[Contest Entry] pl_cashworks

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Will test this badboy tonight :).
 

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
We tried out A5 briefly tonight (2 rounds). Great work on all fronts! Framerates were dramatically improved around point 1 and the bottom of the hill. One team captured the final point while the other team managed to get very close to the final point. I suspect CP3 may be too easy to capture. Despite that, you're quickly honing in on perfect gameplay balance. I'll have better feedback after we've played it more.
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
We tested a5 yesterday also, quite disappointed in the lack of secondary road between point 1 & 2, that makes it very hard for a spy to get thru especially with the heights disadvantage.
 
Aug 19, 2008
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au contraire mon copain flubber :) i play spy myself and and i got through often, i always wait for the opportunity when the passage to left side of the pillar is free, sneak through, pick up the ammopack at the tires and go on destroying the teleporter entrances at red forward.
dont get me wrong, i´m not arguing your spyskills, but due to the recent engi update, after the first cp is taken, its still hard to go on.
reason is less the sentries, but the l3 teleporters giving red a steady flow on reinforcements.
have to balance that update out

yeah, cp3 felt a little bit unguardable, will have to work on some small detour for blu

known issues:
i forgot to delete 2 playerclip brushes, one at blue spawn, where there used to be a pile of wood next to the door, and one at cp3, where there used to be stairs. nothing gamebreaking

funny fact i discovered after compile: func_lod brushes reject to be stickied, the stickies just bounce off
 
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Altaco

L420: High Member
Jul 3, 2008
484
120
Sorry, these are from A4, some may have been fixed, thought I'd post em anyway.

We found that this sentry spot was a little overpowered. It's really hard for spies to get up there. Maybe some stairs? Also, badly lit prop underneath.
pl_cashworks_a40004.jpg


These passages make it much too easy for Blu to get behind Red. I'd say make them more accessible to red, maybe something else. Also, add some evidence destruction to that locker/shower room/bathroom/whatever. It seems odd to have one wall just missing from a room where people are nakers.
pl_cashworks_a40008.jpg

pl_cashworks_a40011.jpg


It's possible to sticky jump up into here.
pl_cashworks_a40001.jpg


Scouts, demos, and soldiers can get on top of this.
pl_cashworks_a40002.jpg


It's possible to get up on these rocks and go up into the corner.
pl_cashworks_a40003.jpg


Rock clipping concrete.
pl_cashworks_a40005.jpg


There's a lot of displacement texture stretching on the hill.
pl_cashworks_a40010.jpg

And on these cliffs
pl_cashworks_a40009.jpg


I'd suggest replacing this conveyor belt texture with something else. The imetal looks a bit odd. Check out the conveyor belts in the prop room in the blue half of Well to see what I mean - near the second point. It's a stretched metaldoor texture. It also looks a bit odd to see the saw just clipping the metal - add a slot for it.
pl_cashworks_a40007.jpg


As I said, I'm sure some of these have already been fixed.
 

Baysin

L2: Junior Member
Feb 14, 2008
80
15
Hey, nice update! I think all of the complaints my group had, at least as far as glitches and exploits, are gone, and there's a lot of improvements and changes. Nice work! I really like the "valley of death" near the final point. I wasn't able to build anywhere in there this time, and it looks 10 times better to boot. You can still find a couple of spots to jump down there and live, though, if that's of any concern. Nice bridge over that, too!

I found the player clip for the stairs, which I see you already knew about. And I was wondering why my stickies sometimes bounced off of that window, so I guess now I know why. I was able to get into a couple of odd spots as a demoman, high up on the sides of buildings, but there's so many normal spots where you can get height advantage that I'm not sure if it really matters, other than it's strange to have a demoman hanging off the side of the wall. The main one was actually right across the cart track from the invisible stairway near the 3rd point. You can sticky crouch jump and squeeze into a little spot on the building up there. Here's a screenie taken from that spot. I didn't think to get one from below showing where it is, but I can provide that if you like.

pl_cashworks_a50003.jpg


Also, it's probably not important, but in the first blu spawn room, you can jump up into the space between a couple of the walls and the ceiling, where there's some barrels and junk. I just thought I'd make sure you knew that. I can't see any real way this gives an advantage, so I'm thinking it could probably be left alone. Blu needs something to do while they wait for the setup time to be over, after all. :)

We haven't run the updated map through our servers yet, but if and when we do, I'll give our impressions as far as gameplay and whatnot.
 
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Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
in picture 1, the overhang is unsupported and you should either have it droop a bit (a), or add supports (b)
in the second pic a tire is showing through some metal

have yet to play it with other people but I'm looking forward to it!
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
851
Well we played a_5 tonight and I found a... something, invisible ramp? I guess you could say that. People can't go through it but bullets can. Here are some SS of where it's at.

f_badrampm_de7ed06.png

f_badramp4m_508ddde.png

f_badramp3m_b76ce5d.png

f_badramp2m_39609a6.png
 
Aug 19, 2008
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Also, it's probably not important, but in the first blu spawn room, you can jump up into the space between a couple of the walls and the ceiling, where there's some barrels and junk. I just thought I'd make sure you knew that. I can't see any real way this gives an advantage, so I'm thinking it could probably be left alone. Blu needs something to do while they wait for the setup time to be over, after all. :)

Thats why i left the space between the room´s ceiling and the ceiling of the conference room. i often get bored waiting for the game to start. e.g. in goldrush, right side, i jump onto the barrel and then onto the door, then i try to get onto the gate. as a scout. in cashworks, you can jump from the wood onto the lamp and then to the space between ceiling and ceiling, it´s for killing time in spawn. :)
 

Baysin

L2: Junior Member
Feb 14, 2008
80
15
Thats why i left the space between the room´s ceiling and the ceiling of the conference room. i often get bored waiting for the game to start. e.g. in goldrush, right side, i jump onto the barrel and then onto the door, then i try to get onto the gate. as a scout. in cashworks, you can jump from the wood onto the lamp and then to the space between ceiling and ceiling, it´s for killing time in spawn. :)

:) I usually kill myself over and over again, either by blowing myself up or using the explode console command, and then I ask my teammates why my kill/death ratio is so bad before the match even starts.
 

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
I was about to post round win stats for A5, but it appears that you might have given the last two points the same name:

Code:
pl_cashworks_a5:
  None                                     5 (15%)
  #Badwater_cap_1                          4 (12%)
  #Badwater_cap_2                          2 (6%)
  #Badwater_cap_3                         22 (67%)

... but I know this isn't completely accurate since I've seen the final point captured several times. Could you double-check that your capture points have unique names?

I don't have major feedback for A5 (which is a good thing). I'll continue to watch playtests and give you minor suggestions, though.
 
Aug 19, 2008
1,011
1,158
you´re a blast, like always :)

didn´t change a thing about the controlpoints since the last stats you gave through.
atm i´m stuck in nowhere, but i´ll get on the problemseeking once back home.
 
Aug 19, 2008
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whopeee!!!
i wasn´t that glad with my bankvault, it was not up to standard
seeing arhurt´s chewchew model made me rework the vault, the concept is the same, but now i added some detail, and proper uv-mapping.
i applied 2 skins, red and blu, so once it´s ready, i can be used for cp-maps etc.
next step is making the explosion more realistic, more parts flying etc.

hope you dig it :)


 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
Just wondering, how is someone supposed to open that vault? ::p:

Really nice man.
 
Aug 19, 2008
1,011
1,158
it´s fully automatic i think :), like Scrooge McDuck´s giant vault
i assumed it´s best if the size looks cartoony :D

any ideas on a tagline i could write on it? like chewchew "all of you are dead" or the writing on the original payload
i think i´ll brand it with "safemax 10000" ^^
 

eyefork

L3: Member
Oct 27, 2008
130
186
I'm not sure if this has been mentioned yet but players can shoot through the spawn doors of the first blu spawn
34q7q00.jpg


Also, the reworked vault looks great, nice job.
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
any ideas on a tagline i could write on it? like chewchew "all of you are dead" or the writing on the original payload
i think i´ll brand it with "safemax 10000" ^^

Bathing suit required when swimming in vault? Or something like that? ;)