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yeah, it is probably the biggest mod to come out this year. If anyone wants to follow the latest when it comes to the Source community, this is a great website:
http://steamfriends.com/
meh, don't have HL2 installed on my PCLonelynight
You don't need HL2 to be installed, I think you will only need CS:S since it uses custom textures, you won't need any textures from HL2.
I hope.
The mod will no longer be releasing on July 1st. The mod team is shooting for a 4AM PST release date on July 2nd. The FilePlanet/GameSpy guys are going to work early at 4AM to get the mod ready for download. Right now, all they need to do is polish up the user interface. Oh, and they fixed the grenade holstering bug.
Developer Q/A on Teamspeak.
-There will be no night maps. The night map was turned into a dusk map.
-The ideal player size is 16 players.
-Gameplay is different from Red Orchestra. It's "tighter," has a "rapid pace."
-Servers up when the game launches: at least 50 "official" servers by TrinityGaming and SteamFriends. Users will be able to set up their own servers.
-There will be some "community-only" servers.
-PR guy was fired before release, possible cause for the PR nightmare which was today.
-There are features that they have not told us yet. (Changing the fire rate is "cool"; small gameplay nuances)
-Character customization at the moment is simple; will possibly be expanded in the future.
-Characters and art will be redone after release; the art that will be in the release are around a year old.
-No comment on selling the game to Valve; project lead feels strongly on designer independence.
-The weapons are realistic and "feel better than any other game."
-Weapons will "shoot great, feel great, and look great."
-The HUD will only show what you need to know when you need to know it, e.g., rate of fire will only show when you change it, amount of magazines will only show when you reload, etc.
-No crosshairs.
-There will be weapon sway.
-Headshots are one-hit kills.
-There are tracers in the game.
-There are whizzing and snapping sounds.
-Muzzle flashes are brighter when in darker areas. There will not be much muzzle flash in broad daylight as that isn't realistic.
-You can prime grenades so that they explode early. Left-click = instant throw; Right-click = prime.
-Hitboxes aren't bad, but could be better and will be better with future patches. The development team is not experienced in netcode.
-RPG and grenades have relatively small blast radiuses, but they are powerful.
-You'll "know when a grenade goes off" when you're near its explosion.
And a random question by some guy...
-"Is there going to be a seperate release for black people?"
Admins cut off his mic after that comment.
-Teamkilling is punished by missing a reinforcement wave, e.g., instead of respawning in 15 seconds, you respawn in 30.
-There is an award system coming.
-Weapons will not jam.
-The MANI admin plugin is not working at the moment in Insurgency. One is, though. (HLAdmin?)
-New motion-captured animations will be included in later patches.
-Mouse wheel is best for switching weapons.
-No bullet drop. Bullets travel straight.
-Getting hit by a bullet won't affect your abilities, but you'll know when you're hit.
-There is no weapon buying. Your weapon layout is determined by your ****
-Eight people make up a squad.
-There is sway on the sniper rifle.
-The gameplay is not like America's Army, "it's a lot better."
-There will be strategic points on the map where there are ammunition boxes.
-You can pick up other peoples' guns.
-You can throw a grenade underhand.
-There is no medic ****
-There are slots for the ****s. You can't have 16 riflemen or commanders.
-Deploying an LMG will be quick.
-There are no health packs.
-There may be medics in future releases.
-Bullets can ricochet.
-You cannot see your own legs (Source engine limitation).
-You cannot spawn camp.
-The development team will utilize the new Source engine technology that will be introduced in Episode Two.
-You'll get roughly the same FPS as in CS:S and DoD:S.
-There will be blood. No gibs.
-There is no bleeding.
-Bullets can penetrate.
-No drivable vehicles.
-If you get close to a wall, your weapon will lower and you won't be able to shoot until you back away.
-You can get inside many of the buildings and on many of the roofs.
-Most of the maps are urban.
-There is a lean system.
-Source engine was chosen because it has a large audience and was the best engine to use at the time the game concept was constructed.
-The weapons are fairly balanced. There isn't an overly powerful weapon.
-No weapon modifications at the moment.
There should be a recording of the Q/A up soon on the Insurgency forums (insmod.net).
Added some more things from the Q/A.
Here's the audio recording.
http://files.filefront.com/ins+interviewrar/;7938689;;/fileinfo.html
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