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.

Post news Report RSS Player Head Customization, M82A1, and Crossfire Revisions

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.

Posted by on

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.


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.

Post comment Comments
Keptron
Keptron - - 509 comments

Very interesting :)

Reply Good karma Bad karma+2 votes
vfn4i83
vfn4i83 - - 692 comments

I've never played a FA before, but that version is just stunning.

Reply Good karma Bad karma+2 votes
Dr_Nick
Dr_Nick - - 40 comments

any plans on making the bullpup version, M82A2?

Reply Good karma Bad karma+2 votes
whatyouwritelad
whatyouwritelad - - 140 comments

A1 pwns A2

Reply Good karma Bad karma+2 votes
Jesternz08
Jesternz08 - - 410 comments

sweet looking rifle.

Reply Good karma Bad karma+2 votes
Cece
Cece - - 86 comments

As awesome as the head customization is, id really love to see customization with the entire model. An example would be something along the lines of what you can do in Metal Gear Online.

As Saxon said, the face models themselves look great. However their expressions seem very awkward which detracts from the realism.

The m82a1 is represented well with a nice model :) and the map looks great. Keep up the good work, im really looking forward for the release.

Reply Good karma Bad karma+2 votes
nige111
nige111 - - 178 comments

Add an eyepatch.

Reply Good karma Bad karma+2 votes
Amez
Amez - - 514 comments

Looks sexy, good work :D.

Reply Good karma Bad karma+2 votes
kmarvell125
kmarvell125 - - 121 comments

I always liked how the m82 was handled in firearms, it was a rarity to see it deployed. But when it was the person behind the scope was someone who knew what they were doing. Unlike the awp in CS.

Reply Good karma Bad karma+2 votes
djjonastybe
djjonastybe - - 141 comments

I suggest you look some time at AA3 it has very interesting features to improve teamwork. I won't play this if I encounter any form of loner style which I encounter in CSS and almost every Valve game

Reply Good karma Bad karma+2 votes
kmarvell125
kmarvell125 - - 121 comments

FA has always been good with teamwork. I know in my days core players would provide support and cover for the less experienced, albeit just coincidentally. However artillery is a useless skill to have, unless you can convince someone to get artillery 1 and actually call in strikes.

BTW, are you guys adding artillery skills?

Reply Good karma Bad karma+1 vote
FAS_Naota
FAS_Naota - - 95 comments

We have Artillery, but in a much more user and team-friendly incarnation than the original FA. Players still need Arty II to set up and fire mortars and spotters with Arty I (or II) still need to drop markers in the area being bombarded, but there's a whole new dimension of freedom from the mortar-user's perspective. Anyone with a mortar is no longer restricted to a single target (In FA I believe the mortars only fired on the marker of the last player to request artillery fire), and can open an overview map of the area to select where they want to fire their mortar at from all of the active designated targets provided by their team.

It's possible, but fairly impractical, to spot for your own mortar by running all the way out to the front lines, dropping a marker, running back, then operating your mortar as normal, but then you will also have only a single target area to choose from and every time the marker expires it will have to be replaced by you. Artillery is vastly more efficient if the team has a player or two with Arty I fighting in major combat zones and laying down their markers while the dedicated Artillerymen operate their mortars from somewhere more secure... especially because mortars detonate in a massively lethal explosion if destroyed.

Basically, this is the theme which is pervasive throughout FAS - teamwork is encouraged and designed to yield a great advantage, but is not absolutely required. Another example is First Aid/Medic, where by taking the skill you can heal yourself once to restore lost health, but healing other players can be done repeatedly after a reasonable delay between treaments, and doing so also grants you score. Two players who have earned Medic working together are incalculably more difficult to wear down than a single guy.

Reply Good karma Bad karma+2 votes
awesomepossum
awesomepossum - - 997 comments

I like your faces!

Reply Good karma Bad karma+2 votes
EricFong
EricFong - - 1,585 comments

I just punch the wall for too happy about saw the .50 cal sniper.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: