Tasmania

Tasmania Alpha 20 A (Quick fix)

Oops, all blind! I apologize for frying your retinas.

Fixed HDR

It should work now.
Hello again, it's been a while since the last update, hasn't it? Specifically 471 days! That's a damn long time, I would explain why it took this much but it's out of the scope of this changelog and might be explained later, anyways, here's the actual post:

Tasmania Beta 3 -> Tasmania Alpha 20 Update​

Changelog:

Revamped entire map while keeping a very similar layout and some of the original ideas., for example its general S shape, "Warehouse", Routes & Exits etc...
Removed rightmost entrances and routes of the "Warehouse", including gate, vent and "back" area to redirect players to the point and nerf flankers, revamped the Warehouse.
Refurbished spawn to be harder to spawncamp and be more space efficient, KNOWN ISSUE: The spawnroom lighting is dark and it will be fixed later.
Spawn -> Lobby area routes revamped to make Spawncamping and oppresive Sniper play more difficult.
Opened up and raised the skies to allow better blast class movement.
Lengthened the walk from Spawn -> point to slow takeovers down and buff movement classes buff while nerfing less mobile classes.
Removed Herobrine.
Moved Pickups to different areas and reduced their amount slightly.
Buffed Engineer nest spots to make him more viable.
Nerfed abusive Sniper sightlines.
Added much more needed verticality in the routes via displacements.
Changed environment lighting settings.
Standardized building sizes and brushwork to make future edits easier.

Take a look!:
tasmania_a2_point.jpg
tasmania_a2_point2.jpg
tasmania_a2_point3.jpg
tasmania_a2_spawnlobby.jpg

Overview
tasmania_a2_overview.jpg



Acknowledgement about revamp and expectations: I know some people might be disappointed and expected a Beta 4 with the original layout instead of an Alpha 20 with a new one entirely, my reasoning is that I felt that after all that time I should simply go back and try re-doing the map from the ground up with all the knowledge I've gathered in that year-and-a-half of no updates, HOWEVER: the original B3 and earlier versions (as far as no authority or anything outside my control removes/loses them) will forever be up to download and play in as I will not take them down, if you prefer those; do go for them, I won't stop you, but for better or for worse I will never update the old Tasmania again, for a first (public) map I believe I did quite well with my limited knowledge but from my viewpoint it's not good enough to continue updating the map in that state, and it should stay that way, flawed and amateurish but unique as "babby's koth first map", thanks for reading.


That's that for now, enjoy!
Beta 3 release, contains multiple detailing updates which are not final but pave the way into what the map will look like

koth_tasmania_b30013.jpg


Changelog:
Gameplay

Wooden structure besides hut has been turned into an extension of the hut allowing for more cover and a very risky yet aggressive engineer nest position, as this is a gameplay change the hut was not decorated properly

Levelled the ceilings in the concrete building which add very little vertical space

Removed multiple props from the "comms" room and replaced for a truck (Placeholder?)


Optimization:

Minor brushwork optimization

Changed some worldbrushes for func details and vice versa for better visleaf cutting

Detail

Made each team's concrete building a bit more visually appealing by adding windows, doors and extra geometry

Updated structure besides each concrete building to look better

Added a dead meme hidden in plain sight, if you find it, message me.

Added signature to a visible room

Updated lighting

Placed the "Sawmill elevator" below the point

Un-scrunched the very bent A and B gates

-------------------------------

TODO: Properly decorate both concrete buildings, Overhaul spawns and their areas (Beta 4?), Mini-lighting overhaul, etc.

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This update changes very little of the gameplay elements and focuses mostly on detailling

Changelog:

Updated 3D skybox which includes displacement, models, lighting and fog

Added very aggressive optimization methods such as a closer Far Z clip, Nodraw textures and low fade distance on multiple props

Detailed OOB areas a bit more so the skybox doesn't look as dull, not final.

Updated a few lights and the environment lighting

Added a ton of decorative overlays and ropes/cables

Cleaned a few visleaves

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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!

koth_tasmania_a190017.jpg


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

Revamped spawn-rooms to make the right flank more usable and alleviate the spawn-camping problem
koth_tasmania_a190009.jpgkoth_tasmania_a190010.jpg

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
koth_tasmania_a190013.jpgkoth_tasmania_a190014.jpg

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)
koth_tasmania_a190011.jpgkoth_tasmania_a190012.jpg

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
koth_tasmania_a190019.jpgkoth_tasmania_a190018.jpg

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

---------------------------------------------------------------
Details:

Added more Cube-maps

Added a few more lights and details to guide players
koth_tasmania_a190015.jpgkoth_tasmania_a190016.jpg

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"

koth_tasmania_a170002.jpg


...
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.
koth_tasmania_a180031.jpgkoth_tasmania_a180032.jpg

Shack's small Health turned into medium HP kit to incentivize going into it at cost of vulnerability
koth_tasmania_a180035.jpgkoth_tasmania_a180036.jpg

Swapped Left flank room's pickups to have the health kit closer to the battlefield and help Engineers build in the alcove
koth_tasmania_a180034.jpgkoth_tasmania_a180033.jpg

Added small ammo pack to the Medium HP pack alcove in the building besides main path
koth_tasmania_a180041.jpg

"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
koth_tasmania_a180038.jpgkoth_tasmania_a180039.jpg

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
koth_tasmania_a180042.jpgkoth_tasmania_a180043.jpg

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
koth_tasmania_a180037.jpg

Someone got the (decorative) door in the right flank stuck, how clumsy!
koth_tasmania_a180040.jpg

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!"

koth_tasmania_a180044.jpg

koth_tasmania_a180025.jpg
"After 9 years 1 day in development hopefully it would have been worth the wait"
- GabeN spruce, on Tasmania A17

koth_tasmania_a170002.jpg


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
koth_tasmania_a170003.jpgkoth_tasmania_a170005.jpg

Added (Walkable) roof to Wooden deck
koth_tasmania_a170007.jpgkoth_tasmania_a170006.jpg

"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 /!\
koth_tasmania_a170008.jpgkoth_tasmania_a170009.jpg

Spawns fully textured (Inside), doors made taller to accommodate hazard strip
koth_tasmania_a170000.jpgkoth_tasmania_a170001.jpg

Textured the right flank room a bit.

koth_tasmania_a170010.jpgkoth_tasmania_a170011.jpg

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
...

koth_tasmania_a160008.jpg

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.
koth_tasmania_a160000.jpgkoth_tasmania_a160001.jpg

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.
koth_tasmania_a160002.jpgkoth_tasmania_a160003.jpg

Right flank room has been edited a bit, Ammo pack "platform" increased brush height, Door in "balcony" made wider amongst other minor changes
koth_tasmania_a160004.jpgkoth_tasmania_a160005.jpg

Added a tiny balcony near the point outside the right flank's room for more height variation
koth_tasmania_a160006.jpgkoth_tasmania_a160007.jpg

Detailed deck a little more, textured the (walkable) roof to let players know it's an actual gameplay element rather than decoration
koth_tasmania_a160009.jpgkoth_tasmania_a160010.jpg

Well, that's all folks!
*Choo choo*
New update, be careful; it's still piping hot!

koth_tasmania_a150005.jpg

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

koth_tasmania_a150008.jpgkoth_tasmania_a150011.jpg
Opened area to skybox in multiple spots

koth_tasmania_a150012.jpgkoth_tasmania_a150013.jpg
Left flank room textures updated

koth_tasmania_a150014.jpgkoth_tasmania_a150015.jpg
Opened left flank to the skybox, decorated it and made the shack (slightly) larger

koth_tasmania_a150016.jpgkoth_tasmania_a150017.jpg
Decorated point balcony, added a roof and more visibility to it

koth_tasmania_a150018.jpgkoth_tasmania_a150019.jpg
Lowered point hazard strips and moved lights up

koth_tasmania_a150007.jpg
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

koth_tasmania_a150020.jpgkoth_tasmania_a150021.jpg


Enjoy!

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