Difference between revisions of "Cashworks"

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(Little more polish on the sentence about the vault at the end of Cashworks)
(This map was made in 2009 originally (see workshop page), when Australium wasn't a concept yet. It's clearly gold, as the pile of gold is the same as the one in some other maps and the bars don't have the same look as the aussie one.)
 
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{{stub}}
 
 
{{Map infobox
 
{{Map infobox
|game-type=Payload
+
  | map-status                = community
|file-name=pl_cashworks
+
  | map-game-type             = Payload
|map-image=Pl_cashworks_rc2_01.jpg
+
  | map-file-name             = pl_cashworks
|developer=Eerieone
+
  | map-image                 = Pl_cashworks.png
|current-version=Release Candidate 2
+
  | map-released              = {{Patch name|7|12|2023}}
|download-link=[http://forums.tf2maps.net/downloads.php?do=file&id=1718&act=down TF2Maps.net]}}
+
  | map-released-major        = Summer 2023 Update
 +
  | map-environment          = Alpine
 +
  | map-setting              = Daylight, sunny
 +
  | map-stamp-link           = https://steamcommunity.com/stats/TF2/leaderboards/11230217
 +
  | map-pickups-health-small  = 10
 +
  | map-pickups-health-medium = 14
 +
  | map-pickups-ammo-medium  = 16
 +
  | map-pickups-ammo-large    = 8
 +
  | map-hazards              = [[Environmental death#Pit Fall Death|Pitfall]], [[Saw blade]]s
 +
  | map-has-bots              = yes
 +
}}
  
'''Cashworks''' is a single-stage mountainous Alpine-styled [[Payload]] map. [[BLU]]'s goal is to push the [[cart]] through all 4 capture points while [[RED]] defends them.
+
'''Cashworks''' is a [[Steam Workshop|community-created]] [[Payload]] map added in the [[Summer 2023 Update]]. It is set in a mountainous sawmill with a large vault located at the end of the map. The vault is blown open upon final Checkpoint capture, revealing a stash of gold inside.
  
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 gold inside.
+
Cashworks was [https://steamcommunity.com/sharedfiles/filedetails/?id=2904065412 contributed] to the Steam Workshop.
  
 
== Locations ==
 
== Locations ==
=== Capture point A ===
+
=== Checkpoint A (Loading Dock) ===
Capture point A is situated beneath a tall building at the base of slopes on both sides.
+
The first checkpoint, nicknamed the Loading Dock, is situated beneath a tall building. It is also located just after a narrow downhill section buttressed by the Overlooking Barn and a rock wall with a retaining wall/platform built against it.
=== Capture point B ===
+
*'''Crossing''': Right outside the Blu spawn, a small concrete platform serves as the [[Payload#Gallery|Cart]]'s starting position
Capture point B is at the bottom of a long, winding hill on BLU's side.
+
*'''Ravine''': The Crossing passes over a small depression in the ground, which serves as one of the Blu's spawn exits.
=== Capture point C ===
+
*'''Overlooking Barn''': As the Cart crosses the Ravine on its way to the first checkpoint, it will inevitably pass by the Overlooking Barn, a large two story structure which overlooks vast parts of point A.
Capture point C is just before a wooden bridge leading to the final capture point.
+
*'''Loading Dock''': A set of logs pilled on top of each other, waiting for a crane (which is high above the Overlooking barn) to pick them up and carry them away.
=== Capture point D ===
+
*'''Underpass''': The place where Checkpoint A is located. It is a small depression in the ground underneath the base of the A Building, essentially forming a sort of a semi-tunnel
Capture point D is placed just in front of a large vault, which opens after the final explosion.
+
*'''Left Flank''': To the left of the Underpass and separated from it by a concrete wall is the Left Flank, a similar sloped depression which passes underneath the A Building.
 +
*'''Shortcut''': Unlike the previous two paths which go below the A building, the Shortcut cuts straight through it, leading almost directly to the first Red spawn.
 +
<gallery>
 +
File:Cashworks Blu Spawn 1.png|BLU's first spawn area.
 +
File:Cashworks Pipe Building.png|The interior of the water pipe building.
 +
File:Cashworks A Path.png|The hill leading to checkpoint A
 +
File:Cashworks Point A.png|The first checkpoint, Loading Dock.
 +
File:Cashworks Red Spawn 1.png|RED's first spawn area near checkpoint A.
 +
</gallery>
  
== Screenshots ==
+
=== Checkpoint B (Serpentines) ===
 +
The second checkpoint, 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.
 +
*'''Serpentine Descent''' After passing the Overpass, the Cart will make a sudden turn to the right and start descending down the Serpentine Descent, a series of cliffs that will take the Cart down a winding path to Checkpoint B.
 +
*'''Tunnel Dugout''': Running parallel with the Serpentine Descent is a small tunnel that burrows into the surrounding cliffs and briefly intersects with an inaccessible Train Tunnel, before linking up with the Tall Silo.
 +
*'''Tall Silo''': After the cart has finished its serpentine descent, it will reach the Tall Silo, a high multi story building that overlooks parts of Checkpoint B and even reaches the Overpass.
 +
*'''Overpass/Sawmill conveyor belt''': Located directly above Checkpoint A, and hence forming an overpass over it, is a structure housing a moving [[Saw blade|saw]], as well as stacks of wooden logs. The entire Serpentine Descent can be overviewed from the Overpass.
 
<gallery>
 
<gallery>
File:Pl_cashworks_rc2_01.jpg
+
File:Cashworks B Path.png|The path leading to checkpoint B.
File:Pl_cashworks_rc2_02.jpg
+
File:Cashworks Cave.png|The cave area to the right.
File:Pl_cashworks_rc2_03.jpg
+
File:Cashworks B Drop.png|A dropdown onto the saw area to the left.
File:Pl_cashworks_rc2_04.jpg
+
File:Cashworks B Saw.png|The moving sawblade above checkpoint B.
 +
File:Cashworks B Flank.png|The flank route at the corner of checkpoint B.
 +
File:Cashworks Point B.png|The second checkpoint, Serpentines.
 +
File:Cashworks Red Spawn 2.png|RED's second spawn area near checkpoint B, and the path to checkpoint C.
 
</gallery>
 
</gallery>
  
== Changelog ==
+
=== Checkpoint C (Power Station) ===
{{changelog|PL_CASHWORKS_RC2
+
The third checkpoint, 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 the Workshop, up a slight incline and underneath a bridge connecting the Grain Deposit buildings in order to reach this point.
 +
*'''Central Hub''': Accessible from the Overpass, the Central Hub is a large room which connects Blu's second spawn to various parts of the map
 +
**'''Hallway to point B''': Branching to the right of the Central Hub is a hallway which leads to a clearing slightly behind Checkpoint B, often used by BLU to flank RED defenders.
 +
**'''Hallway to Workshop''': Going left and then turning right leads one to a balcony on the Workshop.
 +
**'''Hallway to point C''': Proceeding straight-on to the left hallway leads one to the Grain Deposits, an area before Checkpoint C
 +
*'''Workshop''': After passing Checkpoint B, the Cart will make a turn to the left and go directly to the Workshop, a large transitional building between the areas of Checkpoint B and Checkpoint C. It has two levels, the lower one which the Cart uses and an upper balcony which overlooks the Grain Deposits and is accessible from the Central Hub.
 +
*'''Transformers''': Once it has cleared the Workshop, the Cart will climb a gentle slope and pass by a set of transformers on its right side.
 +
*'''Grain Deposits''': After climbing the slope, the cart will begin weaving between two separate metallic buildings on which large mounds of grain had accumulated.
 +
<gallery>
 +
File:Cashworks Blu Spawn 2.png|BLU's second spawn area.
 +
File:Cashworks Connector.png|The connector hallways between B and C.
 +
File:Cashworks Transformers.png|The power transformer area.
 +
File:Cashworks Construction.png|The construction area before checkpoint C.
 +
File:Cashworks Construction Interiors.png|Interiors of the construction area buildings.
 +
File:Cashworks Point C.png|The third checkpoint, Power Station.
 +
</gallery>
  
FIXES:
+
=== Final Checkpoint (Vault) ===
* once again framerates via func_occluder
+
*'''Truck Garage''': Directly adjacent to the right of Checkpoint C is a small wooden shed housing a truck.
* added final fx-explosion by jive turkey
+
*'''Wooden Foot bridge''': Accessible from the Truck Garage is a foot-bridge which connects two sides of the Gorge.
* added 3d-eagle-model by Nik instead of eagle-texture
+
*'''Gorge''': Between the Checkpoint C and Checkpoint D is a large valley into which water from the Water Powerplant is drained into, it serves as a [[Environmental death#Pitfalls|Pitfall]].
* readjusted vault-explosion-sound by Tomster
+
*'''Main Bridge''': Running parallel to the Wooden Foot Bridge is the Main Bridge, over which Cart passes on its way to the final checkpoint.
* slightly reduced respawntime for red to defend cp3&4
+
*'''Water Powerplant''': Another way to cross the Gorge is through the Water Powerplant, a large linear building on the right side of the Gorge.
* changed ammopack at cp3 to a full-ammo-pack
+
*'''Chicken-wire Platform''' Overlooking the Checkpoint D is a large platform made out of chicken-wire fencing.
* changed some visuals at construction site
+
The final checkpoint, placed just in front of RED's large vault, which opens after the final explosion. BLU must push the cart across the Main Bridge and through RED's final spawn area to reach the vault.
* slight visual changes on building 03
+
<gallery>
* tons of minor visual bugs corrected
+
File:Cashworks Bridges.png|The bridges leading to the Vault.
* big crate near cp4 is now accessable without having to duckjump, just walk in
+
File:Cashworks Hallways.png|The hallways leading to the right of the bridge.
* added ammo-pack there to support defensive structures at that point
+
File:Cashworks Gatehouse.png|The alternate path to the right of the gate.
 +
File:Cashworks D Stairs.png|The backroom accessible to the left of the Vault.
 +
File:Cashworks D Deck.png|The upper deck above the gate.
 +
File:Cashworks Point D.png|RED's third spawn and the final checkpoint, the Vault.
 +
</gallery>
  
PL_CASHWORKS_RC
+
== Strategy ==
 +
{{map strategy link|Cashworks|main=yes|stub=yes}}
  
FIXES:
+
== Update history ==
* improved framerates as good as possible
+
{{Update history|
* merged 2nd and 3rd blu spawn to one spawn:
+
'''{{Patch name|7|12|2023}} #1''' ([[Summer 2023 Update]])
- makes the engi´s life easier
+
* Added Cashworks to the game.
- 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
+
'''{{Patch name|7|12|2023|no-link=yes}} #2'''
 +
* Fixed Red being able to enter the Blu spawn room on {{code|pl_cashworks}}
  
FIXES:
+
'''{{Patch name|7|18|2024}} #1''' ([[Summer 2024 Update]])
* hopefully fixed entity overflow crash
+
* Area 1 / Loading Dock
* reduced filesize by 20mb
+
** BLU Spawn 1:
* eagle screech less frequent
+
*** Solved several clipping issues at doors and stairs.
* fixed teleport selfdestruction on final point area
+
*** Mitigated line of sight into spawn room.
* fixed names of CPs
+
*** Added alternative exit from spawn room to the right.
* applied alternative teamlogos to model
+
** RED Spawn 1:
* made middlepart of bridge less narrow
+
*** Reworked to have two exits.
* small texture changes
+
** Area Changes:
 +
*** Changed terrain around bridge to be easier to maneuver and to prevent getting stuck.
 +
*** Changed munition pack at building 01 to large.
 +
*** Possible spots beneath bridge for teleporter-traps eliminated.
 +
*** Shuffled some big rocks to block off Sniper lanes.
 +
*** Cut center building Sniper lane, left alley visually blocked off from dock area.
 +
*** Cut center building top Sniper lane, less easy to get a good view.
 +
*** Changed out of bounds building left of BLU spawn, added spinning sawblade.
 +
*** Opened up a third passage to allow for an additional flanking option for BLU and RED.
 +
* Area 2 / Serpentines
 +
** RED Spawn 2:
 +
*** Reworked 2nd RED spawn entirely.
 +
*** New spawn has two exits, locks and teleports after B is capped.
 +
** Area Changes:
 +
*** Balconies blocked off visually and physically.
 +
*** Additional visual blocker at the top of the serpentines to allow for a more secure crossing.
 +
*** Long tunnel leading through the RED building to a staircase at the foot of the hill.
 +
*** Added deadly and moving sawblade for spicy danger, with sparks and fumes.
 +
*** Closed off BLU balcony at the end of the hill.
 +
*** Changed raised platform to be only accessible from RED side.
 +
** Reroutes:
 +
*** Deleted BLU gates at flanking route after B is capped.
 +
*** Flanking route has an additional exit towards C, leading through BLU building.
 +
*** BLU building interiors reworked and expanded.
 +
*** Balcony-drop doesn't injure the player any more.
 +
* Area 3 / Construction Site
 +
** BLU Spawn 2:
 +
*** New stairway leading to balcony.
 +
*** Wider exit from big building after CP3 capture.
 +
** Area Changes:
 +
*** Widened area at the generators and on the 2nd level.
 +
*** Changed the direction of the drop-in to C, leading into the hydroelectric building.
 +
*** Widened exit from BLU spawn into Area 3.
 +
* Area 4 / Vault
 +
** Area Changes:
 +
*** Added gates opening at the gatehouse after CP3 is captured.
 +
*** Alternative passageway through gatehouse while gates are closed pre CP3.
 +
*** Rebuild bridge to be convex, obscuring a long Sniper lane.
 +
*** Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks.
 +
* Global Changes
 +
** Solved a ton of clipping.
 +
** Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay.
 +
** Adjusted func_doors at spawn to span to every solid.
 +
** Changed clipping on cart, now jumpable.
 +
** Increased fog distance and lowered density.
 +
** Exchanged glass-textures from the green to the clear version.
 +
** Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces.
  
known issues:
+
'''{{Patch name|8|13|2024}}'''
* some texture-errors due to inexperience with lightmaps, need to finetune that
 
* whatever you see, plz report
 
  
PL_CASHWORKS_B3
+
* Updated menu photo to match map changes
 +
* Removed strange texture glitch at RED spawn 1.
 +
* Added shutter for drop exit at RED spawn 1.
 +
* RED spawn 2 big door can't be stickied anymore.
 +
* Removed collision on some lamps.
 +
* Added minor visual changes in BLU spawn and final cap side route.
 +
* Fixed minor clipping issues.
  
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 undergrond 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 accessable 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
 
* alligned 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 seperated
 
* added roofstructure to left side of bankvault
 
* 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, propably 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 viewdistances (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}}
 
 
 
== Additional links ==
 
* Development thread: http://forums.tf2maps.net/showthread.php?t=6143
 
  
 +
== Gallery ==
 +
<gallery>
 +
File:Cashworks Treasure.png|The prize BLU is fighting for.
 +
File:Cashworks logo backwoods logging union.png|Backwoods Logging Union sign.
 +
File:Cashworks logo rapid effective deforestation.png|Rapid Effective Deforestation sign.
 +
File:Cashworks sign003.png|Fortress Builders sign.
 +
File:Cashworks sign004.png|"TF2Maps.net" sign.
 +
File:Cashworks Workshop image.jpg|Steam Workshop thumbnail for Cashworks.
 +
</gallery>
  
{{CustomMapNav}}
+
{{Summer 2023 Nav}}
[[Category:Custom maps]]
+
{{Maps Nav}}

Latest revision as of 22:45, 9 October 2024

Cashworks
Pl cashworks.png
Basic Information
Map type: Payload
File name: pl_cashworks
Released: July 12, 2023 Patch
(Summer 2023 Update)
Developer(s): Wojciech "eerieone" Michalak
Moritz "moe012" Horn
Sean "Artesia" Pennock
Map Info
Environment: Alpine
Setting: Daylight, sunny
Hazards: Pitfall, Saw blades
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×10  •  Mediumhealth.png ×14
Ammoico.png Ammo Boxes: Mediumammo.png ×16   •  
Largeammo.png ×8
Map Photos
Loading screen photos.
Map Overview
Cashworks overview.png
Map Stamp
Item icon Map Stamp - Cashworks.png
Supporters Leaderboard

Cashworks is a community-created Payload map added in the Summer 2023 Update. It is set in a mountainous sawmill with a large vault located at the end of the map. The vault is blown open upon final Checkpoint capture, revealing a stash of gold inside.

Cashworks was contributed to the Steam Workshop.

Locations

Checkpoint A (Loading Dock)

The first checkpoint, nicknamed the Loading Dock, is situated beneath a tall building. It is also located just after a narrow downhill section buttressed by the Overlooking Barn and a rock wall with a retaining wall/platform built against it.

  • Crossing: Right outside the Blu spawn, a small concrete platform serves as the Cart's starting position
  • Ravine: The Crossing passes over a small depression in the ground, which serves as one of the Blu's spawn exits.
  • Overlooking Barn: As the Cart crosses the Ravine on its way to the first checkpoint, it will inevitably pass by the Overlooking Barn, a large two story structure which overlooks vast parts of point A.
  • Loading Dock: A set of logs pilled on top of each other, waiting for a crane (which is high above the Overlooking barn) to pick them up and carry them away.
  • Underpass: The place where Checkpoint A is located. It is a small depression in the ground underneath the base of the A Building, essentially forming a sort of a semi-tunnel
  • Left Flank: To the left of the Underpass and separated from it by a concrete wall is the Left Flank, a similar sloped depression which passes underneath the A Building.
  • Shortcut: Unlike the previous two paths which go below the A building, the Shortcut cuts straight through it, leading almost directly to the first Red spawn.

Checkpoint B (Serpentines)

The second checkpoint, 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.

  • Serpentine Descent After passing the Overpass, the Cart will make a sudden turn to the right and start descending down the Serpentine Descent, a series of cliffs that will take the Cart down a winding path to Checkpoint B.
  • Tunnel Dugout: Running parallel with the Serpentine Descent is a small tunnel that burrows into the surrounding cliffs and briefly intersects with an inaccessible Train Tunnel, before linking up with the Tall Silo.
  • Tall Silo: After the cart has finished its serpentine descent, it will reach the Tall Silo, a high multi story building that overlooks parts of Checkpoint B and even reaches the Overpass.
  • Overpass/Sawmill conveyor belt: Located directly above Checkpoint A, and hence forming an overpass over it, is a structure housing a moving saw, as well as stacks of wooden logs. The entire Serpentine Descent can be overviewed from the Overpass.

Checkpoint C (Power Station)

The third checkpoint, 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 the Workshop, up a slight incline and underneath a bridge connecting the Grain Deposit buildings in order to reach this point.

  • Central Hub: Accessible from the Overpass, the Central Hub is a large room which connects Blu's second spawn to various parts of the map
    • Hallway to point B: Branching to the right of the Central Hub is a hallway which leads to a clearing slightly behind Checkpoint B, often used by BLU to flank RED defenders.
    • Hallway to Workshop: Going left and then turning right leads one to a balcony on the Workshop.
    • Hallway to point C: Proceeding straight-on to the left hallway leads one to the Grain Deposits, an area before Checkpoint C
  • Workshop: After passing Checkpoint B, the Cart will make a turn to the left and go directly to the Workshop, a large transitional building between the areas of Checkpoint B and Checkpoint C. It has two levels, the lower one which the Cart uses and an upper balcony which overlooks the Grain Deposits and is accessible from the Central Hub.
  • Transformers: Once it has cleared the Workshop, the Cart will climb a gentle slope and pass by a set of transformers on its right side.
  • Grain Deposits: After climbing the slope, the cart will begin weaving between two separate metallic buildings on which large mounds of grain had accumulated.

Final Checkpoint (Vault)

  • Truck Garage: Directly adjacent to the right of Checkpoint C is a small wooden shed housing a truck.
  • Wooden Foot bridge: Accessible from the Truck Garage is a foot-bridge which connects two sides of the Gorge.
  • Gorge: Between the Checkpoint C and Checkpoint D is a large valley into which water from the Water Powerplant is drained into, it serves as a Pitfall.
  • Main Bridge: Running parallel to the Wooden Foot Bridge is the Main Bridge, over which Cart passes on its way to the final checkpoint.
  • Water Powerplant: Another way to cross the Gorge is through the Water Powerplant, a large linear building on the right side of the Gorge.
  • Chicken-wire Platform Overlooking the Checkpoint D is a large platform made out of chicken-wire fencing.

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

Strategy

Main article: Community Cashworks strategy

Update history

July 12, 2023 Patch #1 (Summer 2023 Update)
  • Added Cashworks to the game.

July 12, 2023 Patch #2

  • Fixed Red being able to enter the Blu spawn room on pl_cashworks

July 18, 2024 Patch #1 (Summer 2024 Update)

  • Area 1 / Loading Dock
    • BLU Spawn 1:
      • Solved several clipping issues at doors and stairs.
      • Mitigated line of sight into spawn room.
      • Added alternative exit from spawn room to the right.
    • RED Spawn 1:
      • Reworked to have two exits.
    • Area Changes:
      • Changed terrain around bridge to be easier to maneuver and to prevent getting stuck.
      • Changed munition pack at building 01 to large.
      • Possible spots beneath bridge for teleporter-traps eliminated.
      • Shuffled some big rocks to block off Sniper lanes.
      • Cut center building Sniper lane, left alley visually blocked off from dock area.
      • Cut center building top Sniper lane, less easy to get a good view.
      • Changed out of bounds building left of BLU spawn, added spinning sawblade.
      • Opened up a third passage to allow for an additional flanking option for BLU and RED.
  • Area 2 / Serpentines
    • RED Spawn 2:
      • Reworked 2nd RED spawn entirely.
      • New spawn has two exits, locks and teleports after B is capped.
    • Area Changes:
      • Balconies blocked off visually and physically.
      • Additional visual blocker at the top of the serpentines to allow for a more secure crossing.
      • Long tunnel leading through the RED building to a staircase at the foot of the hill.
      • Added deadly and moving sawblade for spicy danger, with sparks and fumes.
      • Closed off BLU balcony at the end of the hill.
      • Changed raised platform to be only accessible from RED side.
    • Reroutes:
      • Deleted BLU gates at flanking route after B is capped.
      • Flanking route has an additional exit towards C, leading through BLU building.
      • BLU building interiors reworked and expanded.
      • Balcony-drop doesn't injure the player any more.
  • Area 3 / Construction Site
    • BLU Spawn 2:
      • New stairway leading to balcony.
      • Wider exit from big building after CP3 capture.
    • Area Changes:
      • Widened area at the generators and on the 2nd level.
      • Changed the direction of the drop-in to C, leading into the hydroelectric building.
      • Widened exit from BLU spawn into Area 3.
  • Area 4 / Vault
    • Area Changes:
      • Added gates opening at the gatehouse after CP3 is captured.
      • Alternative passageway through gatehouse while gates are closed pre CP3.
      • Rebuild bridge to be convex, obscuring a long Sniper lane.
      • Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks.
  • Global Changes
    • Solved a ton of clipping.
    • Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay.
    • Adjusted func_doors at spawn to span to every solid.
    • Changed clipping on cart, now jumpable.
    • Increased fog distance and lowered density.
    • Exchanged glass-textures from the green to the clear version.
    • Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces.

August 13, 2024 Patch

  • Updated menu photo to match map changes
  • Removed strange texture glitch at RED spawn 1.
  • Added shutter for drop exit at RED spawn 1.
  • RED spawn 2 big door can't be stickied anymore.
  • Removed collision on some lamps.
  • Added minor visual changes in BLU spawn and final cap side route.
  • Fixed minor clipping issues.

Gallery