[Contest Entry] pl_cashworks

Keating

L1: Registered
Nov 24, 2008
5
0
I tried your map out on the 24/7 server running it... it's great fun and I can't wait to see what you come up with next. sorry I can't give you better advice but I'll leave that up to the experts here LOL
 

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
From more tests with a3c:

Point 2 plays really well and I think it's the most balanced point. I wouldn't change anything around point 2.

Point 1 tends to get bottlenecked right around the columns next to the point. You might want to consider moving the actual point back slightly - just before the columns - as well as widening the actual track area a bit:

cashworks20.jpg


The following health pack would IMO be more useful for BLU if it were upgraded to medium and moved to the indicated area (also get rid of the debris clogging up that area):

cashworks21.jpg


The opening track is a bit on the vulnerable side for BLU. This can be eased by widening the bridge and adding a bit of cover as shown. I'd also recommend adding some stairs to the bridge:

cashworks22.jpg


When the small door on the bottom opens, it sticks out and can be seen from above. Also, it's easy to get stuck in the larger door when it closes:

cashworks23.jpg


The track between the 2nd and 3rd point is rarely contested at all. I'm really not sure how to correct this without major changes at this point, but it's definitely a problem. BLU just steamrolls right through to the area right before CP3.

The final point is somewhat difficult for BLU. The layout is fine, but I think some spawn time tweaking is necessary. For starters, I'd add 5 seconds to RED's respawn (preferred) or remove 5 seconds from BLU's respawn for the final point.

In case you weren't aware, the last point has an announcer voice ("Alert! The control point is being contested", etc) that needs to be disabled.
 
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FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
From a couple more rounds tonight, both teams had difficulty capturing the first point and were unable to progress beyond it. I think in addition to the changes I mentioned above, you might want to consider adding 1-2 minutes to the round timer at the beginning of the round.
 
Aug 19, 2008
1,011
1,158
i´m busy otherwise atm, but i plan to release a new version next week friday
implementing mentioned changes
i elevated reds forward spawn, so they cant rely anymore on building up sentries in notime behind cp1, because they cant get to the dispensers anymore. to compensate that a little, i levelled up the health and ammopack near the old tires

about the area between cp2 and 3, i will try opening up the pretty much too short passage to give red the opportunity to build there. the 3rd cp will be moved forward a little.
doing so, the long sniperlane leading to the last cp2 will also be shortened

 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
Kinda weird, you made this map to win a contest and already there are 24/7 servers running it :)
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,081
Kinda weird, you made this map to win a contest and already there are 24/7 servers running it :)

If you look at the dates of the first post of this wip and the contest you'll see this one pre-dates the contest by two months.
Whilst I wont discriminate against you because of it, or eliminate you from the contest for having a headstart, I do expect this one to be head and sholders above the rest due to all the extra testing it will have recieved.:p
 
Aug 19, 2008
1,011
1,158
Oh noes, so much pressure on the newbies little map ´:/
god, i wish i had more time to work on it, damn studies and all, trying to squeeze in mapping every single minute i find time to bring out a better version every 2 weeks at least.
As defense, i had a steep learning curve since its my first attempt and if you would have kicked it out of the contest, i would have become a revengefull ugly little troll ^^

the contest just came in perfectly, like dr. horrible would say:
"what a crazy random happenstance"
 

Laz

L420: High Member
Jul 5, 2008
461
35
all looks very white, boring it down a bit, try and use a bit more contrast in color and texture to liven things up a bit? tf2 is cartoony wacky bright stuff, right now I mostly see just shiny metal, add some wood in there, perhaps some corroded metal? Different materials makes it that more intresting for the human brain. Other then that, looking great! your detail is pretty nice
 
Aug 19, 2008
1,011
1,158
i was going for the artsy approach on a contrast between this industrial, cold, heartless blu section compared to the old, resident and worn red last section of the map

but i think you are right, it´s a tid-bit bright in there
i´ll try to implement some contrasting colors on important spots and maybe a red housing out of the players reach to make it more vivid
 

Laz

L420: High Member
Jul 5, 2008
461
35
don't overdo it :) you still want it to look industrial, but I would just put in a few more darker tones, perhaps a darker kind of wood, some rusted metal here and there.
 
Aug 19, 2008
1,011
1,158
PL_CASHWORKS ALPHA 4 out

Download

PL_CASHWORKS_A4 (12-05-08)

FIXES:
* additional clipping at doorways
* added a small balcony when you traverse the small bridge to cp4
* added 30 seconds for initial game time
* redesigned area at cp3
* added cover against snipers going down the serpentine
* widened initial bridge at blu spawn and added stairs
* blocked way too long sniper lane at 1st section
* moved up 1st & 2nd cp to make it easier to cap, widened the passage at cp1
* elevated red forward spawn, so engies arent able
to access locker to rebuild sentries too fast to lvl3
* to compensate that, replaced ammo pack behind tires with large ammo pack and medium health
* eradicated too strong defensive position on logs after cp1
* turned several entities to props_static, shouldn´t throw weird shadows anymore
* restructured 1st and 2nd building at first section
 

Baysin

L2: Junior Member
Feb 14, 2008
80
15
The good folks over at the Stompfest servers have been taking this map for a test run, and I thought I'd pop in here to give some feedback. Please note that we were using version a3c. I've already tipped them off to get a4 if they think they want to keep it in rotation, especially since it seems to address a couple of specific complaints we had.

Anyway, we've got a thread for it on the Stompfest forums and I thought I'd gather some of the comments that have already been left and relay them to you. Feel free to visit the thread yourself if you like... http://www.stompfest.com/forum/showthread.php?t=8248

Pros:
- Complex layout, multiple routes.
- Looks great, the alpine textures are a sight for sore eyes
- It's big, which is good for 32 man servers.

Cons:
-On servers with short or instant respawns, it becomes very easy to defend. (you could probably argue this is true for most maps though)
- Perhaps too many possible routes and flanking opportunities... people complain about being unable to defend some areas due to being easily flanked.
- A couple of people reported being trapped in the initial Blu spawn once the forward spawn was activated.
- Some reports of getting stuck on geometry at various spots on the map and being unable to move.
- Heavily favors snipers in some places (I believe this has at least partially been addressed in version a4)
- It is possible for engineers to build in the grassy area in the ravine near the last point. This opens up potential for griefing by placing teleport exits there, trapping people.

Honestly, though reactions have been limited in number so far, the response has been pretty mixed. I think visually you're already selling it to the average player... though I know the crowd around TF2Maps is a lot harder to impress ;-) There really are a lot of positive reactions to it, and the negative views seem to be vague and inconsistent. Some people seem to feel it's imbalanced towards either defense or offense, or else towards one class or another, but I haven't heard any real trends emerge yet in that regard, and we really haven't had it in rotation for more than a day or two I think, so part of it could just be that people aren't used to it yet.

Anyway, if we get any more feedback, I'll be happy to collect it and post on here for you. It's obvious that a lot of effort has been put into it and I'd love to see it polished up and placed in our rotation full time, though that's for others to decide.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,777
7,674
The one-way door near the last point needs some reworking/removal or a nobuild zone, being able to build a sentry there makes it almost unkillable. There were also several zones that caused framerate issues, primarily the first cap area, but there were others that I don't quite remember as they were not as severe.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Lots of fun.

Played on another server before gameday so I was familiar with most of it.

Like I thought (said early on) the downward switchies are very hard to defend, but the open space below spawn after that is alot easier so I think it's a good balance.
The foward spawn should maybe happen earlier? It's a long long walk to that mid point.
Or maybe just another shortcut somewhere right of blu spawn to the switchbacks hill that opens after 2nd cap?

It's a huge map, not great for only a few players but could be very good for 32.
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
Played a4 tonight with about 14 people on the server and had a fun time on it. The only spot I got FPS issues was in this corner. Note that my FPS wasn't low when I was looking into that area, but rather when I was actually standing in that area.




We also had a couple of people get stuck in the 1-way door in the final area. It was the upper door that they got stuck in. I had a lot of fun building on top of the bridge between checkpoint 3 and the end, except it got destroyed easily from the windows in the 1-way area. Probably best that way, anyway. :)

The ravine was a little weird to me. I fell in there as an engineer and didn't die, so I started looking for a way out but couldn't find one. I think the larger flat part of the ravine (with the trees) would make an interesting staging area for BLU as well as a great sentry area for RED. Perhaps add a small stairway out next to the narrow bridge and allow building only on that flat part? Otherwise I'd suggest making it so players can either climb out on rocks or slide off into the ravine and die no matter what. As it is right now it's just a place where you get stuck and are forced to kill yourself or just take potshots at people. :)

Finally, I think you should put a small health by the mega-ammo pack up high over the final cap. I ran up there while on fire as did two other people, so it probably just feels like a natural spot for some health.

Overall the map seemed very well balanced and I had a lot of fun playing offensive engineer on it. All of the classes were used and were quite effective, so I think you've got that aspect of the balance pinned down as well.