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{{DISPLAYTITLE:Cashworks}} | {{DISPLAYTITLE:Cashworks}} | ||
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{{Map infobox | {{Map infobox | ||
− | |game-type=Payload | + | | map-status = community |
− | |file-name=pl_cashworks | + | | map-game-type = Payload |
− | |map-image= | + | | map-file-name = pl_cashworks |
− | | | + | | map-image = Pl_cashworks_final1_08.jpg |
− | | | + | | map-released = {{Patch name|7|12|2023}} |
− | |map-environment = Alpino | + | | map-released-major = Summer 2023 Update |
− | |map-setting = | + | | map-environment = Alpino |
− | | map- | + | | map-setting = Dia, ensolarado |
− | | map-health | + | | map-stamp-link = https://steamcommunity.com/stats/TF2/leaderboards/11230217 |
− | | map-ammo | + | | map-pickups-health-small = 10 |
− | | map-ammo | + | | map-pickups-health-medium = 14 |
− | |map-hazards = [[Environmental death# | + | | map-pickups-ammo-medium = 16 |
− | | | + | | map-pickups-ammo-large = 8 |
− | + | | map-hazards = [[Environmental death/pt-br#Pitfall|Abismo]] | |
− | + | | map-has-bots = yes | |
− | + | }} | |
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− | + | '''Cashworks''' é um mapa de [[Payload/pt-br|Carga Explosiva]] de estágio único [[Steam Workshop/pt-br|criado pela comunidade]]. Um elemento de destaque do mapa é o cofre enorme no ponto final. Após o último ponto ser capturado, o carrinho explode e destrói a porta do cofre, revelando um depósito enorme de [[Australium/pt-br|Austrálio]]. | |
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− | = | + | Cashworks foi [https://steamcommunity.com/sharedfiles/filedetails/?id=2904065412 contribuído] à Oficina Steam. |
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− | == | + | == Locais == |
− | + | * '''A Plataforma de Carga''': O primeiro ponto de captura situa-se debaixo de um prédio alto na base de rampas em ambos os lados. Também se encontra após um declive estreito sustentado por um prédio alto e uma parede de pedra com uma parede/plataforma. | |
+ | * '''A Ponte Suspensa''': O segundo ponto de captura, localizado no fundo de uma colina longa por onde os trilhos serpenteiam no lado BLU. A área inclui várias beiradas altas e caminhos elevados e é bastante estreita quando comparada a outras partes do mapa, abrindo em um espaço aberto maior após o ponto. | ||
+ | * '''A Central Elétrica''': O terceiro ponto de captura fica logo antes de uma ponte de madeira que leva ao ponto de captura final. Há desfiladeiros grandes logo após o ponto nos quais é possível arremessar inimigos. O carrinho passa pelo interior de um prédio, sobe um pequeno aclive e passa por baixo de uma ponte conectando dois prédios para alcançar este ponto. | ||
+ | * '''O Cofre''': O ponto de captura final, posicionado em frente ao cofre RED que é aberto após a explosão final. A equipe BLU deve empurrar o carrinho através da ponte de madeira pela base RED final para alcançar o cofre. | ||
− | === | + | == Estratégia == |
− | + | {{map strategy link|Cashworks|main=yes|stub=yes}} | |
− | == | + | == Histórico de atualizações == |
− | + | '''{{Patch name|7|12|2023}} nº 1''' ({{update link|Summer 2023 Update}}) | |
− | + | * Adição de Cashworks ao jogo. | |
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− | + | '''{{Patch name|7|12|2023|no-link=yes}} nº 2''' | |
− | + | * Correção da possibilidade da equipe RED entrar na sala de renascimento da equipe BLU. | |
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− | == | + | == Diário de alterações == |
− | {{ | + | {{hatnote|Este é o diário de alterações do mapa antes de ser adicionado ao jogo.}} |
+ | {{Changelog| '''PL_CASHWORKS_FINAL1''' | ||
− | FIXES: | + | ''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 | |
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− | + | '''PL_CASHWORKS_PREFINAL''' | |
− | FIXES: | + | ''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 | |
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− | + | '''PL_CASHWORKS_RC2''' | |
− | FIXES: | + | ''FIXES:'' |
− | * | + | * once again framerates via func_occluder |
− | * | + | * added final fx-explosion by jive turkey |
− | * eagle | + | * 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''' | |
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− | + | ''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''' | |
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− | + | ''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''' | |
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− | + | ''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 | ||
− | + | '''PL_CASHWORKS_B2''' | |
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− | + | ''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''' | |
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− | + | ''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 |
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− | + | ''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 | ||
− | + | '''PL_CASHWORKS_A5''' | |
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− | + | ''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 Basin) | ||
+ | * 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''' | |
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+ | ''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 Sentry Guns 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: | + | ''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 | |
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− | + | '''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 |
− | * added | + | * 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 |
− | * added | + | * made it less easy for RED to camp the alternative route to CP2 |
− | * one-way | + | * 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 |
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− | + | '''PL-CASHWORKS_A3''' (11-15-08) | |
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+ | ''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}} | ||
+ | == Galeria == | ||
+ | <gallery> | ||
+ | File:Pl_cashworks_rc2_01.jpg|A primeira base RED. | ||
+ | File:Pl_cashworks_6.jpg|Visão da base BLU. | ||
+ | File:Pl_cashworks_7.jpg|O primeiro ponto de captura, a Plataforma de Carga. | ||
+ | File:Pl_cashworks_8.jpg|O segundo ponto de captura, a Ponte Suspensa. | ||
+ | File:Pl_cashworks_9.jpg|A área após a Ponte Suspensa. | ||
+ | File:Pl_cashworks_rc2_03.jpg|O terceiro ponto de captura, a Central Elétrica. | ||
+ | File:Pl_cashworks_10.jpg|A ponte que leva ao Cofre. | ||
+ | File:Pl_cashworks_12.jpg|A base RED final e o quarto ponto de captura, o Cofre. | ||
+ | File:Pl_cashworks_rc2_02.jpg|O Cofre. | ||
+ | File:Pl_cashworks_13.jpg|O prêmio pelo qual BLU está lutando. | ||
+ | File:Cashworks_logo_backwoods_logging_union.png|Placa Backwoods Logging Union. | ||
+ | File:Cashworks_logo_rapid_effective_deforestation.png|Placa Rapid Effective Deforestation. | ||
+ | File:Cashworks_sign003.png|Placa Fortress Builders. | ||
+ | File:Cashworks_sign004.png|Placa "TF2Maps.net". | ||
+ | File:Cashworks Workshop image.jpg|Miniatura da Oficina Steam para Cashworks. | ||
+ | </gallery> | ||
− | {{ | + | {{Summer 2023 Nav}} |
− | + | {{Maps Nav}} |
Revision as of 01:43, 19 January 2024
Cashworks | |
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Informações básicas | |
Tipo de mapa: | Carga Explosiva |
Nome do arquivo: | pl_cashworks
|
Adicionado em: | Atualização de 12 de julho de 2023 (Atualização das Férias de 2023) |
Desenvolvedor(es): | Wojciech "eerieone" Michalak Moritz "moe012" Horn Sean "Artesia" Pennock |
Informações do mapa | |
Ambiente: | Alpino |
Cenário: | Dia, ensolarado |
Perigos: | Abismo |
Compatível com bots: | Sim |
Itens do mapa | |
Kits médicos: | ×10 • ×14 |
Caixas de munição: | ×16 • ×8 |
Imagens do mapa | |
Vista aérea | |
Selo de Mapa | |
Classificação dos apoiadores |
Cashworks é um mapa de Carga Explosiva de estágio único criado pela comunidade. Um elemento de destaque do mapa é o cofre enorme no ponto final. Após o último ponto ser capturado, o carrinho explode e destrói a porta do cofre, revelando um depósito enorme de Austrálio.
Cashworks foi contribuído à Oficina Steam.
Locais
- A Plataforma de Carga: O primeiro ponto de captura situa-se debaixo de um prédio alto na base de rampas em ambos os lados. Também se encontra após um declive estreito sustentado por um prédio alto e uma parede de pedra com uma parede/plataforma.
- A Ponte Suspensa: O segundo ponto de captura, localizado no fundo de uma colina longa por onde os trilhos serpenteiam no lado BLU. A área inclui várias beiradas altas e caminhos elevados e é bastante estreita quando comparada a outras partes do mapa, abrindo em um espaço aberto maior após o ponto.
- A Central Elétrica: O terceiro ponto de captura fica logo antes de uma ponte de madeira que leva ao ponto de captura final. Há desfiladeiros grandes logo após o ponto nos quais é possível arremessar inimigos. O carrinho passa pelo interior de um prédio, sobe um pequeno aclive e passa por baixo de uma ponte conectando dois prédios para alcançar este ponto.
- O Cofre: O ponto de captura final, posicionado em frente ao cofre RED que é aberto após a explosão final. A equipe BLU deve empurrar o carrinho através da ponte de madeira pela base RED final para alcançar o cofre.
Estratégia
"Sun Tzu não chega nem perto de nós!" A página da estratégia da Comunidade deste mapa é um esboço. Por conta disso, ela não está completa. Você pode ajudar o Projeto de Estratégia da Comunidade da Wiki de Team Fortress expandindo-o. Observações: Nenhuma |
Histórico de atualizações
Atualização de 12 de julho de 2023 nº 1 (Atualização das Férias de 2023)
- Adição de Cashworks ao jogo.
Atualização de 12 de julho de 2023 nº 2
- Correção da possibilidade da equipe RED entrar na sala de renascimento da equipe BLU.
Diário de alterações
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
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
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 Basin)
- 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 Sentry Guns 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
Galeria
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