Difference between revisions of "Cashworks/pt-br"

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O segundo ponto de captura, localizado no fundo de uma grande colina onde os trilhos fazem curvas que remetem às formas de uma serpente no lado dos BLU. A área possui diversas beiradas e caminhos altos, é bastante estreita em relação a outras partes do mapa e se abre para uma zona descampada logo após o ponto de captura.
 
O segundo ponto de captura, localizado no fundo de uma grande colina onde os trilhos fazem curvas que remetem às formas de uma serpente no lado dos BLU. A área possui diversas beiradas e caminhos altos, é bastante estreita em relação a outras partes do mapa e se abre para uma zona descampada logo após o ponto de captura.
  
=== Power Station ===
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=== Usina Elétrica ===
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.
+
O terceiro ponto de captura, a Usina Elétrica, é logo antes da ponte de madeira que leva até o último ponto de captura. Existem diversos desfiladeiros além do ponto de captura que podem ser usados para eliminar adversários. O carrinho passa por dentro de uma construção, sobe uma ladeira e embaixo de uma ponte que liga as duas construções para chegar a este ponto.
  
=== Vault ===
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=== Cofre ===
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.
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O último ponto de captura, posicionado logo em frente ao enorme cofre dos RED, que por sua vez abre após a explosão. A equipe BLU deve empurrar o carrinho além da ponte de madeira e pela última área de renascimento dos RED para alcançar o cofre.
  
== Strategy ==
+
== Estratégia ==
*All four capture points feature elevated areas or platforms that provide prime [[Sentry Gun]] placements for [[Engineer]]s.
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*Todos os pontos de captura possuem áreas elevadas ou plataformas que proveem ótimos pontos para [[Sentry Gun/pt-br|sentries]] de [[Engineer/pt-br|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 [[Spy|Spies]] who can sneak in through the open entrances.
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*Engineers BLU podem montar um [[Teleporter/pt-br/|teleporter]] e/ou Sentry Gun dentro da grande construção próxima a Usina, mas devem redobrar a atenção quanto a [[Spy|Spies]] da equipe RED que podem chegar pelas entradas.
* 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.
+
*Engineers BLU podem montar um [[Teleporter/pt-br/|teleporter]] e/ou que podem chegar pelas entradas.
**If RED does attempt to stop the cart as it moves downhill, send in [[Pyro]]s and [[Heavy|Heavies]] with [[Medic]]s to support them.
+
*A descida em espiral entre o Estaleiro e as Serpentinas põem a equipe RED em considerável desvantagem, especialmente se muitos BLUs empurram o carrinho. Ao invés disto, eles podem aguardar que o carrinho chegue ao pé da colina e assim atacar os BLU de surpresa.
* 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!
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**Se os RED tentarem deter o carrinho assim que ele descer a colina, envie [[Pyro/pt-br|Pyros]] e [[Heavy/pt-br|Heavies]] com [[Medic/pt-br|Medics]] para auxiliá-los.
* 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.
+
*A quantidade de plataformas elevadas é perfeita para que Pyros RED possam achar um bom ponto de emboscada. Use-os para atacar inimigos desprevenidos!
 +
* Os BLU devem ter um [[ÜberCharge/pt-br|ÜberCharge]] pronto no momento em que o carrinho estiver por volta da Usina, já que os RED normalmente constroem Sentries ao longo da área do cofre para deter o avanço do carrinho.
  
== Screenshots ==
+
== Imagens ==
 
<gallery>
 
<gallery>
File:Pl_cashworks_rc2_01.jpg|RED's first spawn
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File:Pl_cashworks_rc2_01.jpg|Primeiro ponto de renascimento RED
File:Pl_cashworks_rc2_02.jpg|The vault at the end
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File:Pl_cashworks_rc2_02.jpg|O cofre no final
File:Pl_cashworks_rc2_03.jpg|The third Capture Point, Power Station
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File:Pl_cashworks_rc2_03.jpg|O terceiro ponto de captura, a Usina Elétrica
File:Pl_cashworks_rc2_04.jpg|Another view of RED's first spawn
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File:Pl_cashworks_rc2_04.jpg|Outro ângulo do primeiro ponto de renascimento dos RED
File:Pl_cashworks_5.jpg|The initial image featuring the Payload Cart
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File:Pl_cashworks_5.jpg|A imagem inicial com o carrinho de Payload
File:Pl_cashworks_6.jpg|A view of the BLU spawn
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File:Pl_cashworks_6.jpg|Uma visão da sala dos BLU
File:Pl_cashworks_7.jpg|After the first Capture Point, Loading Dock
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File:Pl_cashworks_7.jpg|Após o primeiro ponto de captura, o Estaleiro
File:Pl_cashworks_8.jpg|The second Capture Point, Serpentines
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File:Pl_cashworks_8.jpg|O segundo ponto de captura, as Serpentinas
File:Pl_cashworks_9.jpg|The area after Serpentines
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File:Pl_cashworks_9.jpg|A área após as Serpentinas
File:Pl_cashworks_10.jpg|The bridge leading to the vault
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File:Pl_cashworks_10.jpg|A ponte que leva ao cofre
File:Pl_cashworks_11.jpg|A look inside the vault
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File:Pl_cashworks_11.jpg|Uma olhada dentro do cofre
File:Pl_cashworks_12.jpg|RED's last spawn and the vault
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File:Pl_cashworks_12.jpg|Último ponto de renascimento dos RED e o cofre
File:Pl_cashworks_13.jpg|The prize BLU is fighting for
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File:Pl_cashworks_13.jpg|O prêmio pelo qual os BLU estão lutando
 
</gallery>
 
</gallery>
  
== Changelog ==
+
== Links Adicionais ==
{{changelog|PL_CASHWORKS_RC2
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* Discussão sobre o desenvolvimento: http://forums.tf2maps.net/showthread.php?t=6143
 
 
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 accessable 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 filesize 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 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<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
 
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
 
 
 
  
 
{{CustomMapNav}}
 
{{CustomMapNav}}
[[Category:Custom maps]]
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[[Category:Custom maps/pt-br]]

Revision as of 04:22, 25 September 2011


Cashworks
Pl cashworks rc2 01.jpg
Informações básicas
Desenvolvedor(es): {{{map-developer}}}
Informações do mapa
Ambiente: Alpino
Cenário: Luz do dia, ensolarado
Perigos: Queda em abismo
Imagens do mapa
Imagens da tela de carregamento.
Vista aérea
Cashworks overview.png

Cashworks é um mapa de Payload de um só estágio, com tema Alpino e feito por Eerieone. A meta do BLU é empurrar o carrinho por todos 4 pontos de captura enquanto a equipe RED defende os pontos.

Uma característica marcante deste mapa é o grande cofre presente no último ponto de controle. Após o último ponto ser capturado, o carrinho explode destruindo a porta do cofre e revelando pilhas e pilhas de ouro dentro. O mapa também possui águias em 3D voando pelo céu, característica presente apenas neste mapa.

Localizações

Estaleiro

O primeiro ponto de captura, o Estaleiro, é situado abaixo de um grande prédio na base de rampas em ambos lados. Também é localizado logo após uma descida estreita cercada por uma construção e uma plataforma encostada em um muro de pedra.

Serpentinas

O segundo ponto de captura, localizado no fundo de uma grande colina onde os trilhos fazem curvas que remetem às formas de uma serpente no lado dos BLU. A área possui diversas beiradas e caminhos altos, é bastante estreita em relação a outras partes do mapa e se abre para uma zona descampada logo após o ponto de captura.

Usina Elétrica

O terceiro ponto de captura, a Usina Elétrica, é logo antes da ponte de madeira que leva até o último ponto de captura. Existem diversos desfiladeiros além do ponto de captura que podem ser usados para eliminar adversários. O carrinho passa por dentro de uma construção, sobe uma ladeira e embaixo de uma ponte que liga as duas construções para chegar a este ponto.

Cofre

O último ponto de captura, posicionado logo em frente ao enorme cofre dos RED, que por sua vez abre após a explosão. A equipe BLU deve empurrar o carrinho além da ponte de madeira e pela última área de renascimento dos RED para alcançar o cofre.

Estratégia

  • Todos os pontos de captura possuem áreas elevadas ou plataformas que proveem ótimos pontos para sentries de Engineers.
  • Engineers BLU podem montar um teleporter e/ou Sentry Gun dentro da grande construção próxima a Usina, mas devem redobrar a atenção quanto a Spies da equipe RED que podem chegar pelas entradas.
  • Engineers BLU podem montar um teleporter e/ou que podem chegar pelas entradas.
  • A descida em espiral entre o Estaleiro e as Serpentinas põem a equipe RED em considerável desvantagem, especialmente se muitos BLUs empurram o carrinho. Ao invés disto, eles podem aguardar que o carrinho chegue ao pé da colina e assim atacar os BLU de surpresa.
    • Se os RED tentarem deter o carrinho assim que ele descer a colina, envie Pyros e Heavies com Medics para auxiliá-los.
  • A quantidade de plataformas elevadas é perfeita para que Pyros RED possam achar um bom ponto de emboscada. Use-os para atacar inimigos desprevenidos!
  • Os BLU devem ter um ÜberCharge pronto no momento em que o carrinho estiver por volta da Usina, já que os RED normalmente constroem Sentries ao longo da área do cofre para deter o avanço do carrinho.

Imagens

Links Adicionais