Intruder

Intruder

Arctic Fortress
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
god likes me 17 Sep, 2019 @ 8:10pm 
i watched this boi piece this together over about 500 hours without sleeping once god bless him:lunar2019coolpig:
Rob Storm  [developer] 13 Sep, 2019 @ 6:53pm 
This map is crazy. The radar on it is very cool