Cashworks

PL Cashworks rc

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
I see everything here is about things they didn't like.

Yes i agree with almost everything posted so far but, for some non bugs comments.

I really love the changes you have made, especially the bottom of the hill and the capture points moves you made where a good idea.

I need to play it some more to notice things and enjoy it but i will have to wait till b4 because almost no servers are running b3 but their is still alot of b2 so i can still enjoy cashworks.

one question i have is have you started optimizing it yet, i saw the thread that you posted needed some help with it and you got some help which is good but i want to compare b2 and b3 but i want to know if you did any optimization yet. If not i hope you dont have to much trouble with the optimizing.

Great job, great changes, Good luck with displacement issues and crashes
 
Aug 19, 2008
1,011
1,158
I don´t care being busted for what is still wrong, i rather like it..
These guys have a good eye for errors and annoyances in a map, so i´m thankful for every hint to make it better

i´ve optimized as good as i could, still i´m a beginner in optimization, and having finished the layout and building before i even knew i had to optimize, the current framerate are the best i can offer.
the multicore-beta for the source-engine helps out a littlebit to crank up the frames

if anyone with a good eye for better optimization offers his service, i won´t hold him back :)
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
Well you did a good job since this was your first map. I have tried hammer and i don't know where to start and never got to far from online tutorials.

Yes i did get a frame boost of between 10-20 from the multi-core update so that helps a lot i am sure, i was just wondering because that is one of the main problems people have with you map though it doesn't bother me.
 

Tinker

aa
Oct 30, 2008
672
334
I'm hoping you'll make a quickfix version any time soon, as I can't wait to play b3 but the server owners are very reluctant to upload it now.
 
Sep 12, 2008
1,272
1,141
Hey eerieone,
I've looked around in your map for a while, and saw an amazing map! :thumbup:
But I found some small "problems" or whatever ..

pl_cashworks_b30003.jpg

Some of those textures aren't lined up very well, and look a bit messy there.

pl_cashworks_b30006.jpg

This could look better if there was a sprite, at the moment it looks quite abnormal.

pl_cashworks_b30009.jpg

Same here.

pl_cashworks_b30010.jpg

On one of the lamps you used point_spotlights, on the other one you didn't?

pl_cashworks_b30018.jpg

Your ropes are coming through the wood..

pl_cashworks_b30024.jpg

This light prop hasn't got a light entity + sprite, and the area looks dark there.

pl_cashworks_b30029.jpg

You got some ugly shadows there, try to dissable them.

I know, these were all small details, but man, really, I love the detail in the map. I hope I've helped you a bit, and an other thanks for let me using some things!! :D

-DBP
 
Aug 19, 2008
1,011
1,158
k, i hopefully quickfixed everything, reduced number of entities by 10%

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 change

known issues:
* some texture-errors due to inexperience with lightmaps, need to finetune that
* whatever you see, plz report
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
Thanks for releasing this so fast now i cant wait to try it, servers update please.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
We're uploading as fast as we can, Cap'n! :D
 

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
Quick feedback on a couple of rounds of B3A - entity count is around 1850 - still on the high side (future TF2 updates or plugins may push the dynamic ent count higher and lead to crashes), but the server won't crash for the immediate future.

I can't comment on gameplay until I've seen more rounds...

One thing that's still a big problem is RED setting up sentries outside of BLU's last spawn room. This is a widely-known "strategy". Is it possible to destroy all RED buildables outside the spawn room after CP3 is taken?
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
That is not a problem, blu should destroy those before going to the final point, this can happen in any map.

Buildings should not be destroyed because of a point cap
 
Aug 19, 2008
1,011
1,158
giant thanks for the stability test

i have only once witnessed something that might have been like the issue you described, the other times we got rid of every defense before capturing CP3

if i see it being a major issue, i will find another alternative, destroying the sentries by letting the game do it will people make hate me :D
 

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
As BLU, it is unreasonably difficult to approach that area before it becomes a spawn point since it is easy to control access to it as RED when BLU is concentrating on taking CP2 (and later, CP3). Given the extremely small size of the spawn room, using the close proximity to the health cabinet to take pot shots at a sentry setup outside of the spawn room is not feasible. The door trigger overlaps a large portion of the area and you cannot coordinate a 15-person team to stay inside spawn to build an uber or to dispatch a spy out of spawn (the sentries have LOS to the entire room and a spy will immediately get killed in the crossfire).

Yes, this can happen in any map, but you don't see me raising this issue about every map we have playtested or run for months on end. In this instance, it is a serious issue.
 
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Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
I understand what you mean, i will need to play b3 more but i didnt notice much changes from b2 in that area except the wall, and i never noticed a problem and i have probably played a little under 50 rounds of cashworks.

I have only lost (both teams) at cp3 a few times and it was never because of spawn camping after cp3 was captured but i will post if it ever happens to me.

If it becomes a problem it should definitely be fixed but not in the way of removing sentries after cap.
 
Aug 19, 2008
1,011
1,158
I see your point, i´ve never really witnessed that "tactic", so i didn´t adress the problem in b3.
What i will do...
enlarge the spawnroom and/or sideexit
we don´t need to dispute about a problem that has an easy fix to it :)
 

fireblade42

L1: Registered
Jan 5, 2009
9
1
dont know if it was intended but there is a space that you can hide in here:
pl_cashworks_b3a0000.jpg

and camp as people drop down from above.
 

Tinker

aa
Oct 30, 2008
672
334
It even says Danger! Hazardous! People are thoroughly warned before being buttburned :p
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
That's a good idea, either or not its a problem this makes it easier to leave spawn.

The place with the dangerous sign above it is kinda cool to be able to go in a little, i see no reason of removing it, but whatever eerieone thinks.