Tasmania

Tasmania ACTUAL A3

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.

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