Australis

Freyja

aa
Jul 31, 2009
2,994
5,813
Presenting to you,

australisbanner.png


A remake of everyones favourite terrible map!

It's not a perfect replica, in fact, its not even close. However, I tried to keep the general feeling of each stage similar to the old map, however, the progression is now more logical. The final point is very climatical compared to the old one, and the map builds up to it.

Known Issues:

Window on final red spawn is very glitchy.
 
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Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Those giant deathpits look like they'll be annoying as hell, especially with airblasting pyros and sentries spammed everywhere.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Its true about air blasts, but sentries not so much. No entrances come out near the cliff edge, so a sentry would be hard to place to push you off

And the screenshots work for me :(
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Well, that's fine but I'd still place some pillars around the edges to make it a little more difficult and also to provide support for the cave. :p
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Add a fence or something here so we know we can't go past the truck.
faec00cpaustralisa0f0000.jpg
 

redcommunism

L2: Junior Member
Feb 13, 2010
57
12
looks interesting. Add some more boundaries so there arent so many open spaces. otherwise, i cant wait to play this one.
 

cyked

L3: Member
Dec 18, 2009
132
89
I wouldve played this last night if it werent for me laying down while I compiled and fell asleep :/ I look forward to playing it today. Also deathpits make me sad :(
 
Jan 20, 2010
1,317
902
Put some railings on dose deathpits! Make it so pyros have to work to push people off.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Nov 14, 2009
1,257
378
I only came in for a bit of the last stage, but I feel that the pit next to the first point needs to be more obvious. As you were there, you saw that loads of people were jumping off, thinking they would run in to a clip. It was like a lemming migration.

I think that you should put some cover between 3-1 and the atrium that precedes it out of spawn. A single sentry from that balcony should be able to cover the point, but not all the approaches to it.
 

cyked

L3: Member
Dec 18, 2009
132
89
seba, im loving your gunboat skin on the soldier. that is the most ridiculous thing I've ever seen someone use.
 

Harribo

aa
Nov 1, 2009
871
851
there a slight hole in the floor in front of blue spawn in 2-1 at the bottom of wooden door frame, the one infront of the 2 shutter doors.
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Also people shadows were coming through the wall behind point 1-1
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and i'd say the sight line over the water from points 2-1 to 2-2 is too long, sniper was dominating the left route to 2-2
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
In stage 2, BLU can exit spawn on the wrong side of the map. IE, the already capped side.
D:
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Aly I've just got to say that you've put so much work into this, I really appreciate the efforts you've made and I will most definitely give it a good run through. I can't wait to see how this progresses!
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
second stage made me think spillway.