Tasmania

Tasmania Alpha 20 A (Quick fix)

New month, new look!

Changes: Added a fair amount of props around the map, Including signs, crates and 2 dumptrucks. Nerfed sightlines. Balanced the height differences around the map thus making the point easier to take back. Flank now has a FULL health pack and a ton of medium ammo packs to incentivize going into it. Added a few windows for visibility. Moved and rotated the Respawn rooms and upgraded the lightning.

There are still a few issues like Soldiers being very powerful, this will be fixed in a future version

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Good (whatever time of day it is for you), mappers!
Yesterday we had an Imp and Tasmania was playtested, for the first time; with real players!

It went... OK, apart from the snipers, so I decided to summarize the problems and post what changes I'm planning

** Problems **:
1 - "Where do I go!?", It was dumb to think players would know where to go, my thinking was "Well, they downloaded the map they must've seen the screenshots"...forgetting servers don't show screenshots, Yeah...
2 - "I can see this guy from across the map!", even in the first iteration Snipers were a problem, they still are.
3 - "Too much height difference in the center", Soldier has too many places to stand on and shoot down, the area around point is too open which lets Scout be an annoying little bas-
4 - Hard to know where things are if you can't see them, a few pickups took too long to spot and be recognized, if you're in spawn you don't know what's outside without opening the gates, etc etc...
5 - Flank is too far away to be used effectively, The only time I saw someone use the flank was to grab the small health kit, I think no one even saw there was a Medium Healthkit and Ammopack

** Proposed solutions **:
1 - Add arrows and more distinct geometry/props
2 - Add more props on the sightline, twist some paths further
3 - I will move around some height around the map especially around/on the point
4 - Might change geometry for the pickups and add glass to spawn
5 - I think the best way to fix this is completely close off one path and connecting the flank to a path near spawn to allow it to become a contested area, this is the biggest edit on the list which will change gameplay massively

Oh also, remove that Hallway or use it, it's useless and was leftover in case I wanted to add another vent system, I'm not sure what to do here
Fixed: Red only had one functional spawn entity.

Changes: All textures have been replaced, Walls are now white and floors are team-colored
Patch notes:

Fixed: Hud only showing Red even if Blu captured the point. Centered some offset textures and fixed logic
Updated: Built the flank; unsure if that layout is final, needs testing. Added many more "light_spot"s. Decorated with a few (fake) doors and added a hazard strip to the point

**** Known error(s) ****: Multiple important textures are offset such as blu's fake gate and respawn overlays(?), some light_spot's are too low which cause players to look extremely bright under them, cubemaps have not been built which means vents look strange

* Possible edit(s) *: Flank's sightline has a lot of vision, I might add a metal barrier to each side of the point, Different Vent system.

Please do report any errors or things you think I should change or that seem out of place

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QUICK FIX: Added a spectator camera (info_observer_point) to not crash servers accidentally, I do not know when I deleted the one I had placed.
Didn't have many ideas, that's why this update took a little longer

New stuff: Added (stairs which go to a) vent that leads to a flank route, made Areaportals (Let me know if I managed to let an error through), Spawn barriers, a few pickups and reverted the Sun back to A1's position

TODO: Build cubemaps because the vents look ugly, speaking of vents, add actual lights to them. Finish recently added flank. Polish the rest of the map, Fix some offset textures, add even more lights and Playtest (preferably) before decorating.

I believe this flank route could be extended further into the Center to make Scout more viable, also the fact that there's 4 entrances into the Control point makes it hard to defend it, pretty good in my opinion

The ramp leading to the elevated floor in Center is underwhelming, I thought of linking it to the current vents or to make a separate vent entirely, what do you think?

I also swapped some Pickups because I thought Engineer had very accessible metal on strong positions, do you believe this is fair? let me know.

The map's layout is almost complete, just needs minor touches and playtesting.
Made proper* respawn rooms, moved the sun down (might revert), added more lightning, shifted the respawn times and lowered them

Alpha TODO: Finish "flank" route, buff Pyro and decrease power class power in center (Flank may fix all of these), add more lightning to dark areas and playtest the map with actual players.

* Yes, they are still missing the barrier in front of the doors, I'll fix this for Alpha 3, I want this version released.

The reason I lowered the sun is because I ground lights turned on at that time seemed unrealistic or unnecessary, I might shift the Sun back a bit to give more lightning.

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