Difference between revisions of "Cashworks"
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== Gallery == | == Gallery == |
Revision as of 21:27, 2 August 2024
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. Notes: Needs more detailed locations, consistent with other articles. |
Cashworks | |
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Basic Information | |
Map type: | Payload |
File name: | pl_cashworks
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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 |
Bot support: | Yes |
Map Items | |
Health Kits: | ×10 • ×14 |
Ammo Boxes: | ×16 • ×8 |
Map Photos | |
Map Overview | |
Map Stamp | |
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 Australium inside.
Cashworks was contributed to the Steam Workshop.
Contents
Locations
Checkpoint A (Loading Dock)
The first checkpoint, 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.
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.
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 a building, up a slight incline and underneath a bridge connecting two buildings to reach this point.
Final Checkpoint (Vault)
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 wooden bridge and through RED's final spawn area to reach the vault.
Strategy
“Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
- 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.
- BLU Spawn 1:
- 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.
- RED Spawn 2:
- 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.
- BLU Spawn 2:
- 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.
- Area Changes:
- 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.
Gallery
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