Intruder

Intruder

WinBack
6 Comments
Killerjerick 23 Oct, 2021 @ 10:26pm 
I haven't actually played WinBack, I'll have to give it a go sometime, but my suggestion for the lasers (as you've already got a power box there) it to have a breaker to turn them off, maybe have it so the breaker needs to be held so as to encourage teamwork and let the guards know that the breaker is being held, thereby revealing the position of one intruder. As for the other traps, the explosive "barrels" (mines) are fine balance-wise, they cut off an area, but not too much, maybe make them shootable/nadable? The trapdoor is the only thing I'd say needs to be buffed or changed somehow, but I really don't have a good idea for that, I suppose the limitations of the engine are to blame, being able to either pick a door with an invisible trap door (or not) but having multiple would be a good start. Either way, great map, thank you for the work you do!
Willis  [author] 23 Oct, 2021 @ 10:01am 
Unfortunately I don't have any real plans to go back and edit the traps at this time, but an idea to lessen the power of the lasers is to make it that players would be able to crawl under it or something, but I'm too in love with the original WinBack laser design. I don't really have a good idea to deal with the trap doors as basically everything except lasers was added on as a gimmick. What are your thoughts?

*Did ya know!*
In the original conception of the game I was trying to add explosive barrels/boxes (like WinBack had), but they would have been pretty annoying to implement, so I didn't add them!
2/2 (1000 character limit?!)
Willis  [author] 23 Oct, 2021 @ 10:00am 
Thanks for the feedback! I agree with your trap criticism; Every time I play I usually pick laser, and something else, and also I always deactivate the basement / parking lot computer. It's a pretty goofy map and maybe a little too different than the usual Intruder affair in trying to make it similar to WinBack.

Intruder is a game that relies on communication and team work, and I was hoping that making the guns shoot slower, and having weird traps would encourage players to either stick together, or (in the case of lasers) coordinate their assault to help get around the lasers by shooting their "power box". 1/2
Killerjerick 23 Oct, 2021 @ 3:34am 
Fantastic and unique as always Willis, I love how far you push the limits of what I thought possible, I love the traps, if only it were possible to place them manually.

If I could suggest one thing, the trapdoor seems far too obvious and once you've played it once, easy enough to avoid, the laser is far too powerful as it completely cuts off that entrance, aside from the small balancing issue, the map layout is fun, fast paced, and easy to learn, having 3 different objectives with a unique mechanism to opening them creates some tense moments, while still allowing for a tactical approach, great work.
Willis  [author] 30 Sep, 2021 @ 6:30pm 
thank you! :)
Abszilla 30 Sep, 2021 @ 5:17pm 
Dude, this is rad