Tasmania

Tasmania Alpha 20 A (Quick fix)

"Wow... the sun, it's so... b-b-blinding... - MY EYES!"
- You, after looking at the sky

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Changes:

Brushwork optimized again for easier updating and cleaner geometry

Point raised to block Sniper duels from happening across the map

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Revamped left flank because it was choky, required too much movement to be enjoyable and was too annoying to use in general, Instead it got replaced with a brand new brick shack!

Shack contains a small health kit visible from the point for ease of access, nothing to hide!
Medium ammo pack in left flank moved right behind the metal fence and reduced size, this may need to be higher up to be visible to players on the point

Lowered wall in flank and replaced with skybox to allow more light in

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Left flank's building made bigger for (hopefully) more comfortable forward holding and added more lights

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Main path has been made wider allowing players to see the point from further away and make the travel more comfortable, added a tiny Ammo kit behind the (New) wooden barrier

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Ramp to balcony has been updated into a better looking and less choky proper "staircase", It's still a ramp but i'll update this later.

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Added more height changes to the right flank's building for more dynamic gameplay

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Spawn's right door rotated into being completely horizontal
Right hallway has been made wider to incentivize rollouts here (May need more edits)
(!) Not seen in picture (!): Small health kit and Ammo pack in this area has been removed because it may encourage spawn camping

Moved few pickups around
More skybox textures have been added

Notes:
This update...
- does NOT have an env_tonemap_controller, this means that HDR may not be properly set up, proceed at your own risk
- already has a navigation mesh, you do not need to create one to play with bots!
- contains 1 custom texture
- has 3 Cubemaps

Report any bugs to me (Except for Red exit sign in Blu spawn, I'll fix it later!), you can contact me by TF2M dm's, Discord or post the feedback during an IMP

Enjoy!

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Changes:

(Hopefully) Properly packed texture and .nav file

"Balcony" looking over point height increased to reduce hitscan weapon potential

Reduced respawn time for team who currently owns point from 8 to 6 seconds.
"Mapping's a good job, mate! it's angering work, inna doors, I guarantee you'll go hungry."
- Sniper after opening hammer for the first time.

Changelog:

Edited spawnrooms by moving Spawn locations, adding detail and moving the right door closer to the spawn locations

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Right path out of spawnroom looks less miserable and more open

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Added detail, updated brushwork, added a window and made fancy stairs instead of stale ramps to the left flank's room

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Updated left flank to encourage using terrain to your advantage, lowered floor level in the exit towards capture point to nerf Sniper

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Capture point: reverted addition of fences, high ground on the point made a little bit higher
Capture zone range increased

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Right flank room heavily edited: better lighting, decorated a bit to differentiate the room more, added a height elevation with access from main path, added small health pack in the right exit towards the point to incentivize traffic amongst minor geometry changes

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Updated bad brushwork all over the map for easier edits in the future
Changed optimization methods

Let me know if you find any errors, thanks!
Enjoy.
G'day my underpaid players, new update.

Changes:
Added signs to respawn room to know where the exits are as soon as you pop in.

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Changed front-of-spawn courtyard to have a fence instead of a skybox high wall, allowing for visibility and letting mobility classes thrive

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Health pack in right flank moved closer to spawns and extended the side "balcony"

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Added fences to point, disallowing snipers to have free reign standing in their respective left flanks

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Placed a ramp to a high ground in the left flank to allow more classes to have the height advantage and incentivize dynamic gameplay
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Placed small Health pack in the stairs of the left flank's room

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Added ramp on the path to spawn room and removed the elevation from below the ammo pack

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That's about it, enjoy!
New update, one step closer to Beta!
Addressed feedback:

"Map is too flat"
I'm looking for ways to add height without disrupting much of the flow, I'll submit for playtesting, check what I can do and then edit accordingly

"Point is too flat"
Added minor height elevation (possibly needs more) to point and a ramp to that elevation for comfort

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"Enemy can use our side's (near point) ramp to get an advantage"
Added a tiny balcony to replace the ramp connected to the floor, this requires 2 jumps to use making it uncomfortable to get up from the point

koth_tasmania_a110007.jpg


"Right flank is too far away" + "(Your) Right flank's health pack benefits defenders"
The speed was intentional, however, after running in it I believe it's far too slow, I'll look into shortening it
The health pack has been moved to the (previously closed) gate, anyone camping on the health pack can get trapped inside the room.

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"Engineer is difficult to play"
As of now I have expanded the Left flank's room to allow safer building, replaced a backwards Health pack for a Med. ammo and moved the Right flank's ammo pack to an elevation, even after those edits I believe engineer may need some more, but I'll have to see.

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"Map is mostly tall walls"
As of currently this is the layout and due to laziness I didn't want to add clips/props to the top part of these walls, if I see the chance I will try to add some roof(s) to make it look less uninteresting.


Extra changes:

Made the right exit to spawn a little bit more appealing with a few anti-spawncamp measures

Made spawnrooms biggerkoth_tasmania_a110000.jpg

Made sunlight dimmer (It made some walls way too bright)

Updated some badly placed clips, including handrail in capture point's higher balcony

Increased size of left flank's ammo pack, Health pack brought a bit forward

Minor brushwork.


Enjoy.
If you find any logic errors, let me know!

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Pretty quick update, innit?

Changes:

Fixed broken func_regenerate on Blu team

Removed Sniper balcony and dropdown in Left flank, replaced for a few elevation changes

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Moved door in Right flank to the ammo room, ammunition moved inside the main room

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Control point now has ramps to make it more comfortable to move around in

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Some changes to the "Spawn courtyard into the connectors" area

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If you find any errors, let me know.
Well, that took a while didn't it?
I had a tiny break from Tasmania to work on an A/D map You'll see later :), now i'm back to this.

Changes:

Leftmost path can no longer skip the point entirely and has a dead end instead, might be changed to something more interesting than a Sniper balcony/Engineer nest area.

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Control point is now at a small (32 HU) elevation.

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Moved multiple brushes around.

Added some minor and non-intrusive textures to allow players to recognize areas with ease, NOTE that these might; not match the theme of a room, be misaligned or be placeholders.

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Sun shadow is now dimmer

Respawn times have been set to KotH defaults



If you find any error involving broken logic; let me know, thanks.
After a short break and planning what to do next, I decided to change the layout very heavily, replacing the most uninteresting path with the least used (Flank), as it has much better gameplay possibilities and can be used outside the objective, this may need editing but for now I'll wait for the next playtesting session

koth_tasmania_a80012.jpg


Changes: Vent system was completely removed. "Flank" was moved to the path closest to the Spawn rooms and changed to allow both teams to go in without walking through center. Added more pickups and props. Made all diagonal walls darker for clarity of geometry, places with poor lightning made these difficult to notice if you weren't paying attention. Removed ramp to vents and changed it for another exit from the "Spawn area"

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This update changes the layout a little bit

Changes: Removed door in this room and opened up some space koth_tasmania_a60011.jpgkoth_tasmania_a60012.jpg.

Opened a path from the inside to this platform koth_tasmania_a60013.jpgkoth_tasmania_a60014.jpg.


Added this tiny "hallway" to inrease the Ammo and Health's visibility and give Snipers a spot (Needs testing to see if it's balanced) koth_tasmania_a60016.jpgkoth_tasmania_a60017.jpg


Made the flank even smaller and changed pickups koth_tasmania_a60018.jpgkoth_tasmania_a60019.jpgkoth_tasmania_a60020.jpg

The vents are no longer "One way", they used to require Blast jumping or Force A Nature to go back up
Ramps beside point have walls, Added Hydro arrows that aim towards the point to help guide the player in case they get lost, Added Overlays to pickups, Props and swapped some previous ones around, Changed all lights on the map; there are some spots where it's too bright, I'll see in the future if lowering them is necessary

That is all, remember to please report any errors or weird geometry you find, Thank you!
New update.

Changes: Added more props around the map. Textured the vents properly I have yet to build cubemaps. Reduced capture and respawn times. Decorated some places lightly. Flank's size was reduced. Sniper sightlines nerfed, again. Added a very conspicuous pile of dirt.

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