Difference between revisions of "Cashworks/pt-br"
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File:Cashworks Blu Spawn 1.png|Visão da base BLU. | File:Cashworks Blu Spawn 1.png|Visão da base BLU. | ||
File:Pl_cashworks_7.jpg|O primeiro ponto de captura, a Plataforma de Carga. | File:Pl_cashworks_7.jpg|O primeiro ponto de captura, a Plataforma de Carga. | ||
− | File: | + | File:Cashworks Point B.png|O segundo ponto de captura, a Ponte Suspensa. |
File:Pl_cashworks_9.png|A área após a Ponte Suspensa. | File:Pl_cashworks_9.png|A área após a Ponte Suspensa. | ||
File:Pl_cashworks_rc2_03.jpg|O terceiro ponto de captura, a Central Elétrica. | File:Pl_cashworks_rc2_03.jpg|O terceiro ponto de captura, a Central Elétrica. |
Revision as of 17:41, 18 December 2024
Esta tradução precisa ser atualizada. Você pode ajudar a melhorá-la editando o artigo com o conteúdo de Cashworks (ver código-fonte). Recomendamos que consulte o guia de tradução (em inglês) antes de fazer qualquer alteração. |
Cashworks | |
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Informações básicas | |
Tipo de mapa: | Carga Explosiva |
Nome do arquivo: | pl_cashworks
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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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