Difference between revisions of "Cashworks/pt-br"

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{{update trans}}
 
 
{{DISPLAYTITLE:Cashworks}}
 
{{DISPLAYTITLE:Cashworks}}
 +
{{Map infobox
 +
  | game-type                = Payload
 +
  | file-name                = pl_cashworks
 +
  | map-image                = Pl_cashworks_final1_08.jpg
 +
  | release-date              = {{Patch name|7|12|2023}}<br>({{update link|Summer 2023 Update}})
 +
  | developer                = {{Steamid|76561197985680013|eerieone}}
 +
  | map-environment          = Alpino
 +
  | map-setting              = Dia, ensolarado
 +
  | map-stamp-link            = https://steamcommunity.com/stats/TF2/leaderboards/11230217
 +
  | map-health-pickups-small  = 10
 +
  | map-health-pickups-medium = 14
 +
  | map-ammo-pickups-medium  = 16
 +
  | map-ammo-pickups-large    = 8
 +
  | map-hazards              = [[Environmental death/pt-br#Pitfall|Abismo]]
 +
}}
 +
 +
'''Cashworks''' é um mapa de [[Payload/pt-br|Carga Explosiva]] de estágio único [[Steam Workshop/pt-br|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 [[Australium/pt-br|Austrálio]].
 +
 +
Cashworks foi [https://steamcommunity.com/sharedfiles/filedetails/?id=2904065412 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 ==
 +
{{map strategy link|Cashworks|main=yes|stub=yes}}
 +
 +
== Histórico de atualizações ==
 +
'''{{Patch name|7|12|2023}} nº 1''' ({{update link|Summer 2023 Update}})
 +
* Adição de Cashworks ao jogo.
 +
 +
'''{{Patch name|7|12|2023|no-link=yes}} nº 2'''
 +
* Correção da possibilidade da equipe RED entrar na sala de renascimento da equipe BLU.
 +
 +
== Diário de alterações ==
 +
{{hatnote|Este é o diário de alterações do mapa antes de ser adicionado ao jogo.}}
 +
{{Changelog| '''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
  
{{Map infobox
+
''First Section:''
|game-type=Payload
+
* Added platform right side before the CP
|file-name=pl_cashworks
+
* Added 2 small shack on left side behind house
|map-image=Pl_cashworks_rc2_01.jpg
+
* Adjusted view distances
|developer=Eerieone
+
 
|current-version=Release Candidate 2
+
''Second Section:''
|map-environment = Alpino
+
* Narrowed down the platform protecting the CP, added small platform at middle pillar as sentryposition and protection for BLU
|map-setting = Luz do dia, ensolarado
+
* Remodelled the serpentines, much smoother now
| map-health-pickups-small = 10
+
* Simple changes at houses at bottom
| map-health-pickups-medium = 14
+
 
| map-ammo-pickups-medium  = 16
+
''Third Section:''
| map-ammo-pickups-large    = 8
+
* Removed invisible stair-clipping
|map-hazards = [[Environmental death/pt-br#Queda_em_Abismo|Queda em abismo]]
+
 
|download-link=[http://forums.tf2maps.net/downloads.php?do=file&id=1718&act=down TF2Maps.net]}}
+
''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)
  
'''Cashworks''' é um mapa de [[Payload/pt-br|Payload]] de um só estágio, com tema Alpino e feito por Eerieone. A meta do [[BLU/pt-br|BLU]] é empurrar o [[cart/pt-br|carrinho]] por todos 4 pontos de captura enquanto a equipe [[RED/pt-br|RED]] os defende.
+
''QuickFix:''
 +
* decreased spawntimes for RED, because spawntime rose to 25-30s
 +
* corrected water in canal
  
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 outra característica exclusiva - águias em 3D voando pelo céu.
+
'''PL_CASHWORKS_A3a''' (11-17-08)
  
== Localizações ==
+
''QuickFIXES:''
=== Estaleiro ===
+
* increased RED spawntimer for CP1
O primeiro ponto de captura, o Estaleiro, é situado abaixo de um grande prédio na base de rampas em ambos os lados. Também é localizado logo após uma descida estreita cercada por uma construção e uma plataforma encostada em um muro de pedra.
+
* 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
  
=== Serpentinas ===
+
'''PL-CASHWORKS_A3''' (11-15-08)
O segundo ponto de captura fica 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 ===
+
''FIXES:''
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 passa por baixo de uma ponte que liga as duas construções para chegar a este ponto.
+
* 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
  
=== Cofre ===
+
''TO DO:''
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.
+
* 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
  
== Estratégia ==
+
'''PL_CASHWORKS_A2'''
*Todos os pontos de captura possuem áreas elevadas ou plataformas que proveem ótimos pontos para [[Sentry Gun/pt-br|Sentry Gun]]s de [[Engineer/pt-br|Engineers]].
+
* Game-machanics working as intended
*Engineers BLU podem erguer um [[Teleporter/pt-br|Teleporter]] e/ou Sentry Gun dentro da grande construção próxima a Usina, mas devem redobrar a atenção quanto a [[Spy/pt-br|Spies]] da equipe RED que podem chegar pelas entradas.
+
* Basic Layout and Material
*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.
+
* Basic Optimization
**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.
+
* Basic Clipping}}
*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|ÜberCarga]] pronto no momento em que o carrinho estiver por volta da Usina, já que os RED normalmente constroem Sentry Guns ao longo da área do cofre para deter o avanço do carrinho.
 
  
== Imagens ==
+
== Galeria ==
 
<gallery>
 
<gallery>
File:Pl_cashworks_rc2_01.jpg|Primeiro ponto de renascimento RED
+
File:Pl_cashworks_rc2_01.jpg|A primeira base RED.
File:Pl_cashworks_rc2_02.jpg|O cofre no final
+
File:Pl_cashworks_6.jpg|Visão da base BLU.
File:Pl_cashworks_rc2_03.jpg|O terceiro ponto de captura, a Usina Elétrica
+
File:Pl_cashworks_7.jpg|O primeiro ponto de captura, a Plataforma de Carga.
File:Pl_cashworks_rc2_04.jpg|Outro ângulo do primeiro ponto de renascimento dos RED
+
File:Pl_cashworks_8.jpg|O segundo ponto de captura, a Ponte Suspensa.
File:Pl_cashworks_5.jpg|A imagem inicial com o carrinho de Payload
+
File:Pl_cashworks_9.jpg|A área após a Ponte Suspensa.
File:Pl_cashworks_6.jpg|Uma visão da sala dos BLU
+
File:Pl_cashworks_rc2_03.jpg|O terceiro ponto de captura, a Central Elétrica.
File:Pl_cashworks_7.jpg|Após o primeiro ponto de captura, o Estaleiro
+
File:Pl_cashworks_10.jpg|A ponte que leva ao Cofre.
File:Pl_cashworks_8.jpg|O segundo ponto de captura, as Serpentinas
+
File:Pl_cashworks_12.jpg|A base RED final e o quarto ponto de captura, o Cofre.
File:Pl_cashworks_9.jpg|A área após as Serpentinas
+
File:Pl_cashworks_rc2_02.jpg|O Cofre.
File:Pl_cashworks_10.jpg|A ponte que leva ao cofre
+
File:Pl_cashworks_13.jpg|O prêmio pelo qual BLU está lutando.
File:Pl_cashworks_11.jpg|Uma olhada dentro do cofre
+
File:Cashworks_logo_backwoods_logging_union.png|Placa Backwoods Logging Union.
File:Pl_cashworks_12.jpg|Último ponto de renascimento dos RED e o cofre
+
File:Cashworks_logo_rapid_effective_deforestation.png|Placa Rapid Effective Deforestation.
File:Pl_cashworks_13.jpg|O prêmio pelo qual os BLU estão lutando
+
File:Cashworks_sign003.png|Placa Fortress Builders.
 +
File:Cashworks_sign004.png|Placa "TF2Maps.net".
 +
File:Cashworks Workshop image.jpg|Miniatura da Oficina Steam para Cashworks.
 
</gallery>
 
</gallery>
  
== Links adicionais ==
+
{{Summer 2023 Nav}}
* Discussão sobre o desenvolvimento: http://forums.tf2maps.net/showthread.php?t=6143
+
{{Maps Nav}}
 
 
{{CustomMapNav}}
 
[[Category:Custom maps/pt-br]]
 

Revision as of 14:55, 26 July 2023

Cashworks
Pl cashworks final1 08.jpg
Informações básicas
Desenvolvedor(es): {{{map-developer}}}
Informações do mapa
Ambiente: Alpino
Cenário: Dia, ensolarado
Perigos: Abismo
Imagens do mapa
Imagens da tela de carregamento.
Vista aérea
Cashworks overview.png
Selo de Mapa
Item icon Map Stamp - Cashworks.png
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

Artigo principal: Estratégia da comunidade para Cashworks

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

Este é o diário de alterações do mapa antes de ser adicionado ao jogo.
Diário de mudanças:
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

Galeria