Afghanistan
Somalia. Tank in the middle of a road. Same omnipresent Insurgency 1 color palette.
Ramadi (Charlie?). Very uneven road.


http://www.insurgency2.com/2/index.php?district=about

IMS comments in red. Also see: http://insurgencymod.blogspot.com/2012/03/insurgency-2-alpha-gameplay.html.

POWERED BY PORTAL 2
We are building off a straight port of Insurgency Beta 1 to the latest version of Source Engine, powered by Portal 2. There have been many networking, physics, lighting, and other various technical improvements to the previous version of the engine

POWERFUL WEAPONRY
Weapons feel a lot more powerful than in most games, and we have many older yet effective WW2-era classics in the game for use as well [why?]

TEAMWORK FOCUSED
A new proximity indicator notifies you of nearby teammates, allowing players to more easily stick together [RPG whores: fuck yeah!!!]. Teamwork is by no means required in the game, however players that do work with others will tend to get the better results

"PUSH" IS BACK
We have kept the "Push" game mode but made it only 2 objectives instead of 4, so the maps are smaller and the rounds quicker [Call Of Duty on Source Engine? shiiiiiiiiiiiiiiiiiiiiiiiiiiiit]. Teams swap after the round is over so attackers become defenders and defenders attackers 

NEW ENVIRONMENT DIVERSITY
The game has lost much of its former generic look by introducing new scenarios in addition to Iraq including mountains in Afghanistan, war-torn Chechnya, the pirate coast of Somalia and the recent Civil War in Libya

NEW "OCCUPY" GAME MODE
In the new king of the hill inspired "Occupy" Game Mode, teams fight over control of the map's central high ground. Maps for this game mode are generally quite small in size and rounds can be quite intense toward the final seconds

NEW GORE FEATURES
Bullets, explosions and shrapnel will effect players much more than in the past - body dismemberment and other fancy gore features will be supported just to give players that much more visual feedback on their kills

NEW LOADOUT SYSTEM
Our new class and weapon cache systems no longer restrict loadouts to people like in the original game. Your options for classes are light, standard and heavy - whichever one you choose determines your speed, armor and ammo capacity. This is all independent of which weapon you want to use.

NEW WEAPON CACHE SYSTEM
Players instantly respawn by their team's weapon cache. Weapon caches are the new way of arming yourself. Every time you respawn you may choose a different weapon, depending on how you feel. Players can upgrade their weapons by performing objectives, and when they do so it actually upgrades that weapon for everyone on their team

PERSONAL ITEMS
Players can collect and trade personal items in the game. Sidearms, melee weapons and explosives are all items that players can collect over time in the game [unfair advantage to people with deep pockets/their mum's credit card?]. Ideally players will also be able to submit custom models to us, and upon approval have their item purchasable through Steam like hats in Team Fortress 2 [completely unnecessary bullshit IMHO but I guess some people (who play TF2, and not Insurgency BTW) are into that)

KNIFE IS BACK!
Due to popular demand we have re-introduced the knife to the game, for all you old-school INS players to salivate over


Dylan A/K/A "The Ghost"

06-14-2012, 02:24 AM #133
Dylan
Junior Member
Join Date May 2012
Posts 3

18
Illinois
1600-2100 GMT
GTX560SSC
4gb DDR3
Quad core i5 750 @2.66ghz
Windows 7 64

I have been playing Insurgency since late 2008, and would really hate to see this mod die. I was very active on the old insmod.org forums under "The Ghost". I look forward to see what has become of Insurgency in the year or so that I've been inactive with the mod. I really hope that INS does not die a slow death of 24/7 Sinjar servers sitting empty day in/day out. Hopefully INS2 is a success.

Also see:
http://insurgencymod.blogspot.com/2012/04/dylan-on-new-world-interactive-forums.html
http://insurgencymod.blogspot.com/2012/03/insurgency-2-alpha-new-world.html



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