[Contest Entry] pl_cashworks

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
Eerie, I noticed you were on my server while Cashworks was running early this morning. Note that I found that the respawn times server-wide were screwed up somehow, most likely due to another map from an event held a few hours prior overriding a server cvar. So, in case you were attempting to observe gameplay, don't use any playing from this morning as a representative sample of anything. In any other circumstance, we always run with default respawn times.
 
Aug 19, 2008
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thx for the details, it´s hard to find them by myself, since it did e.g. the fade-distances in a whole, i might have failed at some :)

the dead end is intentional, i followed muffin´s advice and added a place for to decloak, but yeah, a small healthkit wouldn´t hurt

the stuck-problem at 2nd cp happened to some people, everytime i see them in their pain, i tell them i´m sorry for that :)

there are still some undetailed spots left, i´ll fix that up for a nicer look
the main concern for me for this release was to pump up the framerates, do the general cosmetics and release a version to see where the weak spots are before the contest is over

i think i will relocate the 2nd forward a little back to the damaged garage-door in the 1 section, because there is hardly a fight over cp 3, that area need a little pimpage for red

glad to hear you like it :)

@FLOOR_MASTER: yeah, i saw some complaints about 20seconds+ on red respawn, i was wondering because i usually check respawntimes before every release, glad to hear that nothing is broken on that front

on the 1st cap, i saw that people break that point quite often, all you need is an engi on the building with a good sentry and 1decent or 2bad ubers

all in all the classbalance plays out good atm as it is, i hardly see engi-stacking

any last advice on tuning before the last-contest submission, floor_master?
 
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Ida

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Jan 6, 2008
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About the second- and third-to-last pictures Hojo posted... I've always wanted to say this, but I've forgotten.

I've never liked that staircase. Firstly, it's easy to get stuck on the ceiling/floor above if you're going up. It's also annoying to get outside to where he's standing in the screenshot, as you have to somewhat awkwardly jump across the staircase. You should make it easier to navigate there.

EDIT: The reason the dead en may be confusing is probably because of the props that look like they can be jumped over, and the fact that the strong light will draw players' attention to it. Just make it a square room without a hint to further paths, and it'll be fine.
 
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FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
It seems like the final point still doesn't trigger a "pointcaptured" event, and is the only major payload map that doesn't do this (also, you're still using the "Badwater" capture point names). This makes it more difficult to track detailed win statistics. My current log parser cannot differentiate between points 3 and 4 since point 4 doesn't output a pointcaptured event.

However, anecdotally, point 3 is too easy for BLU to capture. I've seen RED respawn wave times of 25 seconds. This is approximately how long it takes for BLU to push the cart from point 2 to point 3, and that's not counting the time it takes for RED to walk from their spawn to the point 3 area.
 

HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
34
What I mean about the confusing dead end is that, ESPECIALLY in a multiplayer map, every route accessible to all players should have a purpose, if only to keep the map fluid. As a new person playing the map, I will see that door and think it leads to another way across the map, only to find it's a dead end and a waste of precious time that could have contributed to winning the map. Imagine being new and running for your life with only a little bit of HP left, only to find you've cornered yourself. At least by adding a small medkit there you've given some advantage to a non-spy player using it. Tis all I meant :)

I do agree spied need a place to uncloak, but this can be done by making the hallway into more of a small room, something that looks less like a path to somewhere else. Unless of course you add a custom "DEAD END" overlay :D
 

Ida

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Jan 6, 2008
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What I mean about the confusing dead end is that, ESPECIALLY in a multiplayer map, every route accessible to all players should have a purpose, if only to keep the map fluid. As a new person playing the map, I will see that door and think it leads to another way across the map, only to find it's a dead end and a waste of precious time that could have contributed to winning the map. Imagine being new and running for your life with only a little bit of HP left, only to find you've cornered yourself. At least by adding a small medkit there you've given some advantage to a non-spy player using it. Tis all I meant :)

I do agree spied need a place to uncloak, but this can be done by making the hallway into more of a small room, something that looks less like a path to somewhere else. Unless of course you add a custom "DEAD END" overlay :D

Heh, adding a health kit would probably be good enough. I like to make examples using Valve maps - just look at Badwater's final cap, it has a little hidey-hole that is a dead end, but no one complains because it doesn't look like it leads anywhere, and there's health in there.
 

Tinker

aa
Oct 30, 2008
672
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One more remark: In the first house to the right of the track when exiting the BLU spawn, there's a stairs going up. When you get up there, people'll want to get to the battlements, but you have to jump over the stairhole to get there, which is a little annoying. This was in a6, however. Don't know if you fixed it.
 
Aug 19, 2008
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Cashworks B2

Map name: Cashworks
Map Filename: pl_cashworks_b2
Download link: http://forums.tf2maps.net/downloads.php?do=file&id=931
Author: eerieone
Screenshot link: http://imagefarm.net/viewer.php?file=thkq7jp7jhb6mxxhuy2a.jpg
_________________


PL_CASHWORKS_Beta2

Red and Blu are competing for this lumber area,
Red is the old company, Blu the one building up fast and massivly...
to finally eliminate red from the area, Blu plans to steal Red´s last reserves, treasured in a giant vault.


Hope you dig it


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Work in Progress

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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
 

Ida

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Jan 6, 2008
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I found a few things I wanted to report, while running around the map recently.

http://img.photobucket.com/albums/v429/Yellow22/pl_cashworks_b20045.jpg
I got stuck here, between the metal things and a wall.

http://img.photobucket.com/albums/v429/Yellow22/pl_cashworks_b20047.jpg
Very many times, I've wanted to jump over to that area below (pretty much the same place as in the previous pic), only to jump face-first into a clip that seems to be on level with the gutter. That, or I'm bumping into something else, but either way, make it possible to jump down there!

http://img.photobucket.com/albums/v429/Yellow22/pl_cashworks_b20048.jpg
Detail nitpicking: Some large walls lack details, such as this one. There's also another that I forgot to take a shot of. It's out of bounds, connected to the building opposite of RED's first spawn. To the left and past the fence when you're looking at the entrance to the building where BLU's forward spawn is.

http://img.photobucket.com/albums/v429/Yellow22/pl_cashworks_b20050.jpg
More detail nitpicking: I just think that bridge looks weird. Is it broken? I can't see any sign of that, it just seems to stop all of a sudden.

http://img.photobucket.com/albums/v429/Yellow22/pl_cashworks_b20052.jpg
I think this door is unnecessary, since it opens both ways.
 

kasʞade

L1: Registered
Dec 3, 2008
5
0
pl_cashworks_b10014.jpg

This area can be used to jump off and then through some clever jumping, and climbing be used to setup a sentry that covers both bridges from the stream. I managed to trick my entire team to get on a tele I had setup there. Many laughs were had as the the other team won. Behind the trees would be a good spot for an easter egg ;)
 

Ida

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Jan 6, 2008
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AND I also forgot to mention one last thing: I've reported some issues with the deathpit before (my corpse would lie on top of the water as if it was solid) - that seems to not be the case anymore, but now my corpse is sent flying if I die by falling down there, which also is very weird.
 

Ida

deer
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Jan 6, 2008
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Well, it seems like when I touch the trigger_hurt (or whatever entity you have down there), I die and my ragdoll flies away as it's been hit by a rocket, but without gibbing. Can't say anything about "where", it just kinda bounces in some direction. As I said, though, I don't think the ragdoll can lie on top of the water anymore. I could check again to confirm.
 
Aug 19, 2008
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i´ll do some dying myself, but afaik i just fall down, and die when i enter the trigger_hurt, then the corpse falls to the ground, strang-o :/
maybe that´s something client-side, e.g. i saw lil chew chew catapult to the far side of the pit in frontier after it triggered the last tracktrain
 

Cerious

L420: High Member
Aug 10, 2008
455
133
Nope, the part where you fly when you hit the death pit is normal; I do it all the time in Lumberyard. Don't be worried by it.
 
Aug 19, 2008
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I´m taking a short break from mapping, but no worries :)
I´m relocating to Rotterdam for one semester and still need to finish my works for the ongoing one here in Germany, it kinda overlaps. As soon as i have set solid foot in the new city i´ll gradually start mapping again.
 

Icarus

aa
Sep 10, 2008
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Those are awesome logos that fit alpine far better than Demolition and Construction.