The Game Inspired by TacticalOps, a game based on Epic's awardwinning UnrealEngine, a group of friends took an ambitious step, creating a sequel to their favorite game on a new level of UnrealTechnology. Led by the people behind TacticalOps and TOST, backed up by a bunch of artists, modellers, mappers and supporters, the team behind TO: Crossfire pushes the limitations of Epic's Unreal Engine 2. Facing the choice of bringing terror to the world or fighting it, you will be part of decisive battles at locations you will not forget. Rescue hostages, blow up a building, gain information, assassinate a target - there is a vast variety of possibilities to decide a battle! And thus the assault continues ...

Report RSS Atmospheric mapping

Four weeks have passed since the last page-update, so now it's time to give you a special insight on TO-Crossfire.

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Four weeks have passed since the last page-update, so now it's time to give you a special insight on TO-Crossfire. As we said before, we would like TO-Crossfire to be more game than mod. The atmosphere plays a great part in something which worth to be called a game. It's is not just built up by stunning maps and beautiful graphics, the music gives a game its special and final touch.

Today, we are happy to give you an insight on this very special part of our project, supplying you the soundtrack for BabyNuke's arabian-based map "Medina" and our credits-theme. You can get them here: Medina Soundtrack (credits)

According to the public requests, you'll also get some rough preliminary guideline for mapping. We are still trying different settings in order to create a fast and direct gameplay, so these settings do not include the players jump- and crouchheight.

Map prefix: OBJ-
Map extension: .to2
Player width: 51,2 UU
Player height: 115,2 UU
Ingame size: 64 UU = 1m

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