[Contest Entry] pl_cashworks

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Just my thought, but I don't know if the dirty bomb model really works for that, since you want a real explosion, rather than spreading radioactive materials. Looks really cool though, maybe smooth out the animation when the door falls or change the last cap track to snipergens track ending model. I like it.
 
Aug 19, 2008
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yeah, just wanted to try out the other car, had the exact same thought about radioactiveness.
what´s snipergen´s track ending model? is it the wooden bumper thing?

i will refine the animation once i find the time, for the moment, thats the best i could squeeze in.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Yeah, the wooden bumper thing. That, or just make it look like the tracks are supposed to go inside (slightly elevated on a ramp, etc).
 

YM

LVL100 YM
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Dec 5, 2007
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I can't remember if snipergen (or I) ever released the track end model publicly, I'll take a look for it and if its not around anywhere I'll upload it at the same time I upload the final of hoodoo in the next week or so (in time for the end of the contest, dont worry)
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Yeah, the wooden bumper thing. That, or just make it look like the tracks are supposed to go inside (slightly elevated on a ramp, etc).

A random thought, but why not have the bomb go inside?

Maybe the RED engineer's worked up a "automated delivery system", where the carts filled with "gold" would pull up to the vault, and it's lowered down into the ground on a platform and moved inside the vault that way so they don't have to open the door all the time and leave the contents exposed to theft. (And hey, you can make up a "All deliveries in the rear." sign, too.)

What RED didn't expect was a BLU engineer to find out about this, and devise a plan to mock up a bomb so it looks like a standard "delivery" to the system. A little clever Spy-work, and the system's now all expecting a gold shipment.

RED, on the other hand, discovered the problem at the last second, but couldn't shut down the system since it was tied fully into the vault's security system, so they've sent a team out to keep this "payload" from being delivered by any means necessary.

At the very minimum, having the bomb delivered inside the vault would give a excuse for the door and parts to fly outward, which might be a bit more impressive from a visual point-of-view. Sort of Goldrush/Badwater-ish, where the eruption from the pit upwards sending concrete bits flying everywhere looks more impressive than if the bomb would just blow up and collapse the "hole" inwards onto itself. It does look a little odd for some of the door bits to be flying in the wrong direction from the blast, unless they're bouncing off the door from the impact.
 
Aug 19, 2008
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hm, just saw one problem today

when i push the payload, the time doesn´t add up above 10 minutes.
so lets say i pushed it over 2 cp´s and should have 12 minutes on the remaining clock, i just have 10
how can i change that?
 

YM

LVL100 YM
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Dec 5, 2007
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In one of the timer entities theres a max time keyvalue, just up that by a multiple of 60 to add x minutes to the max possible timer.
 

YM

LVL100 YM
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Dec 5, 2007
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tomato, tomato
I'm just excited for the new map.
heh that doesn't really work in text does it...:p

Either way, you're right, it was amazingly sweet.

The only thing that could make this less than awesome is if there are bits of debris that end up floating at the end of it...
 

raz0rskyl1n3

L1: Registered
Oct 21, 2008
28
12
This map is awesome its quickly becoming a favorite on our server. The layout is really good, not much to comment on. The last beta release fixed alot of issues with the first cp. Details are excellent. Really im finding anything negative to say.

The only thing comment i have is one that is being fixed. The performance of the map. Our server during this map averages about 20-30% cpu usage, and an increase in ram usage. Peak is about 50% cpu usage. This is definatley one of the more resource intensive. However all this is to be expected with a map of this size.

All and all great job im looking forward to the final.
 
Aug 19, 2008
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I hope many framerate issues will be resolved when valve finally ports dual-core support over to tf2, it´s kinda ridiculous that i have to worry about every little polygon or prop, when i can play crysis on everything full with 50 fps :/

youme, about the debris, yeah, some floats, some disappears in the maps geometry, but i turned the explosionmodels in a way, that not too many parts stay visibly airborn
later that day, i´ll try do decompile the mdl files of the explosion, if they are some and tweak them.

correct me if i´m wrong, but i believe when i decompile them, it´s just a simple framerate animation i can tweak. wish me luck :)

i´m working on an advanced skybox and nicer unaccessable areas for the beta.

btw youme, did you find the bumper-model you told me about?
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
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Hey eerie,
I've refrained from any major graphical suggestions because you've been in alpha, but before you release beta, can you let a few people look at your beta candidate? There's some graphical things I wasn't pleased with in the latest alpha, but things may have changed etc. Just wanna help you add the last level of polish- and possibly find some areas to use some neat optimization tricks

Thanks
 
Aug 19, 2008
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i would appreciate any help concerning optimization, since i´m still a beginner with that

should i provide the latest vmf and bsp? or what do you suggest?

this would really be a giant help