Intruder

Intruder

Phil's Tower
Showing 21-30 of 33 entries
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Update: 23 Feb, 2021 @ 2:43pm

Less Important Stuff:

  • Fixed the lighting on some of the props.
  • Made the vents non-sticky to prevent an exploit

Update: 22 Feb, 2021 @ 3:16pm

Semi Important Stuff:

  • Increased the Round Timer by another 60 seconds.
  • Slightly adjusted the hack goal for some of the terminal groups.
  • Made the vents randomly locked instead of always locked.

Update: 21 Feb, 2021 @ 4:10pm

Semi Important Stuff:

  • Increased the Round Timer by 30 seconds.
  • Changed the hack goals for each floor:
    • Floor 1 - 30
    • Floor 2 - 20
    • Floor 3 - 14
    • Floor 4 - 13
    • Floor 5 - 12
    • Floor 6 - 12
    • Floor 7 - 10
    • Floor 8 - 8
    • Floor 9 - 7
    • Floor 10 - 6

    Update: 2 Feb, 2021 @ 1:32am

    Semi Important Stuff:

    • Slightly adjusted the hack count for multiple terminal groups, again.
    • Added a pillar on the West ledge along Floor 6. This can be used for rigging.
    • Removed the split ledge path along Floor 5. This forces you to climb toward the North side of the building when climbing from Floor 5 to Floor 6. The old path allowed you to either climb toward the North or South side of the Tower.
    • Increased the Guard pickup amount for Remote Charges and Sensors from 2 to 4. This should make it a little easier for Guards during 1v1s and 2v2s.
    Less Important Stuff:
    • Added and adjusted a few more walls and props.
    • Added some shadows to some tables and shelves.
    • Made the lighting look a little better.

    Update: 31 Jan, 2021 @ 6:31pm

    Semi Important Stuff:

    • Fixed a problematic slipzone.
    Less Important Stuff:
    • Fixed the alignment of some props.

    Update: 31 Jan, 2021 @ 3:09pm

    Very Important Stuff:

    • Added a shield inside the Guard spawn.
    • Removed 1 SMG inside the Intruder spawn.
      • I felt like the map was a little Intruder sided. It's hard for Guards to properly cover the Floors unless your team was really coordinated. Giving the Guards a shield will help with retaking Floors, and removing an SMG will make the Intruders weaker in fights.
    • Increased the hack count of all of the Terminals. Lower floors were increased the most.
    • Made the map a lot brighter. You can probably a lot more now, like the Construction site that's been there since Day 1.
    • Make all of the vents locked to slow down the Intruders.
    Semi Important Stuff:
    • Fixed a lot of the Guard ledge rushing locations.
    • Reduced the round timer by 30 seconds to encourage hacking the higher floors.
    • Added 2 pillars on the South ledges: One on Level 4 and one on Level 8. These pillars can be used to rig the ledges since you have to walk around them when navigating the side of the building.
    • Added Post Effects, which lower FPS, but make the map look a lot nicer.
    • Added the ability to shoot through the office and wooden chairs.
    • Added some windows on Floor 1 and 4.
    Less Important Stuff:
    • Made the Office doors on Floor 1 locked.
    • Added some extremely nice Volumetric Lighting on every light fixture.
      Made by JakeSayingWoosh.
    • Added and adjusted props across the entire map.
    • Reduced the Mortar shell count from 8 to 6.
    • Slightly lowered the ambient sounds.
    • Added and adjusted notes.

    Update: 26 Jan, 2021 @ 4:56pm

    Very Important Stuff:

    • Added and adjusted the slip zones around Floor 5 to prevent fast Guard ledge dropping.
    • Added a timed keypad on Floor 1 to prevent Guard staircase drop rushing.
    • Added a timed vent on Floor 1 to prevent Guards from holding the door closed.
      • Intruders can unlock the door/vent before the timer is up by interacting with the Blue keypad. The keypad automatically activates 30 seconds into the round.
    • Increased the hack count on all of the computers to encourage hacking the higher floors. Hacking the lower floors is still possible, but cuts into a lot of time.
    Semi Important Stuff:
    • Made it slightly brighter outside.
    • Added reflection probes around the map. They weren't working properly in earlier versions, so I never enabled them.
    Less Important Stuff:
    • Increased the file size of the map by 30-50mb, but made the lighting look significantly better in select locations.
    • Adjusted some textures that nobody would notice.
    • Added a cleaner keypad unlock sound.
    • Added light shafts onto the square light fixtures.

    Update: 18 Jan, 2021 @ 2:37pm

    Very Important Stuff:

    • Made the Flood Lights on by default, and the Fuse Box uninteractible.
      • I thought it was a little unfair that players had to go turn on the lights while some players, like me, could see behind the building without them on. To save time, nobody needs to turn the lights on anymore.
    Semi Important Stuff:
    • Fixed some of the staircase doors being unintentionally locked.
    • The mortar now has 8 shots instead of 6.
    • Added 1 pair of Binoculars inside the Guard spawn.
    • Fixed some weird clipping and occlusion areas.
    • Shifted the Red truck one parking space to the right.
    • Added and shifted some props around the Elevators doors to improve rigging.
    Less Important Stuff:
    • Adjusted textures across the whole map.
    • Slightly adjusted the lighting and shifted props across the whole map.
    • Fixed some minor things.

    Update: 7 Jan, 2021 @ 8:50pm

    Less Important Stuff:

    • Fixed another dumb thing I found.

    Update: 7 Jan, 2021 @ 7:53pm

    Semi Important Stuff:

    • Fixed a plane being visible.
    Less Important Stuff:
    • Added light switches.