Firearms:Source is a team based first person shooter, rooted in the traditions of the Firearms mod for Half-Life. Firearms:Source brings the best aspects of Firearms to the Source engine, and then takes them a step further. You'll see a host of familiar weapons and maps, but you'll find the streamlined game play to be faster, focusing on aggressive, skilled play. From nearly the moment you spawn you can expect to be engaged in furious action.
"Who is to say what is the greater consciousness here, the man or the weapon? I will, of course, offer my own humble opinion on the subject for your... greater entertainment. So much for philosophy, but this is my mind and my story, so kindly forget that I mentioned it. When I die, and oh will I die, the faceless puppet of a man that replaces me -will I be him as well? It's getting difficult to tell, we're all so similar. The same package, different gun, like little pieces on a chessboard.
No, not quite. I lied when I said that my successor would be myself incarnate. The undeniable truth is that I am my weapons, that is all. A Colt Anaconda, 12-inch KABAR, Claymore, a pair of M67's, full standard gear, Night Vision Goggles, Bandages. That's what I am. I'll pass through ten thousand bloodstained hands, climbing this mountain of bodies for eternity, adding my own corpses to the pile now and again. Should I ever reach the top? I think I'll admire the view. The man is worthless here; the weapon, the firearm is his soul and mind in this place. Soldiers do not pick their weapons; weapons select new soldiers to carry them. Weapons do not die; weapons kill.
What to call this artistic piroette of speed, weaponry, and bloody carnage? Well, there's no reason to be coy. This is Firearms."
Please Note:
I've deleted several comments from our profile from people who have mistaken us for a different Source engine mod. I would like to point out that Firearms: Source is operating with the support of the current Firearms team. Current FA Team Leader AlejandroDaJ has given us his backing and is currently a level designer, and former FA Team Leader Ben Irwin has also thrown us his support. Former FA Team member Hitman is the FAS Team lead programmer, and former FA Team member Christian Oelund is one of the lead artists.
For clarification, please check out the original Firearms website: Firearmsmod.com
and this thread on our forums: Forums.firearms-source.com
Also, please note that our URL has changed to: Firearms-Source.com
and you can find our forums at: Forums.Firearms-Source.com
18 comments by ShinobiNFC on Jun 25th, 2009 digg this super bookmark
Hello FA:S community! We have some media from all fronts this update. First off, we have a new feature that will be included which is our Player Head Customization. So just like in the original firearms, you will be able to choose what your player will look like. For our first release candidate, we will allow you to choose between few different heads and different eye wear. The NVG monocle however is only given if you choose to load out with NVG's. This will be the case with a few items that you will see on our player models.
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Next, we get to finally show off our M82A1, modeled by Thisismyname09 and Schmung, and textured by Dr.Hubbler. The M82A1 is not meant for the front lines and actually receives certain mobility penalties in FA:S. Unlike the M24 and the SR25, you can't run while scoped with this weapon. However, you will be able to crouch walk and prone crawl with it scoped. For those who like to dig in and sit back, with the bipod deployed you will be able to fire faster and with greater accuracy. This beast comes in at 21 credits, but if you see an enemy in light armor, one shot to the chest will bring him down instantly.
Thirdly, there have been quite a few map edits going on in the background, as usual. Our maps are one of our many assets that keeps evolving throughout testing. Here we have a few revisions of ps_crossfire. The area is the new blue spawn that has been almost completely redone to improve some gameplay issues as well as upgrading the aesthetics. A few other maps are also under going changes, like you may have noticed with last update's tc_rubble.
As a final note for our dedicated fans, we have recently created a Twitter account for FA:S. On the twitter account you will see less formal news and updates on average about twice a day. You can follow us @firearmssource, although if you are a Facebook Fan, you already get our twitter updates.
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Two questions to any developer:
Are you planning to include different camoflage patterns (Besides a different one for each team) depending on the type of level played (= Parameter set on map Game_info entity, or similar)? That's to say, Snow/Desert(Obvious)/Forest camoflage, in addition to any specific national pattern (Like the German Flecktarn used on the now replaced placeholder CSS models).
And if so, will you also add support for custom mappers to do the same with custom skins, without overwritting the default ones (Pakratted with specific maps)?
That's not going to be in the initial release, but we have made provisions so that in the future making things like that modular wont be that difficult.
Consider pitching that idea in our input forums.
So this is basically CSS but all around better?
Well, think of it as CSS with... no silly money-to-purchase system, respawning based on a reinforcement number (like BF1942's tickets) which teams lose faster if their enemy completes objectives, no restrictions on what sorts of equipment you can take so long as it totals less than 30 credits (Four SMG's and only your boxer shorts for armour? Hell yes you can do it.), no arbitrary player slowdown when shot, grenades that actually kill, a much faster pace of gameplay, many more gameplay modes, at least three times the number of weapons, a fully functional skill system, prone, sprint/a stamina system, locational armour which takes damage and degrades as it's shot, customizable player models, a machete, properly modeled, textured, and implemented firearms, regular updates with new content... I know I'm missing some...
So really, nothing at all like CSS except for the fact that it involves realistically-proportioned dudes in armour exchanging copious amounts of leaden death on the Source engine. If it's the sort of frenetic, intensely lethal gunfights of CSS you enjoy though, I think you will be more than satisfied.
Really the only thing that ties us to CSS is we're on the same engine. This game is a load faster, deeper and bigger then CSS.
do we all need to wair those ridiculous hats ?
hl1 anyone?
totally need a backstab technique, like when you went up behind that guy.
I'm sorry but i have to say this: I CAN'T WAIT!!! This mod and all the work you put in it, makes it almost a separate game. Again this looks awesome and I dunno when I can expect it to come out. 2010? Something like that?
Na, before 2010. :)
so that means this year yay