Intruder

Intruder

Phil's Tower
44 Comments
Mattbatt56  [author] 2 Apr @ 1:34pm 
Appreciated
AlexTheBro 2 Apr @ 1:17pm 
Thanks for response. You are truly one of the pillars of Intruder community. Keep up the great work!
Mattbatt56  [author] 2 Apr @ 12:38pm 
Most likely, but I don't have a lot of time to work on my own maps. Busy with official content these days. I'll get around to putting an elevator on Tower eventually, and remastering this map like I've done with my first two.
AlexTheBro 2 Apr @ 12:30pm 
@Mattbatt56 I've seen a tool in Intruder mapmaker resources (https://github.com/GrowingTurtle/Intruder-Custom-Elevator) that helps to create custom elevators. Can it possibly help you in adding elevator to this beautiful map?
Mattbatt56  [author] 9 Apr, 2024 @ 2:37pm 
@gothghost Thanks. I have plans to remaster this map a tiny bit but all of my map maker free time is going into official content. I agree that too much action is on Floor 2.
rayuh 9 Apr, 2024 @ 12:43pm 
I like that you can shoot out the cameras. i think a little too much action ends up happening at floor 2, but other than that I think this is my favorite out of your maps. gas being a very close second.
rayuh 9 Apr, 2024 @ 12:41pm 
this is a great map! me and my friends really like it :)
malton33 2 Jul, 2023 @ 11:52am 
this is the best map in the game
snowy 10 Jun, 2023 @ 8:04pm 
@Mattbatt56 Yes, the cameras have been consistently breaking for the past few months on every round. I can recall when me and my friends first started playing, one of the very first custom maps we played was this map and the camera feed was indeed live like it was before.
Mattbatt56  [author] 10 Jun, 2023 @ 7:20pm 
@snowy I just checked again and couldn't replicate the cameras freezing. I had an animated cube move back and forth in front of one of the cameras and it was always updating.

Someone else DM'd me after seeing your comment and also claimed the cameras were frozen at some point.

Do you have any more details on this? Are the cameras frozen every time you play? Was it only a one time occurrence? Last time I touched this camera setup almost 2 years ago so I'm not really sure why it would be breaking now.
snowy 10 Jun, 2023 @ 1:53pm 
And for context I am talking about players showing up on the cameras.
snowy 10 Jun, 2023 @ 1:52pm 
@Mattbatt56 That's really weird? On the private server me and my friends play on nothing will show up on the cameras unless you continuously back in and out to reload the cameras. Pretty much the last thing that was loaded on the camera just stays there as a still picture.
Mattbatt56  [author] 9 Jun, 2023 @ 9:28pm 
@snowy

Just checked the map. The cameras are working and it's still a live feed.

While debugging I found out that decoys are invisible when looking through the cameras. Maybe that's why you thought it broken?
snowy 9 Jun, 2023 @ 5:28pm 
For some reason, the cameras on the map no longer work. I remember a few months ago that the cameras would be live but they no longer show any live footage.
Define Brackish Water 5 Mar, 2023 @ 11:57pm 
You can slip on the railing at the bottom of the staircase without jumping. Just walk around it while on the ground floor.
TheTIM333 17 Feb, 2023 @ 11:32am 
Very good map
Mattbatt56  [author] 14 Nov, 2022 @ 4:30pm 
@Alonstex412

That's a good point. I gave Guards three shotguns because I wanted to increase the amount of kills via flinging people down the stairwell, elevator shaft and off the side of the building. Every room is small enough to knock someone down with a single shot so some Intruder rounds could feel a little unfair.

There was also a point in time where Intruders would win more than 70% of the rounds on Tower. That's a lot considering the average across other maps is around 60% with the best maps being very close to 50%. To combat this I made a few adjustments to the map and gave Guards more supplies on top of the three shotguns that have been there since release.

I'm not sure what the win rates are anymore so I won't remove any weapons. I'll consider removing a shotgun if I ever have more analytics on the map's performance.
Ronaldinho 14 Nov, 2022 @ 12:04am 
I would make it so just one of the defenders can have a shotgun. The rooms are rather small and when hacking someone can enter and if u get barelly hit whith a shotgun you go down and it's gg. Rather than that, really fun map.
Mattbatt56  [author] 11 Feb, 2022 @ 4:20pm 
2) Outside ledges around Floor 4 and 5 have some weird death and slip zones. Before I added them, it was possible to consistently jump from Floor 4-5 down to the street and live. That wasn't really intended and made Guard flanking very fast and easy. I didn't like how it made the map play, so there's some very aggressive slips and death zones.

If the game had progressive fall damage, like falling 15m did 15 damage, I'd probably remove the zones. Since you can fall around 25m without dying or taking any kind of damage, it felt very unfair to jump from the 5th floor of a building and have no consequence.

To avoid the zones, only move up/down when there's a break in the ledge. Trying to shimmy off the side to land on a lower one will probably just get you killed.

---

Appreciate the compliment. Phil map #6 is in the works. I've been fixing my other Phil maps and working on some "other stuff" that will be released eventually.
Mattbatt56  [author] 11 Feb, 2022 @ 4:19pm 
@default

1) I've already increased the ding sound radius a few times. 3D Audio within the Unity Engine is a sphere, so if I increase the distance it'll do it in every direction. Increase it too much and you'll hear a ding when you're 2-3 floors above or below the door. I'll see what I can do improve it.
default 11 Feb, 2022 @ 2:36pm 
@Mattbatt56 no, thank you! This is by far my favorite map. If I could point out a few more things:
1) I know you already made some improvements to it, but the elevator bell often can't be heard when it really should be. For example when I sit just outside a floor's window.
2) I think the outside ledges got kill triggers when someone slips on them? They seem a bit too agressive. Like I'd slip land just below but already be dead.

Really just minor issues I ran into. Keep up the great work! :steamhappy:
Mattbatt56  [author] 11 Feb, 2022 @ 12:55pm 
@default The sheet metal was suppose to prevent that, but it doesn't help when it opens as soon as the office door unlocks lol. I'll get a fix for that.Thanks for letting me know.
default 11 Feb, 2022 @ 11:13am 
At a very specific angle, the mortar can shoot through those small windows into floor 5. That makes for some rather quick rounds; you might wanna do something about that :D
Polybius 8 Feb, 2022 @ 4:56pm 
Good map.
AlexTheBro 22 Aug, 2021 @ 1:07pm 
@Mattbatt56 Thanks for responding! I got your point. Hope the developers will add the elevator feature soon (or, someone just makes a script that generates elevators). Have a great day!
Mattbatt56  [author] 22 Aug, 2021 @ 12:45pm 
We only increased the amount of floors in the building by 1, but that's now a total of 6 animations I would need to make compared to the 2 animations I needed for the building with 2 floors.

For Tower, since there's 11 floors, I would need to manually make 110 animations per elevator since every elevator must be able to navigate to every floor. For both elevators, it would be 220 animations. If I include the elevator doors animations, it would be 231 animations.

That's a lot of work I'm not willing to do right now lol. All of that work doesn't even include the logic to make the elevators move from floor to floor or making the elevator call buttons work.

I'm waiting until the main developer of the game adds something modular so map makers don't have to manually animate every elevator travel combination possible.

Your English is fine btw.
Mattbatt56  [author] 22 Aug, 2021 @ 12:44pm 
@AlexTheBro

I know how to make an elevator, it's just very tedious and takes awhile to set up. The more floors you have, the amount of work to make an elevator increases exponentially.

If I had an elevator in a building with 2 floors, I would need to make 2 animations. One animation would be for the elevator moving from Floor 1 to Floor 2, then another animation from moving to Floor 2 to Floor 1, if that makes sense.

If the building had 3 floors I would need to make an animation that moves the elevator from:

-Floor 1 to Floor 2
-Floor 1 to Floor 3
-Floor 2 to Floor 1
-Floor 2 to Floor 3
-Floor 3 to Floor 1
-Floor 3 to Floor 2
AlexTheBro 22 Aug, 2021 @ 2:56am 
Hello! Thanks for creating such an interesting map! About elevators : I know they hard to make, but have you tried to ask other mappers who have them on their maps? I believe they will help you make one. P.S. Sorry for my English.
Mattbatt56  [author] 2 Jun, 2021 @ 3:07pm 
Glad you enjoy them
Phoenixspark 2 Jun, 2021 @ 2:49pm 
Your maps are awesome! Thank you so much for making this game more fun :D
Mattbatt56  [author] 22 Mar, 2021 @ 4:30pm 
@Downward Spiral Yup. Phil map #5 coming soon.
Downward Spiral 22 Mar, 2021 @ 3:30pm 
Are you working on any new maps?
Mattbatt56  [author] 21 Mar, 2021 @ 10:53pm 
No problem. Glad you like it.
hipsterdoofus 20 Mar, 2021 @ 2:28pm 
Blown away by this map, thanks!
Mattbatt56  [author] 28 Feb, 2021 @ 10:41pm 
Thank you! Took awhile to make. Glad everyone is enjoying it.
Honda Civic 28 Feb, 2021 @ 10:05pm 
Love this, nice work!
Mattbatt56  [author] 28 Feb, 2021 @ 1:38pm 
Once the dev makes it easier for Map Makers to implement working elevators, they'll be able to use that. For now, you'll only have the Staircase, elevator shaft, vents and outer ledges.

Appreciate the feedback.
https://imgur.com/a/tfQs6Yg 28 Feb, 2021 @ 12:27pm 
Very cool map, maybe make a few more ways for the intruders to go
itchy urethra 27 Feb, 2021 @ 7:15pm 
FANTASTIC WORK
Mattbatt56  [author] 26 Feb, 2021 @ 4:58pm 
I'll consider it. Might be too hard for the Intruders.
ChocolateDipIceCreamConeWorld 26 Feb, 2021 @ 4:54pm 
need a version of this map but with BRIEFCASE AT THE TOP
Ostross 29 Nov, 2020 @ 8:40am 
Phil, your maps are very nice.
Mattbatt56  [author] 28 Nov, 2020 @ 12:15pm 
Thanks Rob!
Rob Storm  [developer] 28 Nov, 2020 @ 7:02am 
This looks lit