SoftAir: Source is a free digital conversion of the AirSoft game, a battle game where characters are real people, a simulation of a modern-war simulation. The key-word of this game is: realism, though it keeps on being faithful to the original simulation game. Forget about a super speed, bunny hopping and so on. Running and jumping get you tired, you get "catched" with a single shot, there are only few elements of the HUD, no crosshair, no lifepoints, no ammo count. while crawling behind enemy lines, you will never think about theese silly things. Hide in the vegetation or in the shadows of the maps and wait for your chance to eliminate your opponents and conquer a key-building, or steal a flag and run away toward your base... suddenly, an ambush! that WAS too easy...

Features:
2 Teams + some special teams based on map type;
6 Strategic Classes: Assault, Support, Sniper, Machine Gunner, Freeman, Coverman;
Choose the best bullet ball color for each map;
Watch BBs bouncing all around in a realistic dinamic;
Deploy over a bipod your Machine Gun, or aim from the ironsight of your Assault Rifle;
Fight in digitally rebuilded airsoft locations, from forests to old factories;
Feel the realism of a real war-game.

SoftAir: Source Development Team

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sas_cascinali sas_capanni capture zone another view of sas_capanni
Blog RSS Feed Report abuse Latest News: SoftAir: Source on Source Engine 2007

3 comments by bloody_skull on Apr 27th, 2008 digg this super bookmark


Ladies and Gentlemen,
Once again I'm proud to present the new version of SoftAir: Source. This is the third time I restard coding the mod from a fresh and untouched copy of the source code, every time learning from my mistakes and upgrading the mod to a newer, and better status.

This time is much more important, because I'm recoding the whole project using the new source code of the recently released Source Engine 2007. So, expect huge improvements in the game behaviour and possibility.

Recoding everything will grant the game more stability and content in less time. Old bugs will be removed as I'm coding new systems to handle all the mechanics of game. I will no more keep coding delaying the time I will fix the bugs: I'll just fix them as soon as they might appear. I'm also adding a lot of new content for an extra immersion in the game. It has to feel real, and it has to feel funny. The previous version was lacky in content but it was pretty funny due to its innovative gameplay focusing on tactics intead of "ping advantages" and so on. This version will feel exactly like a real Airsoft match.

For instance, talking about immersion, now you can see your own body if you look down, and running and sprinting will drain your stamina more realistically, and the view sways according to the speed. Staying still will refill your stamina quicker. Players hit by bullets will have to run back to their respawn (intead of being magically teleported) to be able to play again.

And, last but not least, it will be featured the Credit System, used to buy upgrades to your weapons (and even new weapon specific for classes), working like Steam Achievements. For instance, capture one area to achieve the laser pointer for the handgun, or kill five enemies in a row to achieve the silencer.

As usual, a lot of collaboration is needed.
You can find the developers blog here:
Softairsource.altervista.org

See you on the battlefield. 

Comments  (40 - 50 of 101)
bloody_skull
bloody_skull Dec 7 2007, 5:01pm says:

we are proud to announce that steve milanese joined the SoftAir: Source project as the main sound engineer and musician. his professional job adds a boost to our development stage, so get ready to something new to be shown soon. soon we will enjoy every single airsoft gun shot in our ears, as well as new realistic ambient sounds and so on.

Realism, Gameplay, and Fun.

Talking about gameplay, we are finishing the "capture and secure" game mode, defining the last things to make it more enjoyable. The large use of radio voices will add more depth to the game, as well as some other features I will maybe talk about later... Stay tuned!

For everyone who'd love to join the project, we still have lots of vacant places: some Prop / Vegetation / Character Modellers, a Model Skinner and Unwrapper, an extra Mapper. contact us at softairsource@gmail.com

+1 vote     reply to comment
bloody_skull
bloody_skull Nov 26 2007, 8:44am says:

the header you are enjoying comes from the hands of weroper.GX, who joined the SoftAir: Source project. His professional job will be very useful for custom textures, backgrounds, skins, the hud and so on.

the game is shaping more quicly thanks to the help of the modeller/animator VGF and also the map will be ready soon, because I finished the main structure and gave it to my dedicated mapper.

but we are still looking for a dedicated skinner/unwrapper, and a dedicated organic modeller. if you feel the right person, don't hesitate to contact me softairsource@gmail.com

+1 vote     reply to comment
bloody_skull
bloody_skull Nov 20 2007, 8:27am says:

then send me an e-mail with a more explicit description of your qualities, and I'll see what we can do for you. Everybody who feels that can contribute to our efforts should send me an e-mail. The mod is still with some vacant places, so you should be able to find the right place for you.

+1 vote     reply to comment
weroper.GX
weroper.GX Nov 20 2007, 6:09am says:

I play Softair for my own with friends and we love it. We normally make 2 lan's per month and we're very excited about your mod. Hope it turns out well! If I could help you 2d graphical wise i would love to!

Good luck then Guys!

+1 vote     reply to comment
bloody_skull
bloody_skull Nov 19 2007, 4:16pm says:

sorry about the mistake, but the right address is softairsource@gmail.com
my apologize for the inconvenience. Anybody who sent an e-mail to the former address is invited to send it to the new one. While waiting for the proper Help Wanted section to return as well as Private Messages, this is the best way to contact me.

+1 vote     reply to comment
bloody_skull
bloody_skull Nov 19 2007, 10:12am says:

Hi everybody. It's me again. We've been working for a period of full immersion. We are almost ready to show you some radical changes to the mod, but until it, stay tuned. Things regarding the changes: a new built from scratch fantastic ASG, the gas pistol version of the USP, with blowback animations and a realistic behaviour (for instance, the slider stays back when empty, the gas affects the bb energy and so on);
the new game map (not a radar but a real map of the location, with key objectives and bullets areas); the squad leader will be able to order the team to go somewhere in the map via a simple visual comunication panel; the new game mode is fixed and fully working: "capture and secure"; the hud for the game mode in on its way as well.

while waiting for this, I'd like to remind you that there are a lot of vacant places to be fulfilled. We still look for a Model Skinner, an extra Mapper, a Texture Artist, a Player Modeller. If you feel the right person, feel free to contact me at softairsource@altervista.org

+1 vote     reply to comment
Jn.
Jn. Nov 5 2007, 2:43pm says:

Thanks, bloody, lowcap magazines would be awesome. Unfortunately, I fear this mod will lack anything airsoft specific, so it would be better of as a shooter utilizing your ideas. From how it seems now, the focus is more on game play, and it seems like you're calling it an airsoft game just for the sake of calling it an airsoft game. Personally, I believe it would be a lot better as a shooter that uses all of your game play ideas. Make a game with bullet drop and windage, as well as different bullet weights that fly further so you have to think about each shot. Make players get to know the capabilities of their guns. You could have your "think before you shoot" tactics in a normal shooter, and personally, I think it would look a lot cooler with bullet effects, too.

+1 vote     reply to comment
bloody_skull
bloody_skull Nov 3 2007, 6:12am says:

Jn, I had to delete your last comment due to an offensive content for an user of moddb. if you have to argue, then do that with PM. comments here are for constructive topics.
Apart from that, my apologize for not replying to your doubts. We are seriously thinking about the option to choose between lowcap and highcap magazines. The animations and the model for the lowcap magazine is already done, so as soon as I will finish our code priorities, I will also handle this issue.
Talking about AEG upgrades, It's too early to talk about them now. We are focusing on the gameplay at the moment. Once we will be ready, we'll see what we can do. Anyway, nothing too complicated, as it wouldn't worth our efforts. So, MAYBE you will have the chance to update the battery, the hop-up system, the spring, as well as some aestetich things like red dots, lasers and so on. But to be honest nothing is under costruction at the moment.

+1 vote     reply to comment
bloody_skull
bloody_skull Nov 2 2007, 2:10pm says:

the time has come I have to answer to all of you. We have been really busy in the last days I coulnd't even take some time to an answer. Well, now let's focus on some of the problems the mod is supposed to have:
for instance, lets take the custom css models. if you look the upload date, it's written 20th Mar, 2007 or similar. It was the previous version of the mod, the so-called SoftAir: Source 2007. If you look in the news section, you will find out that the first one is dated 7th Aug, 2007 telling everybody that a new verion was born, the SoftAir: Source 2008. It has been coded from a fresh HL2MP code, and rebuilt from zero.
Now, talking about other features:
the map looks quite plain, but you have to understand that I am mainly the leader of the mod, and I make maps and code and anims and textures aswell. All that stuff is quite big to be handled by a single person. luckyly, some friends joined the project and now I have one specialized mapper to take care of my map once I will finish it. And now, I've got a real talented modeller and animator, so we can say goodbye to old placeholders.
Don't expect my mod to be a damned CSS clone. That is what we are absolutely trying to avoid. The game play is really really different, because of the guns (yes they shoot bbs, they have to care about factors: rate of fire, precision, weight, gravity of the bbs, air friction for the bbs, and soon wind for the bbs trajectories), because of the movement of the players, the tactic, the maps (thought to be scary because of a lot of dark spots). the important thing is: think before shoot. shooting, moving around, reloading make a lot of noise so you can be spotted so be sure you don't jeopardize your cover shooting a target. also, be sure you will hit the target.
So, if you still consider my mod equal to any css clone mod around here, it's like you are comparing DODS with TF2 only because they both have classes.

+1 vote     reply to comment
Darkstorn
Darkstorn Nov 2 2007, 12:10pm says:

Also i would like to mention that using custom/CS: S models for a mod generally isn't a proof of quality, no matter how early the mod is(but it's not very early according to the status the developers themselves put for this mod)...

The visual aspects themselves aren't obviously quite as important as gameplay functions but still, do you know *any* highly succesful or acclaimed mod with default CS: S player models? I don't... And there's a good reason; It seems too HL2, amateurish even.

That's why i always try to persuade mods into hiring a proper team before they even start modding.

I'd also like to mention that using custom models created by the community for CS/ CS: S/ HL2 whatever, are illegal to use without full permission and credit. Unfortunately for you, most of the custom models you use have authors that are no longer found from the scene, making it legally impossible to use in this mod.

Hire a few good modellers and texturers. Entirely new graphics can make a 'feature free' mod look much better than it is, and for good reason. The visual aspect is a big part nowadays.

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