Pl_Cashworks

Pl_Cashworks rc3

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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:
  • 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
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Author
eerieone
Downloads
161
Views
961
First release
Last update
Category
Payload