We've just released v4 of our mod to our testers and donators, and we're happy to say the public beta is in sight, with the potential candidates being either v5 or v6. But there's still a LOT of work to be done before we get there, but for now lets take a look at where things are now!
Perhaps one of the best additions to the core gameplay is the gore system. Powerful killing shots will now take off the limb they hit, and explosions can take off any number of multiple limbs at once. We've also redone the gib system, using generic bloody body parts as universal gibs for all the models.
We've also redone the weapon selection system, mirroring the one seen in Metal Gear Solid 4. However, since we have so many guns and you can't pause the game to select your gun, we couldn't do two rotating columns since it'd just get disorienting, but what we have done is pretty cool anyways
Thanks to Phantomgears, we finally got some more impressive maps to show off. First up is jb_vr_green, the first in a series of different colored VR maps
What's seen here is a fairly old version of the map. We've added another secret passage on the bottom of the map that takes you to the tallest tower for easy sniping, and also recreated the animated skybox from metal gear solid 1 vr missions.
Next up is jb_outerheaven, a map somewhat based on the original metal gear games, and featuring the music from those games.
Custom svt maps will have the option to use custom music, and both of these maps will be doing just that
The rocket crowbar is now fully in the game, and features lots of ways to edit it. Rapid fire rockets are pretty amazing
Left click is a slow power swing, and functions as the reload swing in rocket crowbar the mod. That is, you can send props and players you hit flying away, or hit the map itself and propel yourself around the map. This is useful for close fights, where you can hit the ground with left click to send yourself straight up, then fire a rocket down on the nearby player without taking too much damage yourself from the explosion
NEXT UP, taking a page from the great half-life 1 weapons mod PS07, we've added in the discs from Ricochet. They'll behave mostly like they did in PS07, right click being a slow explosive disc, and left click being a boomerang shot that wont permanetly deplete your ammo. To help tell your discs apart from other players, each player gets a random color when they spawn.
And of course we'll be adding in console commands to enable turbo fire throwing with however much ammo you want
and options to make each disc thrown a different color
This is honestly one of my favorite weapons, it's so much fun. You can even work together to make cool little designs
We've also added in the RPG7, which will obviously shoot a much more powerful rocket then the rocket crowbar does.
Friction grenades from Rocket Crowbar are in and working great, causing any players hit by it to temporarily go into negative friction mode and bounce about the map while taking damage.
We've also finalized the look of some of the classic jaykin' bacon guns, as well
And of course the TMP has it's alt fire still
After numerous tests, we've made a lot of tweaks to SVT. We've given snake flashbangs to blind people with, chaff grenades to silently take down tripmines with, smoke grenades to hide himself wtih. In addition, we've added in some new gadgets for him. Left click while in the box will deploy a moving decoy of yourself that breaks up hitting any objects.
And for the ruger, pressing right click will fire out a radar mine. This creates a radius where you can view players locations, and if they're in direct line of sight with the mine, you'll be able to see where they are aiming, too.
The dot with the blue cone is you, the red dot is the radar mine, which you can see on the wall here, the dot with the green cone is a terrorist that's in direct line of sight of the mine, and the faded white dots are terrorists that are in it's radius, but not in it's line of sight. The radar updates every second.
Since snake has so many gadgets now, and since the armor balance system resulted in snake just charging in at the frog, he won't be getting any armor at the start of the round according to how many player there are. STEALTH and STRATEGY is how to play, and charging at people and taking them down while rushing at the frog isn't the way to do it.
Future game modes:
We've come up with a large number of future game modes, and are expecting to have team deathmatch ready to play in a few days. Currently work is being done on scientist survival, a round based game mode where players fight against an endless stream of scientists that gradually get faster and faster, until only one player remains.
That's it for now.
On a final note, here's some footage of the v4 beta testing. The ricochet discs are on rapid fire mode in this video.