Intruder

Intruder

43 ratings
102 Espy Ave Storm
   
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172.972 MB
26 Jun, 2022 @ 11:08pm
4 Jul, 2022 @ 9:52am
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102 Espy Ave Storm

Description
This is a night/storm variation of "102 Espy Avenue" which can be found here:
https://steamproxy.net/sharedfiles/filedetails/?id=2796654154
There is a slightly different layout than the original.

Complete with severe weather and a multitude of dynamic audio/lighting/particle effects which can affect gameplay.
Equipment is very limited, with a discrete advantage given to guards.
Intruders have the advantage of stealth in night cover or power outages.

Please leave any feedback!
I'm very much open to changing the objective layout and equipment balance.
Please also inform me if there appears to be severe performance issues or network desync issues. Such things are impossible for me to test easily without multiple players.

Map Dev Note:
I've been noticing vocal feedback on this map regarding the loud audio volume and low brightness. When spectating this map, most of the time I hear new players complain, "I can't see! This sucks! I can't hear anything! Why don't I have more bullets!?" After a few minutes it usually turns into "This is actually terrifying. Okay.... I actually really like this now." Though it's not everyone's cup of tea persay, I'm under the impression the map is being received positively. So, things to note: Intruder is typically a very quiet game, so be aware you may have things turned up too much. What you should try, is to adjust your game volume down and your microphone input/outputs up to a more even balance. The map is not whisper friendly. I'd lower the volume further, but something about hearing footsteps and finger snapping just as easily as a tornado ripping through a house doesn't exactly feel right. It removes too much of the atmosphere and visceral feeling I wanted. I'll still play around with balance, but I'm approaching an uncanny valley of audio depth in a sense. Also, quick tip... for those who never push 'O', you can spectate under the map to rest your ears and communicate more clearly. Brightness is something that may vary from screen to screen, so I may need to make larger adjustments here, but the map was made to be dark, even near pitch black at times. The world brightness (separate from house lights) and rain density is dynamic and changes with the storm. So if it's very hard to see things, give it a little time, it should ease up within 20 seconds max. Ultimately, pay attention to flashes of lightning to help you navigate, or wait for the interior lights to return to full power. If you're somehow getting lost/confused, I recommend trying the vanilla version first. All this being said, I'm still always open to feedback.
10 Comments
Define Brackish Water 16 Oct, 2023 @ 11:33pm 
This was worth playing.
DoubleOSpanky  [author] 12 Apr, 2023 @ 2:40am 
I appreciate the feedback. I would like to come back to Espy some day and clean it up now that I have a better understanding of Unity, but as of right now, that would take a considerable degree of effort. The method I used built the original Espy was very inefficient from a workflow standpoint. I'll likely want to make a new version from the ground up when I return to it.
Pet Mudstone 11 Apr, 2023 @ 2:47pm 
Thanks for looking into it! I do have to say that even with my complaints this is still one of the most unique maps I've seen that still works with Intruder's standard gameplay loop.

This may sound like a nitpick but I do think it would help if you made the models for all the decorative objects more physically representative of what they're supposed to be. I can tell what objects are supposed to be what but it takes a bit of scrutinization.

The fact it isn't immediately clear what objects in rooms are makes it harder to glean their purpose which has knock-on effects on navigation and communication. If you can't tell what a room is, it becomes harder to communicate what it is to other people who may not have determined what that room is either. It also becomes harder to determine its relationship to other rooms when it comes to navigation as well.
DoubleOSpanky  [author] 11 Apr, 2023 @ 6:47am 
I couldn't find an issue with the tornado affecting the sewer. If you have any footage of the incident, please let me know.
DoubleOSpanky  [author] 11 Apr, 2023 @ 1:26am 
The tornado is set to persist to be more unpredictable to its location when the round starts. Intruders should be safe inside their spawn and receive a warning if the tornado is approaching. A game update may have messed with boundaries though, so I'll double check the sewer is still safe.
Pet Mudstone 10 Apr, 2023 @ 8:28pm 
I agree that the sound level is a bit too high. It can easily go from cool gimmick to sensory abuse.

On a bug note, the tornado persists between rounds. The intruder team got killed instantly because of it.
DoubleOSpanky  [author] 29 Jun, 2022 @ 6:49pm 
Thanks for the feedback! I'll try tweaking things around a bit.
Rumpled.Foreskin 29 Jun, 2022 @ 5:49pm 
Love original espy, this one is pretty great as well! I do have some criticisms about it though. I think the guards should have less ammo or intruders have more, but that's a minor complaint.

The ambient volume is set to wumbo and I think could be turned down a smidge. I think the intention is to mask footstep volume, but it's ear splitting how loud it is.

Outside of those two things - fantastic map, well done!
duterrorist 28 Jun, 2022 @ 2:37pm 
nuke france
Vantus 28 Jun, 2022 @ 2:35pm 
Good map please make more house invasions