PL Cashworks rc

eerieone

  1. Vigilante212

    Vigilante212 L7: Fancy Member

    Messages:
    481
    Positive Ratings:
    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.
     
  2. Icarus

    aa Icarus

    Messages:
    2,246
    Positive Ratings:
    1,185
    You're really annoying engineers by doing this, you know.
     
    Last edited: Apr 21, 2009
  3. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    571
    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 :)
     
    • Thanks Thanks x 1
  4. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,706
    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.
     
  5. Tinker

    aa Tinker

    Messages:
    672
    Positive Ratings:
    334
    Aaahh, yes! This seems like a great idea.
     
  6. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    571
    :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)

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    hope this plays out well
     
    Last edited: Apr 27, 2009
  7. TheNeverman

    TheNeverman L1: Registered

    Messages:
    47
    Positive Ratings:
    3
    awesome, yeah, should cut down the transit time considerably...
     
  8. flubber

    flubber L4: Comfortable Member

    Messages:
    171
    Positive Ratings:
    35
    Sweet, eta? :)
     
  9. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    571
    eta maybe this weekend
    still need some input from gameplay to legitimize the rc version of the map
     
  10. kankle_king

    kankle_king L4: Comfortable Member

    Messages:
    174
    Positive Ratings:
    77
    Fix the major FPS issues please, then we will play this :)
     
  11. flubber

    flubber L4: Comfortable Member

    Messages:
    171
    Positive Ratings:
    35
    Do you need an update heatmaps for the actual version?
     
  12. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    571
    surely wouldn´t hurt, since i moved cp3 furter back now and would like to see how cp2 plays out on the heatmap
    thx in advance
     
  13. Mar

    Mar Banned

    Messages:
    607
    Positive Ratings:
    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.
     
  14. MungoKing

    MungoKing L3: Member

    Messages:
    148
    Positive Ratings:
    47
    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.
     
  15. Zanpa

    Zanpa L4: Comfortable Member

    Messages:
    164
    Positive Ratings:
    43
    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.
     
  16. Mar

    Mar Banned

    Messages:
    607
    Positive Ratings:
    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.
     
  17. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    571
    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
     
  18. Westerhound

    Westerhound L5: Dapper Member

    Messages:
    248
    Positive Ratings:
    100
    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
     
  19. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,706
    I have had only 3-4 times were I have had bad FPS on this map, in all versions. But that just may be my computer. Crysis at full specs: 30fps :O!
     
  20. taraph75

    taraph75 L1: Registered

    Messages:
    48
    Positive Ratings:
    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.