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Come here to check out new Custom Maps developed by the community or to learn how to make your own maps for Intruder!
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Enemby
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[Custom Map] Execute

Postby Enemby » Wed Apr 27, 2016 12:42 pm

Hi guys. I've made a new map, called Execute. Right now it's a deathmatch map, but we'll see about changing it to a capture map, later on.
Here's a cool picture:

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and a blueprint, so you know what you're getting into:

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Thanks for looking. More to follow.

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ryguytheguy
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Re: [Custom Map] Execute

Postby ryguytheguy » Mon May 02, 2016 7:22 pm

Noice. Can't wait for it to be fully fleshed out and ready to go.
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Enemby
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Re: [Custom Map] Execute

Postby Enemby » Mon Aug 22, 2016 8:28 am

Update! I added new materials, and baked the lighting. Soon I'll add some alternate pathways to help gameplay be more tactical.
Here's a screenie:
Image

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Enemby
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Re: [Custom Map] Execute

Postby Enemby » Mon Aug 22, 2016 9:24 am

I've posted a 3rd update, which added a few side passages, and fixed a jump spot in the alleyway. It's pretty pretty.
Screenshots:
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EDIT: Now 4 updates. I forgot a few colliders.

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Enemby
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Re: [Custom Map] Execute

Postby Enemby » Wed Aug 24, 2016 8:21 am

Execute has reached a new version milestone, specifically, V5!
Here's some pretty screenies to finish it off:
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Image
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RobStorm
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Re: [Custom Map] Execute

Postby RobStorm » Sun Sep 18, 2016 11:55 pm

what's next?

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Enemby
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Re: [Custom Map] Execute

Postby Enemby » Mon Oct 03, 2016 12:16 am

Sorry for the wait! I had some minor issues for this update, but now they're fixed! (Or more accurately, bypassed)

So, without further ado, let's talk about the changes in this update, V6!

I've fleshed out the center building, and I've made it a much more vulnerable position, without negating it entirely.
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I did this by adding a massive skylight on the top, which will be destroyed by any grenades or two shots with any weapon.
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If the skylight is destroyed, any players standing on it will fall to their death, guaranteed. This, I hope, should negate the advantage of the rooftop, without removing it entirely. I've also made the building slightly shorter, thought that was mostly for my own convenience.
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I've also added a fairly large building in the background. It's purely cosmetic (little to no gameplay impact), and entirely placeholder, but I'm hoping it will be helpful in orienting yourself along the map's pathways, since all of the buildings are currently untextured. Later on, I may remove it, if it's no longer needed or doesn't fit the direction the map goes in.
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You may have noticed this giant hole in the last update. I added it in V5, to allow Intruders to push along the rooftop, and drop safely. I also want to add cover to this alleyway. Let me know what you think on that. I had a water graphical effect in here originally, but I've removed it because of weird bugs. If I can find a solution, I'll add it back again, since otherwise it isn't clear it's a safe drop.


Anyway, that's the changes for V6. See you next time!
-Enemby


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