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The best way to achieve this on a single table is, let's say you're in a dungeon with corridors and square rooms, you can use the "Hidden Area" tool, and draw individual hidden areas over each room, then delete the hidden area as they become visable.
I have seen people do what you suggested, having 1 save-state for an "over-world" and multiple small states for collections of buildings ect, which works very well if your area is very detailed.
You can read more about the Hidden Areas on this link:
http://berserk-games.com/knowledgebase/hidden-zones-2/
If you want to get really complex, for scenarios like "People with X perception can see this room clearly" or darkvision trait, you can use the "Teams" function in TTS, to allow some people to see a room and some not to.
You can read more about the Teams on this link:
http://berserk-games.com/knowledgebase/teams/
PS: The Workshop Upload does have the option to make the mod viewable by Steams friends-only, so you could use that for sharing your maps instead of worrying about having to credit people.
If you do want to go into high-detail with models ect, check out this list:
https://steamcommunity.com/sharedfiles/filedetails/?id=397535866
, and another is more of a adjustable clippable black box that hides everything inside which name of the item basically fog of war