Intruder

Intruder

Foreseen Sequences
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Update: 3 Dec, 2022 @ 5:04pm

'Play Automatically' flag has been disabled on some animations.
Some metallic capsules have been added to the zipline endpoints for visibility/anchoring.
Some emissive capsules have been added around the upper briefcase as some players had trouble noticing it.
Additional sprites flagged as static.
Occlusion rebaked.

Update: 22 Nov, 2022 @ 3:58am

A single face had the wrong texture offset...

Update: 22 Nov, 2022 @ 3:38am

Some wall chamfering.
Intruder spawn pallets have been adjusted to mitigate the rare desync'd goomba stomp.
A ladder volume is on the palette box which will disappear a few seconds after the start of each round. (More goomba mitigation)
Intruder side warehouse double doors are now always locked to ensure guards have time to counter some rush routes.
Intruder side stairs door and anomalous research doors are now always locked.
Laser hall vent and connecting upper floor vent are now always unlocked.
Some doors now default to completely open.
Guard fenced in armory is now always unlocked and starts open.
Fixes to audio volumes.
Audio source volume/range adjustments.
Changes to guard area with equipment.
Banana moved to lunch table.
There is now a smoke grenade on desk outside server room.
Intruders no longer spawn with a smoke grenade.
Warehouse smoke grenade is now a CS gas grenade.
Face exclusions.
Downstairs shotgun and sniper have been moved to slightly more visible/accessible locations.
Added lights to upstairs closet vent.
Added side stairwell to main stairs for architectural consistency and better pathing balance for guards.
Rebaked lighting/probes/occlusion.
Invisible wall blocking access to tram has been pushed back all the way to the tram. (Tram is inaccessible to optimize performance)
Added two additional cameras/monitors.
Added box in front of lab window to stand on as aiming downwards was awkward.
Shipping room symmetry fixed.
Blast doors now open slightly wider into fixed slots. (Way more complicated to implement than it ought to be)
Signage added to indicate gameplay information to players.
A smoke alarm will now sound temporarily if the downstairs briefcase and electrical tunnel is open.
Added gun hooks to armory room.
Jump route added to elevator leading up to top floor.
A zipline has been added leading from the top most balcony to the security roof.
Added an interactive radio on the lounge table.
Additional bloon cam pickup in storage closet.
(A majority of these changes are a buff for guards overall, but can also be utilized by intruders)
Why these changes? - Players who learned the map were able to utilize map knowledge and teammates to quickly extract a package without being detected, or even after having been detected. These changes should give some ability for guards to effectively counter these movements.

Update: 28 Sep, 2022 @ 8:06pm

Fixed a vent that got switched to sliding instead of hinged.
Fixed an incredibly minor visual annoyance.

Update: 28 Sep, 2022 @ 3:26am

"An extra day's worth of polish" - Might as well get some use of the extra day for the deadline.

Update: 27 Sep, 2022 @ 11:17am

Fixed objective description text.
Re-applied advanced materials to rebuilt CSGs and applied sparks to most electronics.
Added a laser sensor pickup in a utility room.

Update: 27 Sep, 2022 @ 8:15am

Higher resolution lightmaps.
Advanced material change on Black Mesa logo.
Scaled and adjusted position of sliding doors/vents to mitigate door proxy reset issue.
Removed In-Dev tag.

Update: 26 Sep, 2022 @ 6:45am

CRRUUUUUUUNCH
Low-quality lighting bake (just in case until HD can be baked)

Update: 25 Sep, 2022 @ 4:44am

MM update broke VHS custom item.
This has been fixed.

Update: 25 Sep, 2022 @ 3:58am

Little things of polish that most people wont notice.
Windows and elevator doors have borders.
Smoke/Dust at bottom elevator room.
Animated emissive and scrolling UVs.
Fixes to some faces.
Lighting changes in server room.