Off Limits is a first person multiplayer shooter that is focused on two teams capturing the enemy territory and hunting down and killing their main guy, the Juggernaut.
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The closed beta was what we wanted and is now closed. We are now working on our first public release and this is an update to where we stand at the moment...

Posted by Wesley on May 4th, 2011

The closed beta was what we wanted and is now closed (so no more invites will be sent out). We were able to gather loads of information (bugs/crashes/game play feedback/etc...) We discussed the most important issues that needed to be fixed for our next update and this is what we are working on at the moment. Things are a bit slow because of a few reasons e.g.: Summer has struck Europe early, Maarten is remodeling his kitchen. The good news is Maarten has been able to do some fixes already and my changes for the next update have been done for quite some time now. We will also release the next update as a first public release. This means we will release it on: ModDB / Desura. I have set up 8 public servers already, 4 in the US and 4 in EU. The updates we have fixed so far are:

* increased shotgun damage from 11 dmg per pellet to 15 dmg per pellet
* increased global damage modifier from 0.85 to 0.95
* increased damage over distance factor for shotguns from 0.25 to 0.5
* increased damage over distance factor for smg from 0.35 to 0.55
* increased headshot damage modifier from 1.35 to 1.45
* increased minigun damage per bullet from 35 to 45
* mp_timelimit default value is now 0
* grenades now bounce off enemy forcefields
* fixed grenade count not matching loadout
* increased JN armor effectiveness by 50%
* fixed crash bug related to vehicle networking race condition
* fixed weapon loadout weight calculation not taking clip 1 ammo into account

- ol_styx: Added vehicle clips on ticket gates inside subway station entrance, where you could get stuck with vehicle and not get out
- ol_styx: Added vehicle clips and player clips on stairs into Carter Hotel lobby
- ol_styx: Fixed ladder going on rooftop near Vanguard lobby. Before you couldn't exit the ladder on the left side (falling down). Now you can exit it right and left landing either on the tunnel roof or the hospital roof
- ol_russia: Changed Juggernaut spawn positions in main bases behind the spawn point, giving the Juggernaut players some more protection when spawning
- ol_undersiege: Added vehicle clips on feet ship crane, where you could get stuck with vehicle and not get out
- ol_undersiege: Moved silos up in Stack building corner. Now you can run across the two conveyor belts without silos being in the way. Also fixes an issue where a player could get stuck
- ol_undersiege: Removed collision from boat rope attachments, making it smoother to run on the ropes and get on the boat deck
- Added look at points to all main base spawn points. Now players should be facing the ideal direction when spawned at all times
- Added a test version of ol_styx where all physical vehicles are prop_static (ol_styx_test)
- Updated loadout "done" buttons into "back" buttons
- Updated minimap overviews so the playable areas stand out more (made non-playable areas darker + added a red border on outline level)
- Updated the default_config, removed menu_2 and made "m" the default key to open up the "Use Team Commands" menu
- Updated Team commands, now only 1 menu instead of 2 (removed commands that weren't used)
- Updated Guide with "Spawn Points
- Updated Guide with "Juggernaut Health"
- Updated Guide with "Team Commands"
- Fixed light prop material not being black/white in Juggernaut vision (/materials/models/props_c17/light_domelight02_off.vmt)
- Fixed variation of "negative" team command not working
- Fixed knife multiple impact overlays on same spot showing image boundaries

Some of the bigger issues still to address for this next release are:
- Adding a hint system for certain actions
- Adding on screen icon overlays for spawn point locations + distance to them so people can find them more easily
- Add hint text when you become a Juggernaut and explain how to disable it if you want to
- Fix screen shake crash bug (still a mystery why this happens)
- Adding color to nicknames on the hud (death notification / vehicle loadout), so it's easier to know who killed who, or who is inside your vehicle
- Fixing more bugs found during closed beta...
- etc etc...

This update should address the bigger issues people were having trouble with and I hope we'll have it released somewhere this month.

Post comment Comments
hogsy May 4 2011, 8:03am says:

Good to hear! I enjoyed the closed beta and look forward to what you have to release in the future.

+2 votes     reply to comment
J05H_DA May 4 2011, 10:05am says:

Maybe some people will be playing now. It's a great game when you've got two teams that actually know how to play.

+2 votes     reply to comment
Dr.Goupyl May 4 2011, 2:04pm says:

Kill assist as been added ? We were many to feel that useful.

+1 vote     reply to comment
Wesley Author
Wesley May 4 2011, 3:33pm replied:

What exactly do you mean with kill assist?

+1 vote   reply to comment
Stugs May 4 2011, 8:34pm replied:

Say: 2 guys are shooting at one enemy, either you or your ally kill that enemy and it gives you both the credit for killing the same enemy.

+1 vote     reply to comment
Wesley Author
Wesley May 5 2011, 2:21am replied:

Ah ok, this wont be in afaik, maybe in a future update... Depends on Keats and how he feels :p

+1 vote   reply to comment
kordaling May 4 2011, 2:57pm says:

nice update, i hope there'll be more players online.

+1 vote     reply to comment
Domo01 May 4 2011, 7:20pm says:

Its already been released O.O? NEED. DOWNLOAD. LINK.

+1 vote     reply to comment
Wesley Author
Wesley May 5 2011, 2:21am replied:

There was a closed beta period, now we're working on the first public release.

+1 vote   reply to comment
deadrawkstar May 5 2011, 2:55am says:

I wanna know how the hell are you gonna fix people camping inside capture points, and throwing grenades out of them, when you cant run in when you're on the opposite team??

+1 vote     reply to comment
Wesley Author
Wesley May 5 2011, 3:03am replied:

I'll explain this again...

The game is about tracking down and killing the enemy Juggernaut.
The Juggernaut CAN NOT go inside a spawn point. So if they (regular players) decide to camp inside a spawn point, let them? Kill their Juggernaut and the spawn they are camping in will open up and THEN you can mass murder them. If they camp inside and not play by the rules they leave their Juggernaut unprotected and they will lose the round. Also, by camping inside a spawn point they can not advance up to the next spawn point and capture that one either. Campers are nothing new and they will be in every game. It's how you outsmart them to win that matters ;)

+1 vote   reply to comment
KeaTs Creator
KeaTs May 5 2011, 1:46pm replied:

Yeah, campers in our spawns will be about as useful and dangerous as campers in eg TF2's initial spawn. They hardly harm anyone, will only cause their team to lose and you don't need to kill them. Only the Juggernaut is your target, and it just so happens he cant enter spawns, let alone camp in them.

No, no, we got that covered :p

+1 vote   reply to comment
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Released Jun 2011
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