Cashworks
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Cashworks | |
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Basic Information | |
Developer(s): | Unknown |
Map Overview | |
Cashworks is a single-stage mountainous Alpine-styled Payload map. BLU's goal is to capture all 4 control points while RED defends them.
A major feature of this map is the explosion after the last point has been captured, revealing a large stash of gold.
Contents
Locations
Capture point A
Capture point A is situated beneath a tall building at the base of slopes on both sides.
Capture point B
Capture point B is at the bottom of a long, winding hill on BLU's side.
Capture point C
Capture point C is just before a bridge leading to the final capture point.
Capture point D
Capture point D is placed just in front of a large vault, which opens after the final explosion.
Screenshots
Changelog
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+MAdditional links
- Development thread: http://forums.tf2maps.net/showthread.php?t=6143
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