Too long, part 2 for Cashworks and RHI:
Valve- Updated pl_cashworks
- Area 1 / Loading Dock
- BLU Spawn 1:
- Solved several clipping issues at doors and stairs
- Mitigated line of sight into spawn room
- Added alternative exit from spawn room to the right
- RED Spawn 1:
- Reworked to have two exits
- Area Changes:
- Changed terrain around bridge to be easier to maneuver and to prevent getting stuck
- Changed munition pack at building 01 to large
- Possible spots beneath bridge for teleporter-traps eliminated
- Shuffled some big rocks to block off Sniper lanes
- Cut center building Sniper lane, left alley visually blocked off from dock area
- Cut center building top Sniper lane, less easy to get a good view
- Changed out of bounds building left of BLU spawn, added spinning sawblade
- Opened up a third passage to allow for an additional flanking option for BLU and RED
- Area 2 / Serpentines
- RED Spawn 2:
- Reworked 2nd RED spawn entirely
- New spawn has two exits, locks and teleports after B is capped
- Area Changes:
- Balconies blocked off visually and physically
- Additional visual blocker at the top of the serpentines to allow for a more secure crossing
- Long tunnel leading through the RED building to a staircase at the foot of the hill
- Added deadly and moving sawblade for spicy danger, with sparks and fumes
- Closed off BLU balcony at the end of the hill
- Changed raised platform to be only accessible from RED side
- Reroutes:
- Deleted BLU gates at flanking route after B is capped
- Flanking route has an additional exit towards C, leading through BLU building
- BLU building interiors reworked and expanded
- Balcony-drop doesn't injure the player any more
- Area 3 / Construction Site
- BLU Spawn 2:
- New stairway leading to balcony
- Wider exit from big building after CP3 capture
- Area Changes:
- Widened area at the generators and on the 2nd level
- Changed the direction of the drop-in to C, leading into the hydroelectric building
- Widened exit from BLU spawn into Area 3
- Area 4 / Vault
- Area Changes:
- Added gates opening at the gatehouse after CP3 is captured
- Alternative passageway through gatehouse while gates are closed pre CP3
- Rebuild bridge to be convex, obscuring a long Sniper lane
- Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks
- Global Changes
- Solved a ton of clipping
- Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay
- Adjusted func_doors at spawn to span to every solid
- Changed clipping on cart, now jumpable
- Increased fog distance and lowered density
- Exchanged glass-textures from the green to the clear version
- Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces
Rumor has it:
- Plumbing has been put into place to highlight key game events for users of Steam Game Recording (currently in the Steam client BETA)
- Size is ~1 GB - data capped users should take action now