Thursday, July 2nd, 2009Welcome Visitor: Login | Register    

June update released!

Dr. Spielmann // Jun 23, 2009 // 62 comments

Hello everyone!



We are proud to announce that the update containing INS_Karam has been uploaded. We are looking forward to hearing your feedback. If you would like to comment or make suggestions, please feel free to do so in the official thread!

As usual with Steam updates, your client should update automatically within the next couple of days or so.

This is the changelog for this update:

June Update - Changelog
  • Added a new map: Ins_Karam
  • Added new sounds for ammo pickup and m67 grenade pin.
Please keep in mind that INS_Karam is still an Alpha release and therefore some bugs can still be found. We'll be closely monitoring your impressions in order to further improve this level.

We have also been working on a deeper update that is currently being tested, and there will be more details and media updates on that next week. However, we can already give you a taste of the changelog:

Next update - currently under testing
  • Revamped Insurgent Player Textures.
  • Revamped M4A1 Aimpoint reticle.
  • Revamped Makarov Texture.
  • New Optic Lenses.
  • New M-14 DMR Texture.
  • New M9 Beretta Texture.
  • New M18 Smoke Grenade Texture.
  • New RPG-7 Texture.
  • Updated Various Weapon Selection UIs.
  • Fixed RPG-7 "ye olde disappearing rocket" bug.
  • INS_Baghdad updated.
  • INS_Ramadi updated.
Some of you have noticed the lack of news about INS_Sinjar, after we announced that it was going under quite some intensive development. Work is still being done on this map and it is our intention to show you some screenshots soon so that you can already see what has been changed. This is one of our top priorities. We may be late sometimes, but we don't forget!

In the meantime, see you in Karam!



INS_Buhriz Update Ready!

Dr. Spielmann // Apr 17, 2009 // 118 comments

Hello Everyone!

The promised INS_Buhriz update has already been completed and uploaded to Valve's servers, it will be deployed to your computers sometime in the next few hours (please allow some time as this is a process beyond our control).



Changelog:
  • Added destroyed section to bridge, accessible from the ground and bridge interior, with larger capture radius.
  • Modified village with new structures, balconies, and vantage points.
  • Significant increase of prop and terrain cover throughout the map.
  • Light, fog, and shadow improvements.
  • Overall performance optimization.

From the previous version, over 700 screenshots were taken by the test team. Hundreds of bugs have been fixed (textures, displacements, floating objects, gaps, manor and major issues of every kind, etc). Obviously, some smaller bugs still might be found but we hope you will enjoy this new compile. We are sure we'll see it becoming more frequent on your server's rotations, and of course on clan matches!

For the impatient - we remain committed to releasing INS_Karam as soon as it's ready and will be working on it right away. Other maps such as INS_Ramadi are undergoing some important work too.

As some of you already know, INS_Sinjar is being updated and we'll post another extended article on this website next week to inform you of its new features. There are some exciting layout changes we can't wait to tell you about - part of a new effort to bring that map up to the top of the most played list!

Stay tuned!



Ins_Karam Preview

Dr. Spielmann // Mar 25, 2009 // 62 comments

Hello Everyone!

As mentioned in the previous news post, we have created an extensive preview article on Ins_Karam, the new Insurgency map that will be released to the public for gameplay testing in the upcoming patch. The map is in an advanced beta status meaning that although it cannot be considered final it should still allow you to play normally and enjoy the combat.


The base on the hill is still this map's top landmark.

Ins_Karam is a map with 2 different fighting areas. Once the initial push for A is over, the action switches to the other side of the battlefield, where the fight for the next 2 objectives will take place. In this scenario, Insurgents are on the offensive and USMC forces will have to gradually fall back delaying the enemy's advance for as long as possible.

This level, created by our level design lead Bluestrike offers a great balance between close quarters and outdoors action, and we're looking forward to hearing your impressions as soon as you start playing it!


A general view of one of the 2 villages in the area.


Checkpoint into the village at Objective Bravo.


Inside the British base.


An Afghan interior.


Underground tunnels used by the Insurgents.

You can find the complete story (with a lot of additional screenshots) in this link.




DOWNLOAD INSURGENCY


Read the Insurgency Manual!

About Insurgency...

Insurgency (INS) is a total conversion for Valve Software's Half-Life 2, powered by the Source Engine. INS immerses the player in an intense online combat experience. Set on the modern battlefields, Insurgency simulates infantry combat that encourages the use of teamwork and tactics to close with and destroy the enemy.

Basic Features...

free total conversion
only Steam and a Source-based game required
chain of command
commanders assign objectives and give waypoints
morale
morale scoring system to set high value on teamplay
reinforcement waves
unique reinforcement wave system
immersive combat
iron sights, free aim, ricochet, bullet penetration, weapon weights, and more
no bullsh*t hud
only see what's important, when it's important
weapon caches
used for rearming on the battlefield
suppression effects
fear the enemy bullets, supress enemy activity with cover fire
Join us on IRC @ #insurgency on GameSurge