Tasmania

Tasmania alt_a5

  • New users! Unable to confirm your account via email? Contact nesman on discord, there's an issue with the email server. *unrelated to the recent issue that we DM'd everyone about.
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

Attachments

  • koth_tasmania_a40004.jpg
    koth_tasmania_a40004.jpg
    567.1 KB · Views: 58
  • koth_tasmania_a40005.jpg
    koth_tasmania_a40005.jpg
    625.2 KB · Views: 64
  • koth_tasmania_a40006.jpg
    koth_tasmania_a40006.jpg
    368.7 KB · Views: 62
  • koth_tasmania_a40007.jpg
    koth_tasmania_a40007.jpg
    461.3 KB · Views: 56
  • koth_tasmania_a40008.jpg
    koth_tasmania_a40008.jpg
    430.5 KB · Views: 57
  • koth_tasmania_a40009.jpg
    koth_tasmania_a40009.jpg
    443.9 KB · Views: 56
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.

Attachments

  • koth_tasmania_a20000.jpg
    koth_tasmania_a20000.jpg
    425.5 KB · Views: 64
  • koth_tasmania_a20001.jpg
    koth_tasmania_a20001.jpg
    768.3 KB · Views: 60
  • koth_tasmania_a20002.jpg
    koth_tasmania_a20002.jpg
    411.6 KB · Views: 53
  • koth_tasmania_a20003.jpg
    koth_tasmania_a20003.jpg
    445 KB · Views: 58
  • koth_tasmania_a20004.jpg
    koth_tasmania_a20004.jpg
    566.5 KB · Views: 59
  • koth_tasmania_a20005.jpg
    koth_tasmania_a20005.jpg
    565.3 KB · Views: 66