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Critical Point: Incursion is a standalone game created with Epic Games' Unreal Development Kit. Incursion is a semi-realistic, arcade-like first-person shooter combining tactical gameplay with arcade-style speed.Utilising a wide variety of modern weaponry and set in fantastically rendered locations, the Mercenaries and Special Forces meet at a critical point! In a rush-based mode as seen in first-person shooters such as CoD4, Battlefield 3, Counter Strike and TO:AoT, teams are given level-specific objectives in round-based scenarios! CP:I is aimed at a large player base, offering a huge platform for competitive clan and league play, allowing individuals to shine and capture their glory regardless of how many hours they have played. It accentuates skill vs luck, aiming vs spraying, etc. We differ from the competition by having no unlockables, no RPG's, claymores, tanks, jets or other vehicles. Just PURE infantry combat action!!
2 comments by a2ny on Feb 14th, 2013
Dear Community,
Here at CP:I we are burning through change logs and updates like no tomorrow due to many code modifications and features being implemented within the last week.
Kolby has been doing a fantastic job helping to smooth out minor issues, fix annoying bugs and visual problems. All these changes are really making CP:I feel like a playable game, please find below a summary of such work which has been going on behind the scenes:
- Implemented Grenade 3p throw animations, as well as Shotgun 3p reload animations
- Implemented the Hacking animation, where the gun is put down in both 1P and 1P perspective mode.
- You can no longer cancel a melee weapon's attack by using your alternate fire key
- All melee weapons should no longer produce a muzzle flash
- You can now stop a shotgun reloading action before the first shell is put in. If the shell inserting action is started, you must wait until the shell is fully loaded and the shotgun pumped before being able to stop the reloading sequence.
- Players can now cancel a reload by swapping weapons or using an objective
- Changed ThirdPersonFireEffects( ... ) design
- Third-person shell reload and pumping animations are now properly synced with their first-person counter-parts
- Adjusted the HackTime to 15seconds
- Players can no longer change crouch or jump states when Hacking an objective.
- WeaponAttachments now properly update again
- Weapons should now properly be set to an Idle state when the player first spawns.
- Fixed 2 instances in which the Sniper scope appeared when swapping weapons. This was caused because of the new state changes
- Fixed a bug that caused a weapon to improperly Activate( ... ) a weapon when leaving a Hacking state
- You can now properly defuse the bomb again
- Fixed a problem with the bomb state code that allowed the player to move when planting the bomb etc.
- The grenade first person throw animation is now shown properly
- Fixed a rare grenade bug that allowed you to throw infinite grenades if you clicked quickly enough after releasing a grenade
- Switching a laser on or off no longer resets the idle animation or forces an empty gun to fire
- Fixed the Muzzle Flash showing for the Bomb in CPAttachment_Bomb.uc
- Adjusted the brightness of muzzle flashes.
- Fixed a bug that locked the player's movements if he was killed when hacking.
- Fixed a bug online that allowed players to look around when hacking, and optimised the code that locked the player's movement.
- Fixed a bug that caused armour to still be visible the next round, after the wearer died.
- Fixed armour shadows not being displayed properly
- Armour will now display on local clients and properly update when purchasing and dying.
- Fixed a bug that allowed players to swap weapons in odd states & when hacking.
- Fixed and tidied up many networked variables for better performance and optimisation
- Fixed many accessed none logging issues
- Completely recoded and optimised the Reloading functions
- Fixed an issue in which Special Forces received 2 round wins for Hostage Rescues and Hacking Objectives
There are still quite a lot of tidying and cleaning up to do as well as implementing one or two new key features, but none the less is the game very polished and coming together quickly.
We are aiming internally to carry out some bigger play tests with several players simultaneously to stress test performance as well as looking for unusual problems that may occur when escaping, hacking and planting/ diffusing.
Keep up the support and if you are an experienced programmer or level designer then do click “apply” to help us push development further.
Ohh and in the meantime here is a teaser picture for a new map in progress, this is a modified and updated version of Infidel which name has now been changed to..
All the best
Your Critical Point Team
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Looking good.
We dont aim on it becoming a clone of COD, we are basing the game of our beloved Tactical Ops: Assault on Terror which many of us on the team played for years, which was previously a mod for the UT99 engine before it was later picked up by Kamehan Studios and Atari.
The only simularities we plan on having are awesome looking models, weapons and levels. The game play will be more action and arcade like.
More still pics will be added to the moddb gallery shortly
I think you just have to delete comments who state that this looks like "COD". I Love Call of Duty games, but this is too much, being an FPS game doesn't mean any other should be it's clone... People who don't understand this, don't understand anything about video games, and I think they should simply leave this website.
When we used to play Tactical Ops for 10years or more, many people said it was a clone of CS, not forgetting both were released about the same time... just one went to the top shelves whilst the other stayed a mod for many years, before later published.. By which time, CS was years ahead.
So you can imagine all the CS clone comments people came out with during its peak time. We have broad shoulders to take criticism and comparisons. Until you play the game, I do urge people to withhold such comments, only then I feel is a point of view valid.
Probably the funniest arguments against Tac Ops I heard were "It's like CS except -drastic changes here-, rendering their entire half-thought argument invalid.
nice body armor and character proportion. one small request...just don't let this become a cod clone. thanks
Are you guys going to implement ai like counter strike source?
We have a plan to implement AI, but for now only our AI hostages since we are concentrating on core game functionality for multiplayer
Not yet, but there is a new media release on its way!! Hope you like it