Pl_Cashworks rc3
This overhaul took me 13 years.
Hey
With the map being in the official roster now, it most certainly needed an update.
I´d love to get it tested with you to check if it imporves on the old layout without losing the flavour.
Prepare for some drastic changes.
- eerieone
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Changelog:
Area 1:
Blu Spawn 1:
Area 1 / Loading Dock
Red Spawn 1:
Area 2 / Serpentines
Red Spawn 2:
Reroutes:
Area 3 / Construction Site
Blu Spawn 2:
Area 4 / Vault
General:
With the map being in the official roster now, it most certainly needed an update.
I´d love to get it tested with you to check if it imporves on the old layout without losing the flavour.
Prepare for some drastic changes.
- eerieone
-----------------------------
Changelog:
Area 1:
Blu Spawn 1:
- changed the outside visuals of blu spawn to be more interesting
- slowly spinning antenna on top
- updated visuals
- solved a lot of clipping issues at doors and stairs
- mitigated visibility to spawnroom
- added alternative exit from spawnroom to the right
Area 1 / Loading Dock
- changed Bridge at Spawn to be blue, not red, for building consistency
- changed Bridge base to be more stable and easier playable
- changed terrain around bridge to be easier manoeuvrable and to prevent getting stuck
- added hideyspot right side of the building
- changed munition pack at building 01 to large
- possible spots beneath bridge for teleporter-traps eliminated
- shuffeled some big rocks to block off sniperlanes
- seemingly walkable gap at left hut eliminated
- cut center building sniperlane, left alley visually blocked off from dock area,
- cut center buiding top sniperlane, less easy to get a good view
- center building stairs turned 180° for easier flow
- added a small cubby at the foot of the center building
- right side parapit now less enticing for snipers, no chance of hiding anymore
- Loading Dock building has now a third room right side, close to the CP
- changed non-playable building left of blu spawn, added spinning sawblade
- reworked CP1 overpass building
- moved board-piles in dock building to work with the new building layout
- pushed the cp a minimal amount closer to red
- opened up a third passage to allow for more flanking options for blu and red
- stark visual change, as trainyardy as intended
- visual style substitutes raggedy wooden construction at parapet
Red Spawn 1:
- reworked to have two exits
- exit one is on even ground, re-enterable
- if spawncamped, Exit two drops you mid-serpentines
- exit one points to a clearer direction, easily visible arrow guides the path
Area 2 / Serpentines
- Balconies blocked off visually and physically
- Reworked foundation of red buildings, less brushwork, concrete footing
- Reworked red buildings at the end of the hill
- Texturechange to make use of more red wood textures
- Changed blue sawmill color slightly
- Covered long top walkway to block blue from spamming straight down
- substituded big rock with displacement
- long tunnel leading through red building to a building at the foot of the hill
- staging building at the foot of the hill, providing advantages, expanding options for both teams
- opened Blu building to expand the claustrophobic serpentines
- added deadly sawblade for spicy danger, with sparks and fumes
- closed off blue balcony at the end of the hill
- simplified rock formation at the end of the hill
- changed raised platform to be only accessible from red side
- reworked blu building shape and dropdown at Red Spawn 2
- corrected construction-light lighting in Blu´s flanking route
Red Spawn 2:
- Reworked 2nd red spawn entirely
- New Spawn has two exits, locks and teleports after B is Capped
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 added to
- Balcony-Drop doesn´t hur the player any more
Area 3 / Construction Site
- reduced brushwork
- changed texture metal panels to one less bright and glaring
- reimagined area, lots of sawdust and an ongoing construction
- widened are at the generators and on the 2nd level
- allowing for more pushback from red
- changed the direction of the drop-in to C, leading into the hydroelectric building
- added sawdust textures for displacements and overlays
- widened exit from blue spawn into Area 3
- reimagined hydroelectric building visuals
- moved point C a few units towards the bridge
- red shack reimagined into Garage belonging to the hydroelectric plant
- mounts of dirt deleted
Blu Spawn 2:
- Visual adjustments due to alternative routes using the space beneath the spawn
- New stairway leading to balcony
- bigger exit from big building
Area 4 / Vault
- Added Gates opening at the Gatehouse after C is captured
- Added Waterfall at the Hydroelectric Plant for glorious visuals
- alternative passageway through gatehouse while Gates are closed
- rebuild bridge to be convex, obscuring a long sniperlane
- wonky bridge rewards with a branching access next to the vault building, allowing for blu flanks
- right platform after the gate moved further back
- added walkway and corridor between right platform and building next to vault
- changed lighting at vault to illuminate the door
General:
- solved a ton of annoying clipping, to much to list
- changed lighting to be less green, now a warmer tone
- rebuild and edited navmesh, with sentry and sniper positions and varying gameplay
- lights are less intrusive now, Red´s building are warm, Blu´s are cold light colors
- adjusted func_respawnroomvisualizer sizes to fit just inside the geometry
- adjusted func_doors at spawn to span to every solid
- adjusted cubemap size for less reflective surfaces
- changed clipping on cart, now jumpable
- corrected a lot of dirty brushwork
- increased fog distance and lowered density
- corrected weird-heightmap line runnig through the alpine rock texture
- decreased volume of the hawk and frequency of it being triggered
- aligned displacement-textures throughout the map
- exchanged glass--textures from the green to the clear version