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!!

Report RSS Anvil + Environment Assets (Nov 2011)

We are back with another media release of our FPS game based on Epics UDK Engine a new pimped up Level plus stunning art from our environment teams! Jump inside and let your mouth drool with excitment!

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Dear Community,

We are back with another media release, and this time it's an updated version of the classic TO: Crossfire map, Anvil! This popular bombing objective map has been completely remade in the UDK with next-gen assets and lighting.

Originally designed by Spin, the building and completion of this map has been taken over by Matt Lefevere, with our talented team of artists creating new content, led by art director Peter Aldred.

Other contributors:

Jason "midwinterdreams" Mathews
Stefan "rockstar6" Groenewoud
Chris Perrella
Armin "Akashius" Chaudhry
German "maquina" Benitez
Denis Baudin "Midgard" Chronos
Christopher "CDRose" Rose
Bram "Moody" Van Rompuy
KrisztiƔn "FireFly" Lakatos

Matt and the team have really brought this level to life. In comparison to the version shown in the August Autumn News Release, one can really see how much it has improved!

We hope you enjoy the pictures and look forward to playing this level as much as we do!





We have also made great headway on weapon animations thanks to several new animators we've recruited after last month's weapon media release. Headed by lead animator Alex "TheCounter", with additional animations from Serg "comicsserg" and Timothy "sikorsky14", we have been producing beautiful animations at a quick pace for in-game coding.

Adam "drakklord" our lead coder has not only been working on our weapons system, but has been polishing up a dynamic music system together with lead music artist John "JTMarrin".

We have bulked up the team with a handful of additional programmers to help push our progress further and faster.

The overall progression of Tactical Assault has moved very fast over the last 2 months, with the team breaking some very big milestone plans and bottleneck issues, where we now feel we are "Over the Hill" and looking down the other side.

Just to finish off with some more amazing art, here's what some of our artists have been up to recently! Enjoy.

Environment Models

Designed & Modeled by Chris Rose
Roof Air Conditioning Unit

Mossberg 590

Wall Heater

Designed & Modeled by Peter Aldred
Breakroom chairs

Pool Table


Designed & Modeled by Bram "Moody" Van Rompuy
Shipping Crate

Designed & Modeled by Armin "Akashius" Chaudhry
Anvil Assets

We have a lot left to do, make no mistake, so continue to spread the word of our project and enjoy the ride through our development.

Coming Soon....

December media release

For a festive holiday treat, we have a highly anticipated media release planned and currently being worked on that should certainly put a smile on your faces!!

Stay tuned....

Best regards,
Your TA Team

Tactical Assault requires a license for adobe photoshop! Your donations will be much appreciated, thank you
Click here to lend your support to: Adobe Photoshop CS5 Extended and make a donation


Looking good, but, in my opinion, the last two screenshot areas could use more static meshes.

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Critical Point: Incursion
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