Cashworks

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Cashworks
Pl cashworks final1 08.jpg
기본 정보
맵 종류: 수레 밀기
파일명: pl_cashworks
출시일: 2023년 7월 12일 패치
(Summer 2023 Update)
제작: Wojciech "eerieone" Michalak
Moritz "moe012" Horn
Sean "Artesia" Pennock
맵 정보
환경: 고산지대
설정: 낮, 화창함
위험 요소: 구덩이
Bot support: 가능
맵 아이템
Healthico.png 치료제: Smallhealth.png ×10  •  Mediumhealth.png ×14
Ammoico.png 탄약 상자: Mediumammo.png ×16   •  
Largeammo.png ×8
맵 사진
Loading screen photos.
맵 전경
Cashworks overview.png
맵 후원 우표
Item icon Map Stamp - Cashworks.png
지원자 목록이 적용됨
Overview of Cashworks.

Cashworks커뮤니티 제작 단일 스테이지의 산악 고산지대 수레 밀기 맵입니다. 블루 팀의 목표는 수레를 밀어 레드 팀이 막고 있는 4개의 점령 지점을 점령하는 것입니다.

Cashworks는 Steam 창작마당에 출품되었습니다.

이 맵의 주요 특징은 마지막 점령 지점의 거대한 금고입니다. 마지막 점령 지점이 점령되면, 수레가 폭발하여 금고의 문이 폭파되고, 많은 양의 오스트레일륨을 볼 수 있습니다. 이 맵은 또한 다른 맵에선 볼 수 없는 날아다니는 독수리가 있습니다.

장소

  • Loading Dock: 첫번째 점령 지점인 Loading Dock은 양쪽의 내리막길의 밑의 높은 건물 밑에 있습니다. 이 부분은 높은 건물과 돌로 된 벽이 버티고 있는 좁은 내리막길의 바로 밑에 있습니다.
  • Serpentines: 두번째 점령 지점인 Serpentines는 선로가 뱀처럼 꼬불꼬불하게 된 긴 언덕의 밑에 있습니다. 이 공간은 여러 개의 높은 선반과 오르막길이 있으며 이 맵의 다른 부분들보다 매우 좁으며, 점령 지점을 지나면 매우 넓은 공간으로 이어집니다.
  • Power Station: 세번째 점령 지점인 Power Station은 마지막 점령 지점으로 가는 나무 다리의 바로 앞에 있습니다. 큰 협곡이 점령 지점 바로 너머에 있어 상대를 밀어버릴 수 있습니다. 수레는 건물의 내부를 지나 오르막길을 넘어 두 건물을 잇는 다리 밑을 지나갑니다.
  • 금고: 마지막 점령 지점인 금고는 레드 팀의 큰 금고 앞에 있으며, 점령하면 점령 지점이 폭발하며 열리게 됩니다. 블루 팀은 나무 다리와 레드 팀의 부활 지점까지 밀어야 금고에 도달할 수 있습니다.

전략

  • 4개의 점령 지점 모두 엔지니어센트리 건을 설치할 수 있는 높은 공간이 있습니다.
  • 블루 팀 엔지니어는 텔레포터나 센트리 건을 Power Station 옆의 건물 내부에 설치할 수 있으나, 레드 팀 스파이를 조심해야 합니다.
  • Loading Dock과 Serpentines 사이의 좁고 꼬불꼬불한 내리막길은 레드 팀에게 굉장히 불리할 수 있습니다. 수레가 언덕의 밑까지 밀릴 때까지 기다렸다가 블루 팀을 놀래키세요.
    • 레드 팀이 내리막길에서 수레를 막으려고 하는 경우, 파이로헤비메딕과 함께 보내 지원하십시오.
  • 이 맵의 높은 플랫폼들은 매복하였다가 수레를 막으려는 레드 팀 파이로에게 완벽합니다. 이를 이용해 아무것도 모르는 상대를 공격하세요!
  • 블루 팀은 Power Station을 지나 수레를 밀 때 레드 팀이 일반적으로 여러 센트리 건을 금고 주변에 설치하므로 우버차지를 갖고 있어야 합니다.

업데이트 내역

2023년 7월 12일 패치 #1 (Summer 2023 Update)
  • Cashworks가 게임에 추가되었습니다.

2023년 7월 12일 패치 #2

  • 레드 팀이 pl_cashworks의 블루 팀 기지에 들어갈 수 있는 오류를 수정했습니다.

변경 내역

이 변경 내역은 이 맵이 게임에 추가되기 전의 내역입니다.
변경 내역:
PL_CASHWORKS_FINAL1

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

갤러리