Cashworks

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Revision as of 03:58, 15 January 2011 by Freq. (talk | contribs) (added a unique feature of this map.)
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Cashworks
Pl cashworks rc2 01.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Photos
Loading screen photos.
Map Overview
Cashworks overview.png

Cashworks is a single-stage mountainous Alpine-styled Payload map, made by Eerieone. BLU's goal is to push the cart through all 4 capture points while RED defends them.

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. The map also features 3D eagles flying around in the sky not found in any other map.

Locations

Loading Dock

The first capture point, Loading Dock is situated beneath a tall building at the base of slopes on both sides.

Serpentines

The second capture point, located at the bottom of a long hill that the track winds through like a serpent on BLU's side.

Power Station

The third capture point, Power Station is just before a wooden bridge leading to the final capture point.

Vault

The final capture point, placed just in front of RED's large vault, which opens after the final explosion.

Strategy

  • All four capture points feature elevated areas or platforms that provide prime Sentry Gun placements for 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 Spies who can sneak in through the open entrances.
  • 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.
    • If RED does attempt to stop the cart as it moves downhill, send in Pyros and Heavies with Medics to support them.
  • 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!

Screenshots

Changelog

Changelog:
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 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

Additional links