Insurgency Mod Wants You!

The Yeti

EGO Is My Life!
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Mar 25, 2009
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http://forums.insmod.org/index.php?showtopic=22059

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Ins Mod Dev Team is regaining a former coder, and he has a bit more training under his belt! What does this mean to us? Hopefully, a few more updates, in a timely manner before the big beta3 release. This coder wants some information from the INS community, and who better to give it to them, than a community with the 4 best servers! I look forward to seeing you there.

@USCGHammer maybe we found a plug for this ship after all...maybe it's too late =\
 
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This is what this former coded has proposed. (posted yesterday Feb 08, 2010)

@Zandor, I definitely agree about maps. I think part of the problem is that the maps are too big and there are too many routes. Although this is realistic, it's not ideal for the Source engine if we're trying to make the maps as detailed and interactive as possible.

@The Ghost, I completely agree with your point about the gameplay not having evolved much since the beginning. I feel like the mod has definitely improved since I stopped working on it a few years ago, but the gameplay is virtually the same. Your point makes me want to talk about my gametype idea...

The gametype is called Tug of War, and what I'd like to do is make it the only gametype in the mod. It is essentially, in my opinion, a combination of the current gametypes into one super gametype that would be interchangable among each map. The way it works is as follows: 1 objective, 10 minutes, unlimited instant reinforcements on both teams. When a map is first loaded, the objective is neutral and both teams must attack it (like Firefight or Battle). If a team captures the objective, they win the round. If no one captures the objective, the team with more kills wins the round. After the round is won, a new round is loaded where the winning team from the round before is now defending the objective against an enemy counter-attack (like Push). If the defending team successfully fights off the counter-attack, they win the map. If the counter-attackers successfully regain the objective, a new round on the same map is loaded and they're now defending it. It can essentially go back and forth, but once your team wins two rounds in a row you've won the map.

Now here's the new gameplay element I want to add that I think will really make this gametype even more interesting: Armories. The Armory, Black Market, Weapons Cache, or whatever we decide to call it, would be the new means of arming yourself when you spawn. Instead of choosing your class like you do now, you simply choose between Light, Medium and Heavy outfits, which determines your armor, speed and magazine capacity. Players will start with pistols and approach these Armories to find more advanced weaponry. Weapons would be physical objects that lay on the ground in stacks or on racks that the player can point at and "use" to pick up. There is only a limited quantity of each weapon, and certain weapons can only be taken if you've reached a certain criteria (such as getting x number of kills). So for example, if we add some cool weapons with attachments to the mod (like M4 Scoped or something), we can make only a few of them available and make them only available to those who have gotten say 5 kills in the round so far.

The Armories would ideally be nearby your spawn so you don't have to go out of the way to arm yourself, and should also contain explosives, which would be something to start integrating into the game. C4, improvised explosives, types of rocket launchers, etc, can be taken from the Armory and used to destroy the enemy's Armory. If you plant C4 on an enemy's Armory and blow it up, the weapons within it are destroyed within the large explosion. What results is that your enemy can no longer arm themselves, thus crippling their offensive and giving your team a better chance of winning. If a grenade is thrown at the armory, the weapons may disperse slightly making them more annoying to find, but would still be usable.

So what this does, is incorporate both attack-attack and attack-defend style gameplay into a single gametype that is consistent from map to map, and incorporates both the elements of front-line warfare and behind-enemy-lines sabotage. Focusing on 1 objective instead of many objectives will allow us to focus on smaller maps with more detail and interactivity, meaning that part of the process will be to recycle the current maps into new maps that bear striking resemblance to the classic ones. For example, the School in Ramadi or the Mosque in Baghdad could both be their own maps instead of just part of a larger map.

The people that made our current maps were some of the most experienced and talented mappers in the custom Source modding community at the time. However, the task that lay before us does not even need such experience. What we do need are a few motivated people with Hammer experience to help us "break down" our current maps into smaller ones focused on single objectives.

So The Ghost, as you can see, there's a lot of need for audio in this plan, as there is a need for level designers. I think the mod needs to take 3D sound to the next level if its gonna be able to make this gametype as awesome as it could be. So please be in touch, and anyone else who is interested in helping please don't hesitate to say something.

(*Note* None of these ideas have been officially agreed upon, it's just what I'm bringing to the table)

Thanks

Jerem
 
Very interesting. I must admit, his gameplay idea at first got me suspicious but the more I think about it, the cooler it seems. My biggest problem with the game has been that I just hate push maps. Integrating multiple gameplay types into a single one would be pretty awesome for me then, because I get my firefight style on every map.
 
hmm i was about to post something about getting involved in this mod that we all love so much, as our esteemed friend yeti says get there and get your voice heard and if you have skills tell them and see if they still need more workers
 
Very interesting. I must admit, his gameplay idea at first got me suspicious but the more I think about it, the cooler it seems. My biggest problem with the game has been that I just hate push maps. Integrating multiple gameplay types into a single one would be pretty awesome for me then, because I get my firefight style on every map.

I completely agree. My two biggest complaints are the m16 vs ak47 being imba. And push maps. I suggested a while back that we make the BAR server firefight maps and the BAS server push maps, but looking back I think it wouldn't be such a good idea. I think BAS would empty out with all of the Insurgent-sided maps.
 
I just made my post :) So here's what he's looking for.

So I have a few questions for you guys, if anyone wants to help a brotha out

- If you could give a gameplay tip to a new player, what would you advise them?
- What's your biggest gripe w/ current release? (Not asking for a list, just the one thing that pisses you off the most)
- If a sequel for Insurgency were to be created, what new environments or features you think the game could greatly benefit from?
- We got any talented people in the community? In order to accomplish my ideas, we're gonna need a few new level designers, 3d max & photoshop artists, sound artists, etc, and judging from our custom community I think we may have a few community members that may be able to rise to the occasion.

Also, Jeremy posted yet again, offering what he thinks should be the future of the mod.

@treadmeat, I consider myself a pretty avid gamer. It takes one to create one... I've played most of the games you've mentioned, and many many more. In my opinion, Insurgency is different than any of these though, and its gameplay needs to evolve into something unique and refreshing and at the same time reminiscent to its classic style of play. This is what I'm concerning myself with.

On another note, I completely agree with you on the M16, and your tip is exactly the reason why I think the mod needs tracers/bullets flying to help make players more battlefield-aware. In addition, I think the player's head should face in the direction of his killer when he dies instead of some random direction so the player knows where he was killed from instead of just being completely unaware.
 
i dis agree i like ins the way it is if i wanted to play games with those elements i could play css or neotokyo but instead im playing ins and i like ins the way it is
 
i dis agree i like ins the way it is if i wanted to play games with those elements i could play css or neotokyo but instead im playing ins and i like ins the way it is

Well then get on there and let them know. A lot of people are dissenting.
 
I want everyone in this post to post there voice on that forum!

Ego dedicated a division for this beta! So get your butts registered and post!
 
LOL as soon as i get my ass home and pay my cable bill my ass is going to post on there.

I got to mention the league and how hard we EGO try to keep INS alive!
 
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