Insurgency is here! Modern Infantry Combat on Valve's Source Engine. Insurgency (INS) is a total conversion of Half-Life 2 focused on tactical gameplay.
To the best of my knowledge (as a tester), the accessories are all attached by bones. INS has a customization system allowing for things like the amount of armor being worn, ammo pouches, and even sunglasses to be chosen.
This definately has a "feel" to it. Very good attention to detail. Good to see them not pressed up against the wall Ghost Recon/Splinter Cell style as the rule of thumb is to keep 6 inches from you and every vertical surface, walls especially, since bullets travel down them.
The only crits I would have are as follows:
The player model BDUs look like they are too big for the marines wearing them, the cuffs and the billowing on the pants really give it away. Granted there is some of that, but not THAT much, unless they were issued a couple of sizes too large...which can happen. Also, you need to give these guys an "alert" status. The way the picture is set up it looks like the guys in the foreground are sighting in on the wall across from them. Not sure if there's an opening to cover there, but if there was, they wouldn't be posted up here anyway.
FYI, i'm sure you know this, but alert status is when the marine has his weapon at shoulder, but pointed down toward the ground, between 20-30 degrees from directly downward. They still do the "eyes, muzzle, target" thing, but its to give the arms a rest when it isn't absolutely vital that their gun be up. This goes doubly for the sharpshooter.
Yes, much better, although the cuffs are still a little big (but i'm being REALLY nitpicky here, not a big deal at all).
How are you planning on attaching various packs and accessories to these guys? Will they be part of the final player model, or seperate models attached by bones?
To the best of my knowledge (as a tester), the accessories are all attached by bones. INS has a customization system allowing for things like the amount of armor being worn, ammo pouches, and even sunglasses to be chosen.
This definately has a "feel" to it. Very good attention to detail. Good to see them not pressed up against the wall Ghost Recon/Splinter Cell style as the rule of thumb is to keep 6 inches from you and every vertical surface, walls especially, since bullets travel down them.
The only crits I would have are as follows:
The player model BDUs look like they are too big for the marines wearing them, the cuffs and the billowing on the pants really give it away. Granted there is some of that, but not THAT much, unless they were issued a couple of sizes too large...which can happen. Also, you need to give these guys an "alert" status. The way the picture is set up it looks like the guys in the foreground are sighting in on the wall across from them. Not sure if there's an opening to cover there, but if there was, they wouldn't be posted up here anyway.
FYI, i'm sure you know this, but alert status is when the marine has his weapon at shoulder, but pointed down toward the ground, between 20-30 degrees from directly downward. They still do the "eyes, muzzle, target" thing, but its to give the arms a rest when it isn't absolutely vital that their gun be up. This goes doubly for the sharpshooter.
In regards to the BDUs, the models are being updated and might look better to you: Forums.insurgencymod.net
And as to the Marines in the foreground, they are looking out windows along that wall.
Yes, much better, although the cuffs are still a little big (but i'm being REALLY nitpicky here, not a big deal at all).
How are you planning on attaching various packs and accessories to these guys? Will they be part of the final player model, or seperate models attached by bones?
it shows teamwork just by how eveyrone is setup and in position. all the marines are about to pounce into that next room and kick some ***.
yea sniping is so easyer in close range in closed spaces....