Cashworks
| Cashworks | |
|---|---|
| Basic Information | |
| Map type: | Payload |
| File name: | pl_cashworks
|
| Released: | July 12, 2023 Patch (Summer 2023 Update) |
| Developer(s): | Wojciech "eerieone" Michalak Moritz "moe012" Horn Sean "Artesia" Pennock |
| Map Info | |
| Environment: | Alpine |
| Setting: | Daylight, sunny |
| Hazards: | Payload Cart explosion, Pitfall, Saw blades |
| Bot support: | Yes |
| Map Items | |
| Map Photos | |
| Map overview | |
| Map Stamp | |
| Supporters Leaderboard | |
Cashworks is a community-created Payload map added in the Summer 2023 Update. It is set in a mountainous sawmill with a large vault located at the end of the map. The vault is blown open upon final Checkpoint capture, revealing a stash of gold inside.
The setup timer is 1 minute and 10 seconds.
Cashworks was contributed to the Steam Workshop.
Contents
Locations
The following locations are described from the BLU perspective.
Checkpoint A (Loading Dock)
The first checkpoint, nicknamed the Loading Dock, is situated beneath the Underpass. It is also located just after a narrow downhill section buttressed by the Overlooking Barn and a rock wall with a retaining wall/platform built against it.
- First BLU Spawn: The initial BLU spawn has three exits: one that leads to the right and subsequently to the Water Pipe Building, one in the middle that leads directly to the cart and one on the left leading to an underground section which emerges in front of the Overlooking Barn.
- Crossing: Right outside the BLU spawn, a small concrete platform serves as the cart's starting position.
- Ravine: The Crossing passes over a small depression in the ground, which serves as one of BLU's spawn exits.
- Water Pipe Building: On the right is a small house containing a medium health pack.
- Overlooking Barn: A large two story structure located opposite the initial BLU spawn. It overlooks the entire Loading Dock area.
- Loading Dock: A clearing located between the Underpass and the Overlooking Barn. Found within it are piles of wooden logs stacked on top of each other that are waiting to be picked up by a crane.
- Overpass: The first checkpoint is located underneath a wide, inaccessible building which forms an overpass over the cart's tracks.
- Left Flank: To the left of the Overpass and separated from it by a concrete wall is another similar passage that goes underneath the aforementioned building.
- Shortcut: Located to the right of the Overpass is a short hallway that cuts straight through the said building's interior, leading almost directly to the first RED spawn.
Checkpoint B (Serpentines)
The second checkpoint, located at the bottom of a long hill that the track winds through like a serpent on BLU's side. The area features several high ledges and upper paths and is very narrow in comparison to other parts of the map, opening onto a larger open space after the point.
- First RED Spawn: The initial RED spawn is located just after checkpoint A, in a wooden house overlooking the Serpentine Descent. It closes down following checkpoint A's capture.
- Second BLU Spawn: Once checkpoint B is captured, BLU is moved to a new spawn room, this one located on the left side of the Central Hub.
- Serpentine Descent: After passing underneath the Overpass, the cart makes a sudden turn to the right and starts descending down the Serpentine Descent, a series of cliffs and hills that take the cart down a winding path to checkpoint B.
- Tunnel Dugout: Running parallel with the Serpentine Descent is a small tunnel that burrows into the surrounding cliffs, briefly intersecting with an inaccessible train tunnel before linking up with the Tall Silo.
- Tall Silo: A tall wooden structure that is located at the base of the Serpentine Descent. Its upper floor has a large opening facing towards the Sawmill Conveyor Belt, facilitating quick access.
- Sawmill Conveyor Belt: Located directly above checkpoint A, and overlooking the entirety of the Serpentine Descent, is a structure housing a moving saw, as well as stacks of wooden logs.
Checkpoint C (Power Station)
The third checkpoint, Power Station, is just before the Main 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 the Workshop, up a slight incline and underneath a bridge connecting the Grain Deposit buildings in order to reach this point.
- Central Hub: This is a large room which connects BLU's second spawn to various parts of the map, it can be accessed from the same entrance that leads to the Sawmill Conveyor Belt.
- Hallway to point B: Extending from the right side of the Central Hub is a hallway that leads to a clearing slightly behind checkpoint B.
- Hallway to Workshop: Going straight ahead from the Central Hub leads one to a balcony atop the Workshop.
- Hallway to point C: Another hallway branches off from the Central Hub's left side, leading to the Grain Deposits and the general area around checkpoint C.
- Second RED Spawn: Located behind checkpoint B but before the Workshop; RED is moved here once checkpoint A is captured.
- Workshop: A transitional building that separates the areas of checkpoints B and C. It has two floors, the lower one which is a large tunnel meant for the cart to go through and an upper balcony that looks out onto the Grain Deposits. There is also a small flank route extending from the lower floor that leads directly into the Grain Deposit buildings.
- Transformers: A set of electrical transformers can be found besides the Workshop.
- Grain Deposits: After going through the Workshop and climbing up a gentle slope, the cart begins weaving between two metallic buildings on which large mounds of grain had accumulated.
Final Checkpoint (Vault)
- Truck Garage: Directly adjacent to the right of checkpoint C is a small wooden shed housing a truck.
- Foot bridge: Accessible from the Truck Garage is a foot-bridge which connects two sides of the Gorge.
- Gorge: Between the checkpoint C and checkpoint D is a large valley into which water from the Water Powerplant is drained into, it serves as a lethal pitfall.
- Main Bridge: Running parallel to the Wooden Foot Bridge is the Main Bridge, over which Cart passes on its way to the final checkpoint.
- Water Powerplant: Another way to cross the Gorge is through the Water Powerplant, a large linear building on the right side of the Gorge.
- Chicken-wire Platform Overlooking the checkpoint D is a large platform made out of chicken-wire fencing.
- Third RED Spawn: The final RED spawn is divided into two rooms. The first room is located next to the Vault and the other is found inside a basement that is located to the right. RED is moved here once checkpoint B is secured.
The final checkpoint, placed just in front of RED's large vault, which opens after the final explosion. BLU must push the cart across the Main Bridge and through RED's final spawn area to reach the vault.
Strategy
| “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
- Added Cashworks to the game.
July 12, 2023 Patch 1
- Fixed Red being able to enter the Blu spawn room on
pl_cashworks
July 18, 2024 Patch 1 (Summer 2024 Update)
- Area 1 / Loading Dock
- BLU Spawn 1:
- Solved several clipping issues at doors and stairs.
- Mitigated line of sight into spawn room.
- Added alternative exit from spawn room to the right.
- RED Spawn 1:
- Reworked to have two exits.
- Area Changes:
- Changed terrain around bridge to be easier to maneuver and to prevent getting stuck.
- Changed munition pack at building 01 to large.
- Possible spots beneath bridge for teleporter-traps eliminated.
- Shuffled some big rocks to block off Sniper lanes.
- Cut center building Sniper lane, left alley visually blocked off from dock area.
- Cut center building top Sniper lane, less easy to get a good view.
- Changed out of bounds building left of BLU spawn, added spinning sawblade.
- Opened up a third passage to allow for an additional flanking option for BLU and RED.
- BLU Spawn 1:
- Area 2 / Serpentines
- RED Spawn 2:
- Reworked 2nd RED spawn entirely.
- New spawn has two exits, locks and teleports after B is capped.
- Area Changes:
- Balconies blocked off visually and physically.
- Additional visual blocker at the top of the serpentines to allow for a more secure crossing.
- Long tunnel leading through the RED building to a staircase at the foot of the hill.
- Added deadly and moving sawblade for spicy danger, with sparks and fumes.
- Closed off BLU balcony at the end of the hill.
- Changed raised platform to be only accessible from RED side.
- Reroutes:
- Deleted BLU gates at flanking route after B is capped.
- Flanking route has an additional exit towards C, leading through BLU building.
- BLU building interiors reworked and expanded.
- Balcony-drop doesn't injure the player any more.
- RED Spawn 2:
- Area 3 / Construction Site
- BLU Spawn 2:
- New stairway leading to balcony.
- Wider exit from big building after CP3 capture.
- Area Changes:
- Widened area at the generators and on the 2nd level.
- Changed the direction of the drop-in to C, leading into the hydroelectric building.
- Widened exit from BLU spawn into Area 3.
- BLU Spawn 2:
- Area 4 / Vault
- Area Changes:
- Added gates opening at the gatehouse after CP3 is captured.
- Alternative passageway through gatehouse while gates are closed pre CP3.
- Rebuild bridge to be convex, obscuring a long Sniper lane.
- Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks.
- Area Changes:
- Global Changes
- Solved a ton of clipping.
- Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay.
- Adjusted func_doors at spawn to span to every solid.
- Changed clipping on cart, now jumpable.
- Increased fog distance and lowered density.
- Exchanged glass-textures from the green to the clear version.
- Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces.
- Updated menu photo to match map changes
- Removed strange texture glitch at RED spawn 1.
- Added shutter for drop exit at RED spawn 1.
- RED spawn 2 big door can't be stickied anymore.
- Removed collision on some lamps.
- Added minor visual changes in BLU spawn and final cap side route.
- Fixed minor clipping issues.
Changelog
PL_CASHWORKS_A2
- Game-machanics working as intended
- Basic Layout and Material
- Basic Optimization
- Basic Clipping
PL-CASHWORKS_A3 (November 15, 2008) 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_A3a (November 17, 2008) 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_A3b (November 17, 2008) QuickFix:
- decreased spawntimes for RED, because spawntime rose to 25-30s
- corrected water in canal
PL_CASHWORKS_A3c (November 19, 2008) QuickFix:
- increased RED respawntime by 5 seconds (sorry for the inconveniance, spawntimes are nasty)
- minor clipping changes
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(sic) 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_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(sic) 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_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_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_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_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(sic) report
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_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_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_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
Gallery
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