Blah blah, attempt at funny patch introduction, you know how it goes.
Changelog:
Made it harder to push into spawn from big building route.
Simplified the big building and the truck building
Cleaned up geometry further
Removed some doorways and irrelevant areas to funnel more players into the point
Added small health pack to the lower exit in the big building and removed the max ammo due to how powerful engineer already is.
TO-DO:
Nerfing sightline into main from big building platform
Figure out another spot to place a medium health pack for retreating players
Increasing height difference in truck building, mostly for optimization and to forbid enemy flankers from pushing as easily (not an issue yet)
Adding actual routes into lobby instead of whatever the current thing is
Revamp main route completely, it is the only route that remained the same since basically the first version, however I must test more.
Merasmus: SURPRISE!
Scared you?
I won't bore you with the details, so, what changed??
Nothing! nothing at all!
That's a joke of course, but for the most part barely anything changed.
Tasmania has been rolled back to what the original Beta 4 layout was going to be, with a few "minor" changes:
- ALL brushes have been remade, not a single drop of the original remains, this means MUCH superior brushwork which will make any future update less of a hassle.
- Optimization efforts have been made, all areaportals have been removed however, as far as I'm concerned, this is as fast as Tasmania has ever ran on my computer.
- Minor layout changes (mostly near spawns) have happened, such as turning the right exit into a building with two exits and making the turn in the building in front of spawn into an outside area, pretty cool, huh?
- Streamlined a lot of stuff that was previously crappy new-mapperisms, such as the previously mentioned brushwork, most stuff is on the 64 grid now which was not previously the case.
Here's an overview (sorry for the green)
That is all, not even I was expecting this.
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!:
Overview
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
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
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TODO: Properly decorate both concrete buildings, Overhaul spawns and their areas (Beta 4?), Mini-lighting overhaul, etc.
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
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
"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
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
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)
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
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
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
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"
...
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.
Shack's small Health turned into medium HP kit to incentivize going into it at cost of vulnerability
Swapped Left flank room's pickups to have the health kit closer to the battlefield and help Engineers build in the alcove
Added small ammo pack to the Medium HP pack alcove in the building besides main path
"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
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
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
Someone got the (decorative) door in the right flank stuck, how clumsy!
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!"
"After9 years1 day in development hopefully it would have been worth the wait"
-GabeNspruce, on Tasmania A17
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
Added (Walkable) roof to Wooden deck
"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 /!\
Spawns fully textured (Inside), doors made taller to accommodate hazard strip
Textured the right flank room a bit.
General detailing
Minor general edits.
"And my favorite class is theSpyTenth class"
Enjoy, or else...