrate more on final area than cart at bridge
  • one-way door where you could get stuck corrected now
  • added and varied orientational signs (slide up like in badwater)
  • cut the stairs and connection to upper area at CP4
  • added glass in tollbooth
  • corrected door to CP4 where you could get stuck
  • long tight bridge to CP4 is now an instable looking primitive rope-bridge
  • reconstructed RED forward spawn to make it less campable and less attractive for snipers
  • playerclip-ceiling is now higher, allowing higher rocketjumps
  • deleted some fps-hurting props
  • RED cant directly access BLU´s alternative route to CP2, gates open after CP2 is taken
  • added BLU forward spawn, after CP2 is taken
  • moved up BLU forward spawn, after CP3 is taken
  • changed layout of RED forward spawn, too sniperfriendly
  • various clipping-optimization

PL_CASHWORKS_A4

FIXES:

  • additional clipping at doorways
  • added a small balcony when you cross the ditch to CP4
  • added 30 seconds for initial game time
  • REDesigned area at CP3
  • added trigger_teleport to RED forward spawns, so once they are captured,

RED players in spawn will be teleported to the next spawn

  • added cover against snipers going down the serpentines
  • widened initial bridge at BLU spawn and added stairs
  • blocked way too long sniperlane at 1st section
  • moved up 1st & 2nd CP to make it easier to cap, widened the passage at CP1
  • elevated RED forward spawn, so engies arent able to access locker to rebuild sentries too fast to lvl3
  • to compensate that, replaced ammopack behind tires with large ammopack and medium health
  • eradicated too strong defensive position on logs after CP1
  • turned several entities to props_static, shouldn't throw weird shadows anymore
  • restructuRED 1st and 2nd building at first section

PL_CASHWORKS_A3c (11-19-08)

QuickFix:

  • increased RED respawntime by 5 seconds (sorry for the inconveniance, spawntimes are nasty)
  • minor clipping changes


PL_CASHWORKS_A3b (11-17-08)

QuickFix:

  • decreased spawntimes for RED, because spawntime rose to 25-30s
  • corrected water in canal

PL_CASHWORKS_A3a (11-17-08)

QuickFIXES:

  • increased RED spawntimer for CP1
  • fixed exploit of missing clipping at the giant rock at the old raised tracks
  • fixed exploit of missing clipping above BLU spawn
  • added signage to path leading to CP2
  • adjusted, added, repositioned med + ammo packs
  • optimized movability at BLU sawmill
  • made it less easy for RED to camp the alternative route to CP2
  • added ramp after the shortcut through the sawmill leading to CP3
  • removed the one-way gates at alternative route to CP3
  • added barricade at last turn to provide cover and block line of sight for snipers
  • changed warning lights at final points vault to static
  • rearranged right house before final CP to provide better cover and staging area for attackers
  • retextuRED windows in right house before final CP
  • erradicated 2 unfair sniperpositions at starting area
  • minor changes on not accessible areas

PL-CASHWORKS_A3 (11-15-08)

FIXES:

  • restructioRED first area
  • added 2nd RED forward spawn near 2nd CP
  • added alternatenate paths to 2cp and 3rd CP
  • fixed RED forward spawn doors getting stuck
  • general optimization, areaportals, hintbrushes, nodraw, brushwork
  • added 3D-Skybox
  • added environment
  • one-way door toward 3rd CP bottleneck
  • adjusted respawntimes
  • adjusted cart speed
  • adjusted time added
  • optimized vault-collision
  • lighting improvement
  • further clipping
  • added flowing water at CP4 bridge
  • added custom overlays
  • added env-sounds

TO DO:

  • problems with water at BLU spawn
  • further fps-optimization
  • optimize displacements
  • cartpath corrections
  • improve 3D-Skybox
  • improved use of textures
  • correct viewdistances
  • add more custom material


PL_CASHWORKS_A2

  • Game-machanics working as intended
  • Basic Layout and Material
  • Basic Optimization
  • Basic Clipping

Trivia

  • This map has custom emblems for both teams: BLU stands for Backwoods Logging Union, while RED stands for Rapid Effective Deforestation.

Additional links