Tasmania

Tasmania alt_a5

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Tasmania has entered Beta!

Been a bit (3 weeks) but we're back.

Changelog:
Removed a few Area-portals, might be reverted depending on performance

Lightly optimized vis-leaves

Revamped skybox (Not final!)

Updated Lighting, Sun position and Fog

Made the map palette smaller by changing and reusing textures

Very little layout changes as I doubt there's any big issue with it

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"I'll release Beta 1 after this! I s-swear!"
- Me on A18, a complete buffoon

After taking a break (Working behind the scenes) on A19 it's finally here, the update everyone (some people) have been waiting for!

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---------------------------------------------------------------
Here are the major changes:

Revamped spawn-rooms to make the right flank more usable and alleviate the spawn-camping problem
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Skybox ceiling increased so Soldier doesn't get any more brain damage hitting his head

Right flank's elevated positions are now easier to access
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Added a metal fence and "shack exit" on the right side of the spawn area to help deal with spawn-camping (Requires testing to see if it's effective)
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Wooden barriers in front of the center's shack turned into a wooden alcove for protection and a roof to allow mobility classes to have better positioning options
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Placed more Area-portals to help optimization

Merged some of the center's ramps for less convoluted gameplay, visuals and optimization

Manually clipped certain props to fix "Getting stuck" issues

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Details:

Added more Cube-maps

Added a few more lights and details to guide players
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We left a bit of coal laying around, if it bothers you pick it up yourself!

Placed a rotating light for each team that turns on when the point is captured

Added Soundscapes! A little bit of sound to give the map life helps, stealth/ambush classes benefit from this.

Placed models such as computers, a dish (not the one you put food on), a window and a few minor additions
koth_tasmania_a190020.jpgkoth_tasmania_a190021.jpg

Outside area near Comms room (Left flank) now has grass, you can touch it!
we didn't dump nuclear waste on it
... yet.

Due to the amount of map exposed to light and the skybox I reduced the environment's lighting again to realistically match the sunset's colors and lowered the sun further.

Someone scrunched the right flank's doors;
We'll remind you that any door related accident is not covered by our insurance

3D Skybox is now larger and has some more detail, planning to add proper fog with gradient.
"Play this map or I'll follow you home and eat your Sandviches"

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...
Anyways;
Alpha 18 release, A19 might never exist because I'm planning on Moving to Beta 1 after this update, will this map reach final? only time will tell.

Changelog:

Added tiny vent to right flank, this is an alternative path to weaken spawn-camping and allow more back-line movement and a silent entrance to the room.
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Shack's small Health turned into medium HP kit to incentivize going into it at cost of vulnerability
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Swapped Left flank room's pickups to have the health kit closer to the battlefield and help Engineers build in the alcove
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Added small ammo pack to the Medium HP pack alcove in the building besides main path
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"Right flank room with exit onto point" turned small ammo pack into medium and moved health kit to the tiny balcony outside for a small but quick heal
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Edited the diagonal entrance from main path into the Left flank to be more standard
Removed wood barricades in the main path and replaced for a Shack to have a height advantage outside the point, this could cause Spawn camping issues so it'll need testing
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Added a few metal sheets on the "Balcony security fence that faces the point" to block interactions between people on the point and on the balcony
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Someone got the (decorative) door in the right flank stuck, how clumsy!
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Minor general addition of textures, props and details.
Moved some minor brushes around, added some cover to the main path into the point

"That's all folks!"

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"After 9 years 1 day in development hopefully it would have been worth the wait"
- GabeN spruce, on Tasmania A17

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Ready? here it comes!
Changes:

Optimized brushwork, again.


ALL (almost all) LIGHTS HAVE LAMP MODELS!

Fixed insane sightline from right flank to spawnrooms.

Ramp inside room to capture point's balcony ratio adjusted from 1:1 to 1:2 so it's less steep.

Added roof to Ramp right besides point
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Added (Walkable) roof to Wooden deck
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"Coffin" shaped geometry removed from left flank room for more building possibilities
/!\ Testing needed: Added plants to obscure gameplay, mostly for Engineer teles and Spies /!\
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Spawns fully textured (Inside), doors made taller to accommodate hazard strip
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Textured the right flank room a bit.

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General detailing

Minor general edits.


"And my favorite class is the Spy Tenth class"
Enjoy, or else...

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"Quote"
- Person being quoted
...

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Alpha 16 is here!

Changes:

The map is more exposed to the skybox, to take advantage of this I moved the Sun closer to the sea again.

Optimized general brushwork yet again

Spawnrooms have been lightly decorated and slightly reshaped
Your feedback did not fall to deaf ears: I'm planning on how to introduce a diagonal spawnroom to redirect players into the point, do not worry.
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Replaced medium Health pack with a small one, moved Medium ammo inside and added a small health pack outside, this is to help blast class rollouts and (on rarer occasions) retreating players and spies.
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Right flank room has been edited a bit, Ammo pack "platform" increased brush height, Door in "balcony" made wider amongst other minor changes
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Added a tiny balcony near the point outside the right flank's room for more height variation
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Detailed deck a little more, textured the (walkable) roof to let players know it's an actual gameplay element rather than decoration
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Well, that's all folks!
*Choo choo*
New update, be careful; it's still piping hot!

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Changes:

Better brushwork and clipping around the map

Updated the skybox (not final), tell me what you think!

Added more props, such as the train/truck.
Functioning doors now contain hazard strip under it and where you stand to open it
koth_tasmania_a150009.jpgkoth_tasmania_a150010.jpg
Decorated the spawnrooms more

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Opened area to skybox in multiple spots

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Left flank room textures updated

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Opened left flank to the skybox, decorated it and made the shack (slightly) larger

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Decorated point balcony, added a roof and more visibility to it

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Lowered point hazard strips and moved lights up

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Fixed (I think?) insane sightline
+ Minor changes that I don't feel that they need to be addressed

/!\ This map already has navigation meshes, you don't need to build them! /!\
Here's some bots fighting

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Enjoy!

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"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

tasmania_spawn_red.jpgtasmania_spawn_right_exit_red.jpg

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.

koth_tasmania_a120000.jpg

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

koth_tasmania_a120001.jpg

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

koth_tasmania_a120003.jpg

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!