[Contest Entry] pl_cashworks

Aug 19, 2008
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1,158
MASSIVE UPDATE #2 11-15-08

http://www.fpsbanana.com/maps/69298

___________________

PL-CASHWORKS_A3

FIXES:
* restructiored first area
* added 2nd red forward spawn near 2nd cp
* added alternatenate paths to 2cp and 3rd cp
* fixed red forward spawn doors getting stuck
* general optimization, areaportals, hintbrushes, nodraw, brushwork
* added 3D-Skybox
* added environment
* one-way door toward 3rd cp bottleneck
* adjusted respawntimes
* adjusted cart speed
* adjusted time added
* optimized vault-collision
* lighting improvement
* further clipping
* added flowing water at cp4 bridge
* added custom overlays
* added env-sounds

TO DO:
* problems with water at blu spawn
* further fps-optimization
* optimize displacements
* cartpath corrections
* improve 3D-Skybox
* improve use of textures
* correct viewdistances
* add more custom material

_____________________________

overview


starting area for blu


1st cap


Serpentines snaking down the hill
[URL=http://imagefarm.net/]

2nd cap


chokepoint to 3rd cap


way to last cp


final cap area
 
Last edited:

Chilly

L6: Sharp Member
May 3, 2008
326
127
Excellent start!

A few things...
1. Can you provide an overhead view so we can see the layout as well?
2. Build your cubemaps. :)
3. All of your buildings need more detail. They're pretty plain right now. It's especially obvious on the tall buildings, but your smaller ones need a little more detail work as well.
4. The wooden stairs (http://dumpedimage.com/viewer.php?file=kjoj86c9r1dcuwokv84.jpeg) look weird to me. Not sure why, but perhaps a slightly raised deck with ramps leading onto it would look better?
5. The building behind the stairs looks weird to me as well (http://dumpedimage.com/viewer.php?file=yioz63gr0abq15986eoa.jpeg). I think the roof areas are just odd somehow. I'd try making them look more like normal roof areas and provide cover with the different angles combined with chimneys, lightpoles, etc instead of actually cutting away the roof areas and placing platforms there.
6. You appear to have a hovering fence (http://dumpedimage.com/viewer.php?file=22dmm2y8p6268h7r5otl.jpeg). :)
7. Why is there a single board sticking across? (http://dumpedimage.com/viewer.php?file=71wo7ssvo6rkd6gehmsl.jpeg) Is that to allow people to jump across? If so, I'd suggest making it an extension of the platform its attached to, and then add diagonal supports under it to attach it to the building more. You could easily add a crane hook or similar underneath to make it look like it has a purpose.
8. More detail needed on the buildings, but I like this area. Teams moving up the hill will have a rough time with nade spam, so make sure you make things harder for the defenders (if they're up top) by making alternate paths up for the attackers.
9. http://dumpedimage.com/viewer.php?file=35nntz8rsdg97791aean.jpeg What's up with the left side of this image? Do you have a giant floating rock or am I missing something? :)

Nice start. Can't wait to test it out.
 
Aug 19, 2008
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1. on the next update
2. i know :) didn´t for that screenshots
3. i´ll add detail on finalizing
4. you are right, they are way too confusing, i´m not that happy with that part either
5. the cut away roofs will remain, since i want to have a slíghtly demolished housing-area there
6. the single board sticking across is a bit too long... that part should represent an abondoned mining-track, slightly corroding
7. :D thats really a giant floating rock atm, there is a part of the wall missing beneath it

...still work in progress :)
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I like the downward curving track. Really cool setting that would make this memorable.

Not sure how you have it set up but I think it would be best to push the cart down the hill rather than up.

Uphill battle can be rough and a good Demo or two could probably stop the cart alone. Throw a good soldier in there and it's a major chokepoint.

At least going downhill the pushing team could have an advantage in that one spot, but maybe you'd need to make it hard to get past the bottom to give defenders a break.
 

treythepunkid

L4: Comfortable Member
Sep 8, 2008
157
79
I too think its a excellent start!

The only thing i wonder is in the screen shot http://dumpedimage.com/viewer.php?file=78swu3phi38f2szsjn4.jpeg The rocks on etheir side, are those the classic rocks from the desert theme with a new skin or are those the new Cliff models. If it is the cliff models you have ALOT of detailed cliping to do, cause those rocks dont have any collison meshes. other than that it looks Spanking!

By the way, whats with the red soldier in these pics?
http://dumpedimage.com/viewer.php?file=71wo7ssvo6rkd6gehmsl.jpeg
http://dumpedimage.com/viewer.php?file=q674vdfoen7m1w9go4fd.jpeg
http://dumpedimage.com/viewer.php?file=akiuknfnz3sc5x6qp143.jpeg

LOL hes kinda scary....
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
No, i use a model, because the info_player_teamspwan is always a bit smaller
 
Aug 19, 2008
1,011
1,158
thx for the comments :D

@Sgt Frag: the cart will be pushed downwards, giving blu momentum which they will need to fight upwards for the last 3rd, although it wont be such a hard climb.
For soldiers its not that easy to fight people from top whilst they are on a slope, because its not that easy to hit the ground beneath the player

@treythepunkid: the models are reskinned models i found here, the cliff is a custom also in the pack downloaded. the reskinned have collision model, the one at the cliff doesn´t, but a rough noclip will do the trick

the soldier is for measurement purpose, just to see ingame if the height of a building or windows is appropriate
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
try these in the dev console next time you take some pics:

sv_cheats 1
noclip
cl_drawviewmodel 0
cl_drawhud 0
 
Aug 19, 2008
1,011
1,158
pl_cashworks update .... hard work pays off

MASSIVE UPDATE :)

The story is kind of:
Red and Blu are competing for this lumber area, red is the old company, blu the one build up fast and massivly...
to finally eliminate red from the area, they want to steal red´s last money, treasured in the big vault


starting area for blu





1st cap



Serpentines snaking down the hill

[URL=http://imagefarm.net/]



2nd cap





chokepoint to 3rd cap




way to last cp



final cap area


custom model


overview
 
Last edited:

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
As said, turn off the shadows. And it's indeed awesome, with a sens of height and massive building rarely felt in beautiful maps. I don't know the actual size of the map, but players must feel tiny under there ;)
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
laewl550vovl8wt6qqv.jpeg

Looks fucking awesome!

NITPICKING TIME!
cashworks1qe0.jpg
 
Aug 19, 2008
1,011
1,158
i love nitpicking :)
that was the first part of my map, also my first constructions in hammer ever.

@ the hm? just weird shadows, have to improve the displacement work there

i agree on all nitpicks, just one question, why shouldn´t i rotate?
 
Last edited:

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
I just don't think it looks very good, but thats just me. It's very good for being your first hammer construction ever though!

EHEHEDIT: if anyone didn't get it, this is a reply to his post, not about the map haha
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
This looks really cool. Looking at the screenshots the map feels "dirty" in a good way.

Some of your props, like the loose rocks and train tracks, should probably be set to no shadows. They are making some area appear black.