Intruder
Phil's Office
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Actualización: 31 DIC 2020 a las 1:16 a. m.

Less Important Stuff:

  • Increases the outside lighting by a very small amount.
  • Fixed some things I overlooked in the last update.
  • Shifted some props slightly.

Actualización: 30 DIC 2020 a las 5:01 p. m.

Very Important Stuff:

  • Made it slightly brighter outside. The shadows are still 100% dark.
  • Made the roof texture brighter/shiny for increased visibility.
  • Added a glowing vent outline on the top of the roof.
  • Added breakable parking lot lights for increased visibility.

    • Some players had trouble seeing in areas that I thought were fine. The parking lot lights will increase initial visibility outside, but can be shot to revert back to the older lighting. The parking lot lights can also be disabled by the Fuse Box inside the building. These new lights shouldn't lower anyone's FPS too much.

    • The roof was changed a little bit for visibility. For example: Some players had a really hard time seeing the vent entrance, which I could see clearly. The main roof texture is now shiny, like it was in previous versions, and the vent has an outline. The parking lot lights partially shine onto the ladder, which some people had trouble finding.

  • Removed 1 smoke grenade from the Intruder spawn.
Semi Important Stuff:
  • Converted the Parking Lot Door into an 18 second timed keypad.

    • This was added to prevent a fast rush method from the Intruders. In my opinion, it felt really cheap and unfair to the Guards. This also works both ways, since some Guards liked to rush out of the Parking Lot Door and instantly flank the Intruders.

  • Made the closet darker, similar to the older versions.
  • The Fuse Box in Secret turns off the outside parking lot and work light.
  • Extended the round timer by 18 seconds to compensate for the timed keypads.
Less Important Stuff:
  • Made the Double Door to "Main Office/Office Hall" always unlocked.
  • Slightly moved the Extraction zones more toward the gates.
  • Slightly shifted the Intruder spawnpoints.
  • Changed the colors of the exterior lights.
  • Made the important notes yellow.
  • Adjusted notes.

Actualización: 22 DIC 2020 a las 11:16 p. m.

Semi Important Stuff:

  • Fixed the wood fence shadows to actually give cover for the Intruders.
  • Slightly adjusted the walls to patch visible seams.
Less Important Stuff:
  • The terrain is no longer a CSG, if you know what that means.
  • Adjusted all of the vents. They also side open/closed.
  • Slightly adjusted the lights across the whole map.
  • Pushed and nudged some super obscure things.
  • Slightly adjusted some of the bushes around the map.
  • Slightly moved and adjusted the Intruder spawn points.
  • Made the Guard spawn note Yellow for high visibility.
  • Adjusted the terrain textures.
  • Adjusted notes.

Actualización: 4 DIC 2020 a las 2:43 p. m.

Less Important Stuff:

  • Adjusted the underground terrain for spectator visibility.
  • Adjusted the armory staircase wall for spectator visibility.
  • Adjusted the color of the Office 1 nameplate.
  • Adjusted a chair, which I thought was already fixed.
  • Adjusted notes.

Actualización: 4 DIC 2020 a las 1:33 a. m.

Very Important Stuff:

  • Reduced the file size by 94mb. This is the lowest I can probably achieve without degrading the overall quality of the map.
Semi Important Stuff:
  • All of the SMGs start loaded. You're welcome.
  • Added a small window looking into the main hallway.
  • Adjusted and add some props outside to cast more shadows.
  • Added fencing outside the Side Door (mainly to add shadows from the new light).
  • Converted the Side Door into an 18 second timed keypad.
    • This should prevent early Guard rushing and give Intruders time to contest the Side Door after grabbing items. I didn't want Guards hiding/shooting around the fence before the Intruders left spawn.
Less Important Stuff:
  • Adjusted the terrain and painted a dirt texture.
  • Did some very slight loadout adjustments to compensate for SMG start ammo.
  • Added a light outside the Side Door. This was to give the door more visibility since the wall was pitch black after some lighting and texture changes.
  • Tagged most of the metal objects so they eject sparks when shot.
  • Added some very small rocks outside of O2 to assist with cam stick window peaking.
  • The armory shotguns now have more ammo along the wall.
  • Added more props to the map to make it feel more realistic.
  • Adjusted some of the props/textures/walls around the whole map.
  • Adjusted some glowing outside textures (the brick, for example).
  • Made the lighting inside the cafeteria and the offices warmer.
  • Added some of the square lights I made for Phil's Tower.
  • Made the interior lighting slightly brighter, expect for the Bathroom, Closet and Armory.
  • Removed doppler on the rest of the sound sources.
  • Adjusted light probes for proper character lighting.
  • Adjusted the HP of the glass.
  • Fixed some occlusion bugs.
  • Added more bushes around the map.
  • Updated the Objective Screen and Workshop screenshots.
  • Adjusted Lobby music.
  • Adjusted notes.

Actualización: 18 OCT 2020 a las 5:29 p. m.

Less Important Stuff:

  • Fixed being able to see through a prop.
  • Adjusted a specific prop.
  • Fixed a typo.

Actualización: 18 OCT 2020 a las 4:49 p. m.

Semi Important Stuff:

  • Fixed a method of clipping through a wall
  • Added the light back into the armory staircase.
Less Important Stuff:
  • Added a black trim along the windows.
  • Adjusted the light inside the armory.
  • Slightly adjusted some textures.
  • Adjusted a note.
  • Adjusted props.
  • Added a thing.

Actualización: 20 SEP 2020 a las 10:23 p. m.

Semi Important Stuff:

  • Updated the objective screen.
  • Reduced the round timer by a few seconds.
Less Important Stuff:
  • Adjusted a texture.

Actualización: 20 SEP 2020 a las 9:08 p. m.

Extremely Important Stuff:

  • Version 2.0 with updated screenshots! 🎉
Semi Important Stuff:
  • Reduced the map size by 80ish megabytes.
  • Everyone should have more FPS because a majority of the Real Time lights have been removed. You can thank Rob Storm for teaching me about Light Probes.
  • The map's lighting has been completely redone with the help of Rob. It's now a little darker inside and looks more realistic.
  • The ghost door bug is "probably" fixed, thanks to Rob. He added new features into the in-game activators which fixed the issue.
  • The vents are a lot darker now, but have a glowing white line to help guide you. The green arrow is the roof entrance/exit. If you get lost now, you it's your fault. It's pretty foolproof.
Less Important Stuff:
  • Adjusted/added some props
  • Adjusted the cafeteria doorways to remove a specific LOS (Line of Sight).
  • The bathroom now has a light, which is what I initially wanted but couldn't because of FPS issues. You can now see the toilet, which nobody really asked for.
  • One of the Side Office doors had it's glass removed. This was for gameplay related issues.
  • Added some more rocks, two specifically outside O1 window to assist with the Mirror Cam.
  • Potentially fixed the vent ragdoll issue.
  • Fixed a flying bug nobody found.
  • Replaced the car model.

Actualización: 12 AGO 2020 a las 11:01 p. m.

Very Important Stuff:

  • Fixed the issues caused by updating to MM 2.03
Less Important Stuff:
  • Added some chill music next to the Reception desk.