PL_CASHWORKS_RC

Red and Blu are competing for this lumber area, 
Red is the old company, Blu the one building up fast and massivly...
to finally eliminate red from the area, Blu plans to steal Red´s last reserves, treasured in a giant vault.


Hope you dig it


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Work in Progress


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PL_CASHWORKS_RC

FIXES:
*	improved framerates as good as possible
*	merged 2nd and 3rd blu spawn to one spawn:
	- makes the engi´s life easier
	- gates prevent spawncamping
*	pushed cp3 further to the bridge, provided sentrypositions, decreased respawn by 1sec for red
*	imported custom cap-point-signs with new alpine-logos
*	renamed CPs to loading dock, serpentines, power house, vault
*	minor skybox changes
*	fixed stickies not sticking to ground at last cp
*	fixed people getting stuck in underground red spawnroomdoor
*	enlarged some doortriggers for smoother opening
*	decreased explosion radius
*	several lighting-adjustments
*	fixed radius where people get smashed by the door
*	several minor visual changes and object adjustment
*	many many small changes not worth an own "*"


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PL_CASHWORKS_B3a

FIXES:
*	hopefully fixed entity overflow crash
*	reduced filesize by 20mb
*	eagle screech less frequent
*	fixed teleport selfdestruction on final point area
*	fixed names of CPs
*	applied alternative teamlogos to model
*	made middlepart of bridge less narrow
*	small texture changes

known issues:
*	some texture-errors due to inexperience with lightmaps, need to finetune that
*	whatever you see, plz report
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PL_CASHWORKS_B3

FIXES:
*	added rotating eagles with sound and rotating clouds in skybox
*	added new teamlogos for red and blu, enjoy!
*	entierly reworked interior of vault 
*	vault-door is now falling out to the front, smashing whoever comes in its way, making appropriate sound
*	u got now a small window to escape the explosion, good luck!
*	reedited undergrond exit from blue initial spawn and the building to the right
*	made first building on right less ugly
*	moved CP1 a little nearer
*	small edits on buildings in sector 1
*	gave more room to pass the cart on the serpentines
*	moved CP2 a little bit further away
*	decreased respawntime for red for cp2 & cp3
*	edited buildings at cp2 to make them more intuitional and less complicated
*	minor trackchange on way to cp3
*	moved cp3 a small bit further, made it more defendable
*	on CP4 opened up another sentry position, unified the doors leading out of of the Spawnroom
*	platform above CP4 is now again accessable for red via duckjump
*	expanded trigger_hurt so people wont exploit jumping down the balcony and trapping people
*	pimped up some empty rooms and unfinished looking areas

Credits: 	New Alpine Team Logos and eagles 	[C$W] moe
	Vault Door Sound		[C$W] tomster

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PL_CASHWORKS_B2

FIXES:
*	Added Thumbnail for Quickserver-list
*	Adjusted Respawntime for Red for 2nd to last cp
*	moved 1st Blu forward spawn, deleted route to other side after CP2 is taken to slightly increase traveltime for BLU to 3rd
*	tweaked and added sentryposition at CP2
*	added route to CP3 for BLU
*	added cover for sentryposition at CP3 and CP4
*	boosted and added healthkits and ammopacks
*	minor architectural changes
*	added gold_displacement to vault-treasure
*	further detailing
*	alligned several textures

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PL_CASHWORKS_B1

FIXES:
*	Improved Bankvault Model/Animation/Texture
*	Addad valve´s explosions to the scene (parts hanging midair are due to the fact that its preanimated)
*	Fixed the Teleport-Self-Destruct problem, if it still happens, tell me where plz
*	Changed Timer allowing to go above 10 mins playtime on the clock
*	Further optimization
*	General Clipping improvement
*	Pimped the skybox
*	Changed rocktexture
*	Added Red Logo Spray 
First Section:
*	Added platform right side before the cp
*	Added 2 small shack on left side behind house
*	Adjusted view distances
Second Section:
*	Narrowed down the platform protecting the cp, added small platform at middle pillar as sentryposition and protection for blu
*	Remodelled the serpentines, much smoother now
*	Simple changes at houses at bottom
Third Section:
*	Removed invisible stair-clipping
4th and Final:
*	Right side bottom floor door is now opening both ways
*	Right side, platform, added some cover, medipack is now medium
*	Right side red spawn is now a little more seperated
*	added roofstructure to left side of bankvault
*	added large box to the balcony over the pit for giving blu a more advanced sentryposition
*	made it harder to camp the bridge
*	changed gold-texture

etc....

ToDo:
Texture improvement/alignment, Track less bumpy, Further improve Skybox, propably some clipping, any exploit you sneaky engis,demos and snipers find... whatever you see, report plz

Thanks for moral and technical support:
From TF2MAPS.NET: FLOOR_MASTER, Mangy Carface, bob+M|M+, TheDarkerSideofYourShadow, VoidSkull, Arhurt, Youme, S3BBO L1C1OUS, flubber, Chilly, Baysin, Altaco, Dox, BlasterMasterPsi, and everyone i forgot
Credit and giant thx: 	Moe012 	for custom logos and eagle and several implemented ideas
				Tomster	custom Vault Sound
				Atresia 	for the custom Cap-Signs


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PL_CASHWORKS_A5

FIXES:
*	ADDED CUSTOM EXPLOSION / VAULT IS OPENING NOW (explosion will be improved)
*	ADDED GOLD (will increase the amount of gold if its not to fps-expensive)
*	optimization pass 2 , getting +20-40fps on 1600x1200 full details
*	adjusted viewdistances (too short ones will be readjusted)
*	moved up cp2 to the rocky turn to make it easier capable, added some more architecture there
*	moved door leading to right route to cp4 to make the opening less campable
*	moved up right ledge at cp4 to concentrate more on final area than cart at bridge
*	one-way door where you could get stuck corrected now
*	added and varied orientational signs (slide up like in badwater)
*	cut the stairs and connection to upper area at cp4
*	added glass in tollbooth
*	corrected door to cp4 where you could get stuck
*	long tight bridge to cp4 is now an instable looking primitive rope-bridge
*	reconstructed red forward spawn to make it less campable and less attractive for snipers
*	playerclip-ceiling is now higher, allowing higher rocketjumps
*	deleted some fps-hurting props
*	red cant directly access blu´s alternative route to cp2, gates open after cp2 is taken
*	added blu forward spawn, after cp2 is taken 
*	moved up blu forward spawn, after cp3 is taken
*	changed layout of red forward spawn, too sniperfriendly
*	various clipping-optimization

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PL_CASHWORKS_A4

FIXES:
*	additional clipping at doorways
*	added a small balcony when you cross the ditch to cp4
*	added 30 seconds for initial game time
*	redesigned area at cp3
*	added trigger_teleport to red forward spawns, so once they are captured, 
	red players in spawn will be teleported to the next spawn
*	added cover against snipers going down the serpentines
*	widened initial bridge at blu spawn and added stairs
*	blocked way too long sniperlane 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 ammopack behind tires with large ammopack 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
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PL_CASHWORKS_A3c (11-19-08)

QuickFix:
*    	increased red respawntime by 5 seconds (sorry for the inconveniance, spawntimes are nasty)
*      	minor clipping changes

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PL_CASHWORKS_A3b (11-17-08)

QuickFix:
*	decreased spawntimes for red, because spawntime rose to 25-30s
*     	corrected water in canal
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PL_CASHWORKS_A3a (11-17-08)

QuickFIXES:
*	increased red spawntimer for cp1
*	fixed exploit of missing clipping at the giant rock at the old raised tracks
*	fixed exploit of missing clipping above blu spawn
*	added signage to path leading to cp2 
*	adjusted, added, repositioned med + ammo packs
*	optimized movability at blu sawmill
*	made it less easy for red to camp the alternative route to cp2
*	added ramp after the shortcut through the sawmill leading to cp3
*	removed the one-way gates at alternative route to cp3
*	added barricade at last turn to provide cover and block line of sight for snipers
*	changed warning lights at final points vault to static
*	rearranged right house before final cp to provide better cover and staging area for attackers
*	retextured windows in right house before final cp
*	erradicated 2 unfair sniperpositions at starting area
*	minor changes on not accessible areas
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PL-CASHWORKS_A3 (11-15-08)

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
*	improved use of textures
*	correct viewdistances
*	add more custom material

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PL_CASHWORKS_A2
*	Game-machanics working as intended
*	Basic Layout and Material
*	Basic Optimization
*	Basic Clipping

ToDo:
Blu Spawn Redesign
3D-Skybox Optimization
Improve Brushwork
Smoothen Displacements
Adjust Fade-Distance
Optimize BankVault Collision Model
