Intruder

Intruder

76 ratings
Arctic Fortress
   
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246.756 MB
13 Sep, 2019 @ 6:36pm
22 Sep, 2020 @ 8:15am
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Arctic Fortress

Description
Arctic Fortress is essentially a combat & stealth sandbox. There are currently no standard objectives, since the map features more than one hundred rooms, 5 floors, along with hundreds of props and routes - steps were taken to increase playability. The bottom RIGHT corner (Post 1.2????94?1, previously top right) features a 'heatmap' of the level. Every 25ish seconds, the map 'pings' the buildings/areas on the map: If any player is within an area, the map displays a blue highlight to all players. This provides rough information, but not concrete. Outside of those areas are 'dark zones', which are typically risky or unsafe areas, but provide safety from the 'heatmap' system. This is generally the walkways between buildings, and the main floor paths.

Each teams have equal gear for now, due to the lack of objectives. When objectives are able to be implemented as intended, a version of the map will be uploaded separately that restricts Intruder Weaponry at the start, while providing numerous & multiple entrance routes. More details when this occurs.


Arctic Fortress has specific design tenets that it aims for, and just one of them is increased teamwork: It is highly recommended to move in squads or pairs, rather than alone.


Update Version 1.2????94?1 Patch Noodles:

-Train. Train & Train Station implemented. Do not jump on train, is not recommended. No true purpose for now.
Station #2 is incomplete for now.
p.s. No doors between Cabs on train for now, nor props. Again, do not jump.
-Bunker. New guard spawn. No true purpose for now, aside from expanded area.
-Added Binoculars to spawn equipment pickups.
-Added Bush, Red Dot, Shotgun & Sniper Ammo to equipment pickup possibilities. Added Sniper & CS gas too special pickup possibilities. Rarities for everything unchanged.
-Added square lights for certain areas.
-Added red lights for certain areas.
-Added some other props and stuff to areas, new and old.
-Re-lit with darker tones, feedback would be nice. Lit Bunker & Building C fully.
-Adjusted Map & Heatmap zones. Should be slightly larger now, but smaller than prior to update 1.933_5. Repositioned to the bottom right corner above the compass, making the Camstick more functional & hopefully using less important screenspace.
-Made minor optimizations. You may notice certain objects like the rotating spotlights may disappear oddly in portions. This is done to assists with optimization, and unfortunately solutions are limited. Generally only applies to Large spotlights.
-Fixed a bunch of killzones.
-Fixed a bunch of fog cones clipping.
-Fixed Train not killing player when run over. It now does that.
12 Comments
Viotech3  [author] 8 Apr, 2022 @ 8:51pm 
The map was accordingly massive with many varied routes & pathways, with the focus on forcing guards to patrol & communicate to cover ground while preventing Intruders from simply gunning down guards at will. Killing a guard known to be in a room that no longer responded was a quick way to ensure guards swarming that area, for example.

In the end personal health issues delayed and eventually stopped development.
Viotech3  [author] 8 Apr, 2022 @ 8:51pm 
In SubBase, the WIP map that concept bled into intruders could select arsenal, entrance, and lacked in offensive equipment by default. Guards on the other hand utilized an advanced version of ArcticFortress's radar that wasn't minimap based but a literal room within the fortress for an overseer to guide the guards. Guards would also pick their arsenal but would have time to setup in advance but couldn't possibly cover every entrance or spawncamp (intruders would have a similar map that would tell them if a guard was over-reaching and camping in places they shouldn't be). The radar was sophisticated in an ambigious way. It could tell if there was A) A guard in a room, B) An intruder was in a room, and C) A body was in a room. This resulted in communication being crucial while providing for potential mixed signals.
Viotech3  [author] 8 Apr, 2022 @ 8:51pm 
I mentioned in the comment from 2020, but the original goal was mixed with combat sandbox aspects & objective sandbox aspects, and eventually bled into another WIP map which unfortunately has never seen the light of day.

I originally wanted at *least* 4 routes into arctic fortress for intruders w/ multiple objectives that varied by game for both guards & intruders:
-Multiple ziplines for fast, risky, but predictable routes across the river valley
-Train-station designed around being able to hide under/below/in/on top of as a delayed entrance at the side
-Trucks, Vans, and Cars cycling in periodically towards & thru the checkpoint on the bridge allowing for access on/below/past the bridge
-Assorted other entrances like on foot from the river, etc.
Viotech3  [author] 8 Apr, 2022 @ 8:36pm 
beeg
Andres 8 Apr, 2022 @ 3:18pm 
Cool map but this shit is huge.
Soothsayer 11 Sep, 2020 @ 5:39pm 
Best map in intruder for squad based gameplay. i suggest splitting your team into groups of 2 and 3 for an amazing experience.
Viotech3  [author] 11 Apr, 2020 @ 7:27pm 
Bigshell was the original inspiration for the conceptual structure, which (for performance & times sake) I adjusted to be less... Good...

But then I shifted towards an Arctic base. Wish I'd been able to build a solid objective into it, but the issue around doing so was that the map was designed with 'variety' in mind - so a single objective wouldn't work. Looked into a variety of options, but stuck w/o one. I could've had a bunch of objectives, of which only 1 per round would function, but time is time.

I had a bunch of specific design objectives when creating this map, specifically 'vertical elements outside only', 'large size but restrictive lines of sight', 'vertical advantage in combat that exposes stealth opportunities', 'encourage patrolling and discourage camping via verticality, line of sight restrictions, map flow, etc' and 'contextual depth in planning, options, and movement'. I think I accomplished those well, but encountered flaws.
TheSharpFixer 11 Apr, 2020 @ 4:29pm 
Cant wait to try out the map, looks like a nice combination of the facility from MGS1 and Bigshell from MGS2 and I always wanted to make a Bigshell map for Intruder.
Ostross 20 Oct, 2019 @ 7:19am 
Is it possible to enable respawning?
killy 18 Sep, 2019 @ 9:12pm 
holy nutters this map is gigantic