Intruder

Intruder

Fortside
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Update: 22 Feb @ 5:09pm

This update addresses some of the horrendous mistakes I made when this was first released. Admittedly, Fortside is not even close to being my best work but I still want to improve upon it (+ I'd rather not remake it from scratch as of now)

Major Changes:
- Updated IntruderMM package to 2.22
- Intruders and Guards now have custom map skins (Red & Blu: to fit the theme better)
- Improved Water (actually uses a shader now)
- Added more details to various areas around the map (e.g. adding props)
- Added significantly more light probes
- Added/improved reflection probes
- Updated objective screen images and info
- Added various ambience SFX to various areas (more to come)
- Added additional heatwaves VFX

Minor Changes:
- Minor performance improvements
- Reduced file size of the map
- Added/fixed collision of props
- Added missing advanced material properties to many objects
- Adjusted positions of various props (for reasons such as clipping)
- Balance changes to hack nodes
- Fixed fish in fish tank not resetting after round end if shot recently
- Fixed indirect lighting artifacts in some rooms
- Fixed potential bug where victory music theme doesn't play
- Changes to computer hack nodes
- Fixed Metal plate along fence disappearing too close due to a LOD problem.
- Ragdolls now break the fish tank glass
- Changed names of hack node hubs on hack node screens

Update: 9 Apr, 2024 @ 7:15pm

Hotfix
- Fixed intruder weapon spawn always spawning a sniper
- Added missing medkit pickup messages

Update: 9 Apr, 2024 @ 6:59pm

HAPPY FIRST ANNIVERSARY FORTSIDE!

This update introduces some quality of life features, fixes, and improvements.

Additons:

- Water is now emitted when fish tank breaks
- Water splash sound now plays when fish tank breaks
- Added MM map limits
- TF2 spawn sound on round starts
- Train door
- Added round start theme (credit: Valve)
- Added missing advanced material on train car (will now emit sparks when shot as metal should).
- Added fun pickup messages to all medkits. (Each one is unique!)

Fixes & Optimizations:

- Potential fix for occlusion culling issues
- Potential fixes for finicky random pickup/weapon spawns (don't expect this to be the last)

Balancing:

- Guard spawn door no longer locks by default
- Intruders now have a short delay before they can leave spawn. - Reasoning: This is to combat a common problem with intruders being able to invade the fortress way too quickly before guards have time to even prepare. ex: setup traps).
- Intruders no longer spawn with SMGs and receive one less grenade at round start. Reasoning: Intruders have weapons spawn near their starting location and are now encouraged to find additional armaments around the map.
- Guards no longer spawn with SMGs and receive no throwables by default. Reasoning: Guards receive too many throwables at the start of the round. Since the guard's spawn room has throwables already, guards no longer start out with throwables and must find them.

Feedback for these changes are appreciated!

Update: 18 Jan, 2024 @ 8:36pm

-Updated workshop thumbnail image

Update: 4 Jan, 2024 @ 10:33am

- Updated Intruder MM package
- Heavy armor is now available
- Increased volume of wind ambience
- Re-baked lightmaps

Update: 18 Dec, 2023 @ 6:59pm

- Replaced default unity skybox.
- Improvements to outdoor lighting.
- Improvements to distant terrain.

Update: 3 Dec, 2023 @ 7:42pm

As a early christmas gift, I have decided to redo all of the lighting on Fortside, enjoy!
Additions and Improvements:
Improved distant background terrain

Huge improvements to lighting including:
- Added Ambient Occlusion.
- Added Reflection probes (most noticeable in water).
- Added Light Probes (WIP)
- Changed multiple lamps' positions
- Fixed indoor lightmapping artifacts.
- Fixed outdoor light bleeding into the fish tank

NOTE: I still plan on making even more improvements to the lighting but I believe it is in a better state.

General Fixes:
- Potential fix for some weapons occasionally not spawning on round start

Update: 21 Sep, 2023 @ 9:56pm

- Fixed objective tab being blank (finally!)
- Raised the invisible borders' height outside bridge area (no more bumping head on top of the bridge)
- Fixed hack proxies being absolutely broken

Update: 2 Sep, 2023 @ 2:32pm

If anything seems broken after updating, please report any bugs in the thread below!

- Updated Intruder Mapmaker
- Removed poster teaser (the new map is still in progress, I've just been busy with other projects but I plan on getting back to it.)

Expect more QOL changes in the future as I look into the new scripts added to the mapmaker. But again, as stated before, I am looking to work on my new map.

Update: 7 Jun, 2023 @ 3:12pm

- Fixed a missing material under an outdoor roof overhang.
- Fixed several exploits involving players getting out of bounds in certain spots of the map (Thanks diehardruss).
- Re-baked lightmaps.