Cashworks

PL Cashworks rc

Vigilante212

L420: High Member
Dec 21, 2008
481
33
At the last point make it so you can build on top of the roof with the tire on it. Its a pain to get up thier, but it would be a decent spot.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
i had some of those in earlier versions, the complaints that came then were that people get bored seing always the same spawns and environment
also, getting a forward spawn after capturing a hard defended CP feels like a small reward and keeps the morale up. it always feels great, when you capture CP3 in badwater and then finally get that forward spawn

You're really annoying engineers by doing this, you know.
 
Last edited:
Aug 19, 2008
1,011
1,158
maybe i can kill 2 flies with one stroke,
i´ll give the 2nd forward an exit towards CP4, since its anyway close to the 3rd spawn, and delete the 3rd spawn, this way, build up teleporters at spawn2 don´t need to be abandoned and rebuild elsewhere
that way, i can also alter the camped spawnarea effectively :)
 
Apr 19, 2009
4,460
1,722
As an 200+ hour engie I hate to take down my stuff and move it, thank you! :thumbup: Also before I forget you can build stuff in the spawn right next to the gold vault. If you want pictures just message me.
 

Tinker

aa
Oct 30, 2008
672
334
maybe i can kill 2 flies with one stroke,
i´ll give the 2nd forward an exit towards CP4, since its anyway close to the 3rd spawn, and delete the 3rd spawn, this way, build up teleporters at spawn2 don´t need to be abandoned and rebuild elsewhere
that way, i can also alter the camped spawnarea effectively :)

Aaahh, yes! This seems like a great idea.
 
Aug 19, 2008
1,011
1,158
:D ok, i got a result i´m happy with

so, the goal was to cut one blu forward spawn and to prevent Red from setting up defenses in front of the last blu spawn, as well as make the life of engis easier by not forcing them to rebuild tele-entrences after the 3rd capture

so, here is my solution
(sry, forgot to take a screeny of the respawndoor, but you can imagine where it is, right in front of the arrow-slider)

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hope this plays out well
 
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flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Sweet, eta? :)
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
eta maybe this weekend
still need some input from gameplay to legitimize the rc version of the map

Do you need an update heatmaps for the actual version?
 

Mar

Banned
Feb 12, 2009
607
63
Things I love:

Eagle screech
Detail
Looks very nice

Things I hate:
Very long walk time from first spawn too second point. If it wasn't for the engi I'd've gone scout just becuase it takes too long to walk.

FPS! It sucks. I was playing with 24 people and it constantly dipped below 30~25 FPS, when I normally get 60 on other maps. And this happened to everyone on the server. It was terrible and unplayable. You really need to optimize and reduce the lines of sight. You can see really far from the spawn to the first point, the rolling hills to till the second point and such. This really needs to be fixed. Maybe use a func_areaportalwindow to spilt up these long chunks of map.

Again, the FPS is terrible and it's destroying most people machines.
 

MungoKing

L3: Member
Jul 12, 2008
148
47
Maybe use a func_areaportalwindow to spilt up these long chunks of map.

Usually, you do not ever, ever, ever, want to use an areaportalwindow in a multiplayer map, since it forces rendering depending on the position of the player. You could end up with the situation where the Blue sniper can see the red Heavy, but the Red Heavy can not see the Blue Sniper. Not good at all.
 

Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
Again, the FPS is terrible and it's destroying most people machines.
On our server, only a few are complaining about this, and that never makes the game unplayable.
This is a problem, but not so important...

And eerione said that it couldn't be more optimized because of the layout, which he did before thinking to optimizing. Still, everyone seems to ignore that.
 

Mar

Banned
Feb 12, 2009
607
63
Maybe there needs to be a layout change then. It was really bad, and then when the map switched to badwater, everyone's FPS was fine. My FPS in cashworks was 1/3 of what it was on badwater. Maybe between the 2 houses on going to the first point, have a big wall in the middle of the playing field or something.

It was absolutely terrible, and I would definitely have a layout change that would fix the bad FPS.
 
Aug 19, 2008
1,011
1,158
i´m pumping up the frames the level of b2, nobody complained about fps at b2
don´t worry, it´s a major concern of mine too :)

its mostly just the first section, after that the fps are acceptable
atm, i raised the fps by 15 in comparison to b3a atm
 

Westerhound

L5: Dapper Member
Feb 5, 2009
248
104
Our server some people kept complaining about the FPS in the alphas, but after that I havent really heard anything about it, maybe cause they removed it from the server soon after the B1 came out, same as with every other custom map :( I have a FPS of 20-30 which is about half of other maps, but Im fine with 20
 

taraph75

L1: Registered
Apr 23, 2009
48
10
The feedback I'm getting is that FPS dropped on the most recent release (b3a I think). I have heard from people that it is unplayable as well and they wanted to go back to the version before.

Also, I'm noticing on balancing that if blu get past the last bend (not final cap point, but before that) - it is REALLY hard for red to defend. I'm not sure if it's spawn times or the red spawns are easy to camp or what. Maybe too many routes for blu and not enough options for red coming out of each spawn. Anyways, we usually end up switching maps quickly because the last point seems undefendable.