Hey everyone, my name is Michael Tsarouhas. I am the lead game designer on Insurgency: Sandstorm. Today’s Community Update is about our upcoming new map Ministry, which you can play right now in the Community Test Environment along with a new game mode, new weapons, new weapon optics, and more. Some of you might recognize this level as a classic from Insurgency 2014. Ministry was one of the most popular and iconic official Insurgency maps. It was (and still is today) the most played map for both Skirmish and Firefight modes, and the second most played map for co-op in Checkpoint mode. It was a favorite of our competitive Firefight players as well, always featured in tournaments and league play. Ministry stood out from other maps with its indoor room-clearing style gameplay, symmetric layout, and stylish visuals. It was a no-brainer that we had to recreate it for Insurgency: Sandstorm.
Below you can see my interview with some of the developers on our level design and level art teams. First we have our lead level designer Jeroen van Werkhoven, who in addition to designing levels himself oversees all things level related. A native Dutch resident soon to be in our new Calgary studio, Jeroen is the original creator of the classic Sinjar map from the Half-Life 2 Insurgency: Modern Infantry Combat mod as well as Insurgency 2014 standalone, so he’s been with us for a while. Next we have Vuk Banovic, our lead environment artist, who both manages and creates much of the art you see in game around our levels. Vuk has worked on a number of titles including the Farming Simulator franchise, The Solus Project, and Alone in the Dark, and we’ve been lucky to have him on our team for four and a half years now. Finally we have Maja Miskovic, who has churned out tons of beautiful props and art both big and small for all of Insurgency: Sandstorm’s levels. With a master’s degree in mechanical engineering, Maja went through no struggle picking up all the technical ability required for game art creation, but also never lacked the artistic skill her work needed. Native Serbians and yet another testament to the international quality of our team, Vuk and Maja work tirelessly together along with the rest of the team to beautify Sandstorm’s maps. They love level art almost as much as they love each other.
Summarize Ministry for us in five words.
Jeroen: Fast, intense close quarters combat
Vuk: Amazing, amazing, amazing and amazing
Maja: Unique, great-looking and fun
Take us through the history of Ministry and how you arrived at the decision to recreate it in Insurgency: Sandstorm.
Jeroen: Ministry’s original layout came to life in late development of Insurgency 2014 standalone. It was a collaboration between many different developers, including one of our long time level designers Jonny Hickenbottom. Near the end of Insurgency 2014’s post-release development, Jonny did a visual overhaul of the map which now serves as a base for this upcoming remake in Unreal Engine 4. Jonny also created the blockout for the remake, which is basically a simple layout and framework that comes at the beginning of designing a level.
An early blockout image of Ministry’s lobby area in Insurgency: Sandstorm.
The map went through several iterations throughout its life to improve gameplay and visuals. When I joined NWI in 2014 it was actually one of my first tasks to make Ministry more visually appealing and do several gameplay adjustments. I remember this like it was yesterday because it put quite some pressure on me. The map was already very popular at that time, and I had just joined the team, but it didn't take long until I figured out that the map needed a background story. I added subtle destruction with minimal gameplay impact to emphasize that the Ministry was a high-level target for Insurgents since it is a government building. I also made the building’s architecture more grand and impressive to look at from the spawn zones by making it much taller. It needed the wow factor!
How faithful is the map layout to the original?
Jeroen: Ministry is very faithful to the original layout. With the endless possibilities of Unreal Engine 4, it's essential not to overdo it. We didn't want to expand the map for Sandstorm and make it much larger than the original. Ministry was always about the close quarters indoor fighting and fast action. The fast action is definitely one of the key ingredients of the map. Adding another accessible floor or adjusting the exterior can quickly impact the gameplay of the map, which we tried to prevent as much as we could. For us, it's vital that every player new and old can enjoy this map in its purest form. Not to reinvent the wheel, but to replace the rims instead with shiny new ones!
What challenges did you encounter recreating Ministry?
Jeroen: The biggest challenge was the scale. We use set dimensions for our modular assets, so we couldn't freely scale every wall, ceiling, floor etc. like we could in the Source engine with Insurgency 2014. We had to stick to our modular footprint and at the same time not make it too tiny or too large to not deviate too much from the run-up times on the original Ministry layout. We wanted to preserve the fast, intense, CQB action gameplay. Jonny Hickenbottom came up with the idea to export the original Ministry as a model and import it in Unreal. It took a bit of fiddling around at first, but once we found the scale, we were satisfied with it. It was more or less like solving a puzzle, making sure all modular pieces fit in the right spots.
Vuk: Since the majority of the map is indoors, the map was not too technically demanding. However, because of the same reason, it was very challenging to create believable looking indoor spaces with a high amount of detail without affecting gameplay negatively and without making it look too repetitive, cliche, or heavy for the eyes. So, artistically and visually, there was a lot of trial and error until I found a good global picture and found what works.
Maja: This was actually my first time professionally working on a visual pass, set dressing and world building. The first few days were really a challenge for me as I felt scared and excited at the same time, and I really didn’t want to screw up. Each decision I made, I questioned it, but with every day I felt more and more comfortable, and with each day I enjoyed it more and more. At the end I realized there’s nothing more fun than this. I have to thank Vuk and Jeroen for being such a great mentors and for all their patience and valuable feedback I got from them.
In terms of gameplay, what sets Ministry apart from other maps in Sandstorm?
Jeroen: Definitely the indoor gameplay and fast action. It's not a map that you can take a breath and plan your next move. Around every corner there could be an enemy, yes I warned you! Also, the high level of breakable props adds to the fun factor of this map. But more about that later.
In terms of visuals, what sets Ministry apart from other maps in Sandstorm?
Vuk: Ministry is a more modern looking map with overall much less wear and tear than our other maps. It has a particular mood that is in one way cozy and beautiful, but at the same time very official as you would expect from a government building. These qualities give it a special touch that can give you scary goosebumps. You have intense combat in a confined building that through its dignified construction asks that you respect it and its space. It also has some very distinctive landmarks. We built a lot of unique props specifically for this map only.
Maja: Ministry is visually very unique and recognizable in terms of environment art. Environment plays a big role on this map not just in a visual way, but also in a way that sets the general atmosphere and the feelings when you walk through it.
Ministry’s indoor focused layout is a big change from normal Insurgency: Sandstorm maps. How do you work to create good looking believable spaces that also offer good gameplay?
Maja: I wanted for every room and corner, basically every inch of the map, to have a purpose. Instead of focusing on looks only, I wanted each area to be practical and tell a story, while always keeping gameplay in mind since gameplay always comes first. Whenever I add or remove anything, I double check from all angles to see if it’s good and fun for gameplay.
What are each of your favorite parts of Ministry and why?
Jeroen: For me, it's the spawn areas! It's the first impression of the map, the first thing the player sees. We spent a lot of time on these areas. The Security side starts in a bit of a cleaner area, and the Insurgents in a bit more of a chaotic one which we achieved by adding certain aspects like a crashed car against a planter.
Vuk: I’d say the garage area as it’s a great example of a place that is very visually busy, but still clean flowing in terms of gameplay.
Maja: I really think that all the areas are amazing, but for me the lobby area simply makes my heart start pumping and takes my breath away.
Very important question: Will there be fire alarm sprinklers?
Jeroen: Oh yes! We added a lot of destructible elements to this map, who doesn't want to destroy things. So many things!
Vuk: Oh yeah, there will also be some new interactive props which have never been seen before in Insurgency.
Maja: Yes and it’s going to be a lot of fun.
What are some other games that inspire each of your work?
Jeroen: I play a lot of different games. Most recently I replayed the campaign of Titanfall 2 and also played a bit of the Resident Evil 2 remake. But I enjoy some old school Mario games too. Now you know why we have so many pipes in our levels.
Vuk: I literally take screenshots as references from all the games I play, as pretty much all the games I play inspire me. Most recently I played the Resident Evil 2 remake, World War 3, Battlefield V and many other very cool games.
Maja: Red Dead Redemption 2 is the most recent game I played. The visuals really impressed me.
One last question for Jeroen: how do you sleep at night knowing that somewhere out there, somewhere, there is an Insurgency server playing Sinjar Push with a Security team getting slaughtered on the hill as they try and fail to capture Alpha?
Jeroen: Thinking about that makes me all warm and happy inside! Except when I have to capture that hill myself. I mean come on, who designed that?
Will this slaughter continue when the Sinjar remake is added to Insurgency: Sandstorm?
Jeroen: I'm afraid so, and you better dress warm! That hill is not gonna capture itself.
Dress warm? What’s that supposed to mean?
Jeroen: ...
A big thanks to Jeroen, Vuk, and Maja for their hard work on Ministry and taking the time to participate in this interview, and another big thanks to everyone on the level design and level art teams. We also want to thank another team member of ours Matthias Schmidt, one of our German environment artists who contributed hugely to Ministry’s gorgeous interiors by creating all the wall, ceiling, and floor materials you can see shining so nicely in the screenshots above. His and the rest of the team’s work really helped make Ministry stand out from the rest of Insurgency: Sandstorm’s maps, both in terms of visuals and gameplay.
Remember you can play Ministry right now on our Community Test Environment, where you can also check out our new game mode, new weapons, new optics, and more. Ministry will be coming out later this month as a part of our version 1.3 game update. It will feature Firefight, Skirmish, Team Deathmatch, Checkpoint, Hardcore Checkpoint, and Frenzy Checkpoint game modes. We hope you enjoyed this Community Update, and be sure to keep your eyes open for more.
Today we’re launching a preview of our upcoming 1.3 update on our Community Test Environment. We invite you to try new map, game mode, weapons, weapon optics, community server XP gain, and more. Just go to your Steam Library and download the “Insurgency: Sandstorm Community Test Environment.”
The update includes a remastered version of one of our most popular maps from the original Insurgency, ‘Ministry’. Set mostly indoors, Ministry features more tight, CQB-focused combat than any of our other maps. Ministry will be availible for Firefight, Skirmish, Team Deathmatch, Checkpoint, and Hardcore Checkpoint game modes. Right now only Versus game modes are available, but Coop game modes will be added later.
We’ve also included a brand new Arcade game mode ‘Frenzy Checkpoint,’ which we revealed in detail earlier this Spring. Teams will have to try to battle waves of faster, more aggressive AI that are armed only with melee weapons. However, we’ve thrown in some twists, with special enemies with unique abilities like the athletic Jumper, the hulking Bruiser and the explosive Flamer.
Players should also expect some new hardware to play with. The VHS-2 (for Security) and the QBZ-03 (for Insurgents) assault rifles will be available for the Rifleman, Demolitions, Commander and Observer classes. We also added new optics including the 1x Micro Red Dot for Security and the 1x MARS for the Insurgents.
Finally, we’ve implemented a method for community servers to award experience. Details are available in our Community XP Server Admin Guide.
To play, go to your Steam Library and download "Insurgency: Sandstorm Community Test Environment. Please remember that this is an early preview build, sp expect some issues. If you do notice and problems or have general feedback about the new content, we encourage you to post in the CTE subsections of the official forums or the Steam forums.
CTE Known issues.
Refinery has been removed from the matchmaking pool, due to an issue with the NavMesh for bot movement. We ask that community servers owners avoid running any coop scenarios on this map until the issue is resolved.
Tutorial bug: First-time players who have never completed the tutorial before will not be unable to progress fully through the tutorial due to some recent changes. The tutorial can still be played in its entirety on the live version.
Beta tattoos not showing properly in the Appearance menu.
SLI setups making level geometry strobe, disappear, and appear dark in general. This issue has been reported to Nvidia and they are working on a fix. In the meantime they will be disabling the SLI profile for Insurgency Sandstorm until this is resolved, we will update you when this occurs. As a temporary workaround we suggest players running the game in SLI temporarily disable SLI for Insurgency Sandstorm themselves.
AI weapons may occasionally continue looping audio for some players after the AI has been killed.
Class presets not be saving correctly on exit for some players.
Various clipping issues with cosmetics overlapping each other.
Turrets may jitter when the vehicle is moving.
Binoculars may appear to be floating in front of the character in third person.
Cosmetic items main slots will not apply directly on being clicked until you back out then return
Equipment unlock item popups might use the incorrect background portrait.
Uniform Camo may not show correctly in the Appearance menu, Loadout menu or ingame.
Optic meshes may appear flattened when viewed with the weapon in the up state.
New weapons have some visual bugs, mostly WIP textures, sockets etc.
Post Match screen is displayed /NONE where the scenario name + gamemode are supposed to be shown. Frenzy, Ministry and Outskirts HC only
The following issues are fixed in the live build of Insurgency: Sandstorm but are still present in the CTE
Equipment camo may not show correctly on ragdolls
Eyewear may not show the full colour correctly
Cosmetic items main slots will not apply directly on being clicked until you back out then return
Equipment unlock item popups might use the incorrect background portrait.
Uniform Camo may not show correctly in the Appearance menu, Loadout menu or ingame.
Optic meshes may appear flattened when viewed with the weapon in the up state.
Hi everyone, today we released a third hotfix to address some issues that have been reported since the version 1.2 update. You can view the full change list below.
As always, community feedback helps us improve the game, so we ask anyone experiencing issues after today’s patch to leave constructive feedback on the official forums or Steam forums detailing; hardware set-up, in-game settings, videos/images, and where possible, any reproduction steps.
Critical Fixes
Improved client-side forgiveness thresholds for hit detection.
Fixed an issue where pressing the Randomize button in the Appearance menu would not save your random roll on exiting.
Fixed a main menu crash caused by the Message of the Day if there was no response from the web server.
Fixed an issue on Outskirts Hardcore Checkpoint where Ammo Boxes were not spawning.
Fixed an issue where sprinting with a grenade launcher in Hardcore Checkpoint would result in the player’s arm appearing broken in first person.
Fixed an issue where helicopters sometimes rapidly lose altitude if flying over low terrain outside of the map.
Fixed an issue where picking up a single shot weapon from an AI enemy would result in a continuous reload.
Fixed an issue where main slots in the Appearance menu were not applying the chosen cosmetic correctly when clicked on.
Gameplay
Players who respawn in Hardcore Checkpoint will now have the following:
An unupgraded Mosin if they are Insurgents or an unupgraded M24 if they are Security, both with two clips worth of ammunition.
Their Secondary they selected in their Loadout, but with only two magazines of ammunition.
Increased the penetration power of M82A1 CQ and M99 anti-materiel rifle rounds.
Fixed a potential exploit in Precinct where players were able to access the top of a utility pole.
Bug Fixes
Fixed Uniform Camo not showing correctly in the Appearance menu, Loadout menu or ingame.
Fixed Equipment camos not showing correctly on ragdolls.
Fixed Eyewear cosmetic item colors not showing correctly.
Fixed the “flattening” of certain optics when a player is Aiming Down Sights and also has their weapon obstructed.
Fixed an issue where the max player value in the server browser would be defaulted to zero for some players.
Fixed an issue where Equipment unlock item popups were using the incorrect background portrait.
We are aware of the following issues and are still working on fixes for them. They will be addressed in upcoming hotfixes:
Beta tattoos not showing properly in the Appearance menu.
Game audio randomly cutting out. If you are experiencing this issue, please help our team by providing feedback in this thread.
SLI setups making level geometry strobe, disappear, and appear dark in general. This issue has been reported to Nvidia and they are working on a fix. In the meantime they will be disabling the SLI profile for Insurgency Sandstorm until this is resolved, we will update you when this occurs. As a temporary workaround we suggest players running the game in SLI temporarily disable SLI for Insurgency Sandstorm themselves.
AI weapons may occasionally continue looping audio for some players after the AI has been killed.
Class presets not be saving correctly on exit for some players.
Various clipping issues with cosmetics overlapping each other.
Turrets may jitter when the vehicle is moving.
Binoculars may appear to be floating in front of the character in third person.
Hi everyone, today we released a second hotfix to address some issues that have been reported since the version 1.2 update. You can view the full change list below.
As always, community feedback helps us improve the game, so we ask anyone experiencing issues after today’s patch to leave constructive feedback on the official forums or Steam forums detailing; hardware set-up, in-game settings, videos/images, and where possible, any reproduction steps.
Critical Fixes
Fixed an issue where players could become stuck after spawning.
Fixed an issue with hit detection where bullet delta times were not as accurate as they should have been.
Fixed an issue where the first person cloth gloves were rendering inside scopes.
Fixed a loading screen crash.
Optimization
Fixed a server-side hitch / lag spike that was occurring when a lot of bot spawning would occur simultaneously in Hardcore Checkpoint.
Gameplay
Players who join a Hardcore Checkpoint round in progress will now get their Loadout when they first spawn in. If they die and then try to rejoin the match to get their Loadout back, the match will remember that they were there before, and they will instead spawn with the Mosin and Makarov.
Increased the number of Ammo Boxes that spawn on objectives in Hardcore Checkpoint from between 2 to 5 up to between 4 and 6.
Removed the initial fire delay from the M99 and M82A1 CQ anti-materiel rifles and limited their fire rate.
The Black variation of the Insurgent Hands “Cloth” item is now a “vanity” variation to have parity with other Black item variations. This means the variation is marked with a yellow marker, and its cost is slightly higher than its item’s rarity tier. This was an oversight on our part, we intended for this vanity cost to be in with the 1.2 update, so we apologize for any expectations set for the item to be as cheap as it was.
Bug Fixes
Fixed an issue with the Explosive Drone being too large and handling poorly.
Fixed an issue where soundscape emitters were playing multiple versions of their assigned audio. This caused two versions of the same audio playing at the same time, flanging, and increased volume.
Fixed an issue where Laser Sights and Foregrips were given too often to AI enemies in Coop. They will now only be given 50% of the time.
Fixed an issue where tattoos were enabled by default in first-person.
Fixed an issue with the M99 and M82A1 CQ Caliber measurements not showing as being large enough in the Loadout menu.
Fixed an issue with Coop servers showing the incorrect maximum number of players in the server browser if that value was greater than 8 players.
Fixed an issue with the incorrect Team Deathmatch image being shown in the Arcade section of the Play menu.
Fixed an issue with button icons on longer Lessons and hints being cut off.
Fixed an issue with Supply Crates not resetting correctly after a round restart.
We are aware of the following issues and are still working on fixes for them. They will be addressed in upcoming hotfixes:
Beta tattoos not showing properly in the Appearance menu.
Game audio randomly cutting out, if you are experiencing this issue please help our
Today we released a small hotfix patch to help correct a problem that affected a subset of users who were experiencing issues with Steam Authentication. This issue should now be fixed in the latest version.
Our team is also aware of, and is working on several other issues associated with Friday’s version 1.2.0 update, and will be rolling out more hotfixes throughout the week.
As always, community feedback helps us improve the game, so we ask anyone experiencing issues after today’s patch to leave constructive feedback on the official forums or Steam forums detailing; hardware set-up, in-game settings, videos/images, and where possible, any reproduction steps.
Today we announce the release of update version 1.2 for Insurgency: Sandstorm. This includes many changes from last weeks CTE, including a new map, new game mode, two new weapons, plus numerous bug fixes, changes, and optimizations. You can read some of the key highlights below or view the full changelog on our website.
New Content
New map “Outskirts” playable in Firefight, Push, Checkpoint, Team Deathmatch, and Hardcore Checkpoint.
New official Coop game mode Hardcore Checkpoint
Movement speed is significantly reduced. Enemies are harder. Friendly teammate indicators only show when a teammate is nearby. Objective indicators are hidden in the HUD.
If you die, you will respawn with a Mosin bolt-action rifle and Makarov pistol. You must resupply at a Supply Crate to get your Loadout.
There are only two Supply Crates. One will spawn on a random objective, the other will always spawn on the final objective. You can only resupply once on a Supply Crate. Small Ammo Boxes will give some ammunition for the weapons you are carrying.
New Weapons
M82A1 CQ anti-materiel sniper rifle for Security Marksman class.
M99 anti-materiel sniper rifle for Insurgent Marksman class.
M2HB .50 Cal mounted machine gun for Security vehicles.
New Cosmetics
Balaclava and neck gaiter Facewear cosmetics for Security faction.
New skull pattern for Insurgent balaclavas.
M90F camouflage for Security.
Cloth gloves for Insurgents.
New Features
Class Loadouts can now be customized on the main menu through the Customize button.
Enabled voting to kick players on official matchmaking servers.
Overhauled community server browser to support favorites, showing empty and full servers, passworded servers, minimum and maximum player filtering, filter reset, search box and better sorting options.
Bots will now randomly select all of their loadouts, including weapon attachments.
Updates to the helicopter damage models:
The top and tail rotor can be destroyed with anti-materiel rifles.
Pilots, co-pilots and door gunners can be killed via normal weaponry or an anti-materiel rifle if behind a windscreen or metal plating.
Ammo Carrier vests and backpacks can now be customized with different colors and camouflages. See the “Equipment” slot in Appearance under the Customize menu.
Dust kickup particles now play when weapons are fired while prone on appropriate surfaces.
Added support for storing key bindings and various other settings that are system-agnostic in the Steam Cloud.
Local Play is now accessible if you’re offline and unable to sign into New World services.
Appearance menu improvements:
Different Ammo Carrier and Armor Loadout options can now be previewed on your character.
Your character can now be rotated.
Upgrade to Unreal Engine 4.22:
Upgrading to the latest version of Unreal Engine was a large task, however it was a necessary part of optimizing the console versions, and will enable greater performance and development possibilities in the future for all versions of Insurgency: Sandstorm including PC.
Optimization
Implemented skeletal mesh merging to reduce CPU overhead of character animation.
Implemented UE4 4.22 animation budget allocator to reduce CPU overhead of character animation.
Disabled tessellation by default due to a higher than intended GPU cost, it may still be manually enabled.
Optimized particle overdraw by implementing particle cutout textures.
Fixed certain UI elements incorrectly performing tick logic after being closed.
Optimized update frequency of world soundscape actors.
Optimized logic, physics, and animation performance impact of helicopter air support.
Reduced concurrent particle impact effect limits.
Visual Improvements
Character movement interpolation improvements; characters will no longer jitter when moving in third person close to the camera.
Today we are launching a preview of our upcoming version 1.2 patch. This includes; two new weapons (the M99 and M82A1 anti-materiel rifles), a new map ‘Outskirts’, a new gamemode ‘Hardcore Checkpoint’, equipment customisation, new cosmetic options, an improved server browser, support for offline play, and numerous bug fixes including character interpolation.
This content is now playable on the Community Test Environment. However, please remember this is a preview build, so some issues are expected (see ‘Known Issues’). If you encounter any problems or have feedback for the development team, please respond in the CTE sub-section of the official game forums or Steam forums.
Our team will be monitoring feedback during the CTE and aim to push this update to players on the live version of Insurgency: Sandstorm soon.
You can find some of the key new features and known issues below.
NEW FEATURES
New map “Outskirts” playable in Firefight, Push, Checkpoint, and Hardcore Checkpoint
New official Coop game mode Hardcore Checkpoint.
Movement speed is significantly reduced. Enemies are harder. Friendly teammate indicators only show when a teammate is nearby. Objective indicators are hidden in the HUD.
If you die, you will respawn with a Mosin bolt-action rifle and Makarov pistol. You must resupply at a Supply Crate to get your Loadout.
There are only two Supply Crates. One will spawn on a random objective, the other will always spawn on the final objective. You can only resupply once on a Supply Crate. Small Ammo Boxes will give some ammunition for the weapons you are carrying.
M82A1 CQ anti-materiel sniper rifle for Security Marksman class
M99 anti-materiel sniper rifle for Insurgent Marksman class
Loadout selection is now editable from the main menu
Balaclava and neck gaiter Facewear cosmetics for Security faction
New skull pattern for Insurgent balaclavas
M90F camouflage for Security
Equipment customization
Ammo carrier vests and backpacks can be customized with different colors and camouflages.
Ammo Carriers and Armor preview buttons in the Appearance menu
Character rotation in the Appearance menu
Overhaul of community server browser including:
Favorites
Showing empty and full servers
Passworded Servers
Minimum and maximum player filtering
Filter reset
Search box
Better sorting options
Vote kick allowed on official matchmaking servers
Offline local play without New World services
Steam cloud support
Skeletal mesh merging which reduces CPU overhead for characters
Dust kickup particles now play when weapons are fired while prone on appropriate surfaces
Upgrade to Unreal Engine 4.22.
Upgrading to the latest version of Unreal Engine was a large task, however it was a necessary part of optimizing the console versions, and will enable greater performance and development possibilities in the future for all versions of Insurgency: Sandstorm.
VISUAL IMPROVEMENTS
Character movement interpolation improvements; characters will no longer jitter when moving in third person close to the camera.
Fixed broken terrain shadows on low settings.
Facial hair improvements on low quality settings.
Weapons with extended magazines and belts will now display correctly in the kit select menu.
New special animations for performing an ammo check while deployed.
New first-person deployed crawl animations.
Adjusted first-person sprint animation speeds to better match footstep sounds.
Reduced the playrate of first person rifle sprint animations to improve their look
Improve the synchronization between first and third-person leaning animation.
USER EXPERIENCE
Full re-write of Explosive Drone and helicopter pathing.
MOTD announcements with images and link support.
Added icons to the main menu which inform the user if they are connected to both NWI services and Steam or not.
Altered the text for the 'leave competitive' game dialog to clearly indicate you will receive a leaver penalty for leaving early.
If the player has no regions selected when attempting to matchmake, the select region dialogue is now displayed instead of just attempting to matchmake with no region.
NOTEABLE FIXES
Doors should no longer desync for those joining a server before the server has completed loading a map.
Fixed a visual issue causing character models to appear to sink into the ground.
Fixed issues with weapon scope stencils clipping the weapon in both bipod and up positions.
Various improvements to soundscape portals ensuring transitions from indoor to outdoor are reliable.
A ton of other reported bugs and issues.
KNOWN ISSUES
[Audio] Some players are reporting audio cutting out / looping.
[Scopes] Some players are reporting missing reticule/crosshair.
[Bug] Blue box over scopes – Should be fixed! Please report this issue if you experience it.
[Audio] A10 Audio cutting out – should be fixed.
[Cosmetics] Some known morph issues on the new character cosmetics.
[History] Has been disabled for CTE, due to known issues.
[Fire Support] Calling in helicopters may cause slowdown on some systems.
[Map] Outskirts is Work In Progress (WIP) so expect some polish over the course of the CTE and beyond.
[Scope] Low-Quality Scope material is broken when spawning with M99 and 7xM99 scope after the round started.
[Visual] GasMask has known visual issues
[Visual] Restricted Areas sometimes look strange on the map, but they should still work as intended.
[Settings] Rebinding certain keys may lead to actions becoming doubled / ignored.
[Stability] Some users may experience a crash when exiting the game.
Hotfix: 21/05/19
Stability
Fixed a crash caused by Wwise when exiting the game.
Bug Fixes
Fixed issue where the local profile would be saved before the key binding changes had been applied resulting in key bind changes not being applied properly.
Fixed an issue where restricted areas could show as visually incorrect on the tactical map.
Fixed an issue where Explosive Drones were not able to enter windows correctly.
Fixed an issue where pressing escape on the Customize screen would not return you to the previous menu.
Fixed an issue where Match Preferences text size would be incorrect if only one game mode was selected.
Hey everyone, my name is Michael Tsarouhas, I am the lead game designer on Insurgency: Sandstorm. In today’s post we want to talk a little about our upcoming new official cooperative mode Hardcore Checkpoint. We’ll go over our motivation behind creating the mode, the pillars that govern its design, and how we turned traditional Sandstorm gameplay on its head and created something that plays unlike any of our other game modes. We’d also like to take this opportunity to say that you can check out all the content coming in our next update including Hardcore Checkpoint in our Community Testing Environment May 20th. Just go to your Steam Library and look for “Insurgency: Sandstorm Community Test Environment,” which you should own as long as you own Insurgency: Sandstorm.
The idea for Hardcore Checkpoint actually came from our community rather than any sort of flash of inspiration we had ourselves. Just a couple months following Sandstorm’s release in December, we saw that a lot of players were already modding co-op on community servers. They increased enemy counts, turned up the AI difficulty, and made other tweaks. While these modifications might sound simple, they went a long way in making things way more intense. YouTubers like Karmakut, OperatorDrewski, Bluedrake42, and others took this to another level, turning off the HUD and playing with as few as just two players. The result was more a much more difficult, tense, and tactical play that you can’t always get from normal Checkpoint mode.
These community servers and videos demonstrated to our team that there was a clear interest in gameplay geared toward our hardcore audience. People who aren’t afraid of a challenge and getting struck down by our AI. One of the unique things about Insurgency’s design is that it sits in the middle between the fast paced military FPS games like Call of Duty or Battlefield and the slow paced ones like Arma, Squad, or Escape from Tarkov. Because of this, when it comes to designing new game modes that actually change gameplay fundamentals, we can lean one way or the other. In February we released Team Deathmatch, an FPS classic obviously geared towards players who prefer fast-paced arcade-oriented gameplay. But now, with Hardcore Checkpoint, we’re leaning in the other direction.
Hardcore Checkpoint is founded on the ideas of scarcity and adaptation. Until now, all our game modes have been fairly consistent in terms of equipment. When you die, you respawn with all your gear as if nothing happened. In Hardcore Checkpoint however, this isn’t the case. If you die in this mode, when you respawn you’ll come back with only an unupgraded Mosin rifle, a Makarov pistol, and a smoke grenade. You can get your Class Loadout back by resupplying at a Supply Crate as you normally would, but there are only three crates in the map, and you can only resupply once at each crate. You get one crate at the beginning to start you out with your goodies, one that spawns at a random objective, and one at the very end for the final counter-attack. That’s it. This means players need to be much more careful, and when they die and respawn, they need to manage their ammo and make do with what they find. They can gather weapons and ammo off the ground or search for randomly spawning Ammo Boxes which will give a few magazines for the weapons they’re carrying.
New enemy AI behaviors have been added. Bots in Hardcore Checkpoint are fewer, but they are more trained, sneaky, tactical, and human. They’ll fire more accurately, wait to ambush you, use better weapons and weapon upgrades, hunch down in cover when suppressed, and retreat and regroup when overrun. Also, they dress cooler.
Movement speeds have been significantly reduced. Sprinting across a road without cover to flank an enemy is going to take longer, and isn’t always the smartest decision. Normal standing movement is now more of a tactical glide. When we first started playtesting, this felt pretty weird. We felt like slugs and we felt restricted in our abilities. But as we played, we realized this was exactly what we needed to feel, and was important to what the mode is trying to accomplish. The slower speed makes players even more vulnerable than they are in normal play, and thus raises the tension. It gives off some strong Rogue Spear or old school Ghost Recon vibes where every movement and action feels much more deliberate, and there are more opportunities for what game designer Brian Upton calls “anticipatory play”. In Hardcore Checkpoint, you’re not a rocksteady gunman or unstoppable competitive sprinter; you’re a soft squishy human trying to keep your gun up and on target as you pitter patter forward and hope a suicide bomber isn’t waiting around the corner. Running around everywhere will carry a much greater risk of getting shot, on top of the already great risk of losing that sexy Mk 17 Mod 0 with suppressor, optic, laser sight, and extended magazines for a dumpy old bolt-action rifle from WWII.
Each of the eight classes is limited to just one player per class. Official matches are still set at eight players, however we found that player counts of six or even lower were also a lot of fun and congruent with the slower pace. With one player to a class, everyone has a specific role to fill and must take advantage of their unique capabilities to help the team. The Gunner and Marksman both need to be in position and set up in those windows as soon as a counter-attack starts. The Demolitions needs to be diligently putting grenade launcher rounds and other explosives into any dangerous looking rooms or buildings. The Observer needs to be with the Commander at all times in case fire support is needed, since there is never another Observer to fall back on. Friendly teammate indicators are hidden at a distance, so target identification and communication are paramount.
Hardcore Checkpoint is a brutal mode. There will be sudden death, there will be friendly fire, there will be stupid Observers, and there will be a time when you get very angry at us for not making the Mosin cycle its bolt faster. But when a team does their jobs right, communicates effectively, keeps the tempo slow, and gets into their groove, Hardcore Checkpoint is fun as hell. It’s been exciting for us to experiment with the traditional Checkpoint co-op that we and our community know so well and to create a totally new experience out of it. It stands as an example of how we (and modders) can take the Insurgency: Sandstorm platform and push the design in totally different directions. We look forward to having you all play it, and please let us know what you think in the comments, on the forums, social media, Reddit, etc. Hardcore Checkpoint will be coming out in our next update, and is playable as both Security and Insurgents on all our maps including our upcoming new map Outskirts. Remember you can also check out Hardcore Checkpoint and all the other content coming in the next update in our Community Testing Environment starting next week. Go to your Steam Library and look for “Insurgency: Sandstorm Community Test Environment,” which you should own as long as you own Insurgency: Sandstorm. We hope you enjoyed this community update. Be sure to stay tuned for more.
Hey everyone, my name is Michael Tsarouhas. I am the lead game designer on Insurgency: Sandstorm. As a part of our effort to steer post-release Sandstorm onto a community-oriented path, we’re going to be releasing community updates like this one which provide an inside look at development and feature upcoming content. Before we begin, please remember to fill out our new survey here and let us know just what content and changes you’d like to see for Insurgency: Sandstorm’s ongoing post-release development.
As mentioned in our recent survey post, one of the things we learned from the results was that players are hungry for new maps. So today, we’d like to take some time to talk about our upcoming new map Outskirts, formerly known by its internal name “Compound”. Below you can see my interview with Zach Snyder, one of our level designers, here at New World Interactive. A professor in architecture, Zach was originally a custom map maker in our community as far back as the original Insurgency: Modern Infantry Combat mod for Half-Life 2. Later on Zach created Tell, a map entry which won 3rd place in our 2014 Gamebanana Mapping Contest for the original Insurgency standalone.
(Zach’s “ins_hermes” map for Insurgency: Modern Infantry Combat released back in 2008 and featured a six objective Push layout with custom textures, models, and sounds.)
(Tell features a dense layout with a steep urban incline and tall tight alleyways. It is still today the most played Insurgency 2014 map in both versus and cooperative play.)
Our team was so pleased with Tell, we decided to hire Zach and put it in-game officially. He’s with us still today, and working now on our next map Outskirts for Insurgency: Sandstorm.
Summarize Outskirts for us in five words.
Varied gameplay in new setting.
Where did the idea for Outskirts come from?
During the early concept phase of the map, we were poring over reference images and became interested in several that depicted collapsed and semi-collapsed buildings. I was excited by the implications of taking a conventional space, tipping it over a bit, and getting a new set of opportunities from the strange new space that’s been created. This idea became the collapsed building that is now the centerpiece of the map.
The construction theme was initially a utilitarian choice, as it afforded a lot of flexibility in how the geometry of the buildings might be optimized for gameplay, but it also seemed like a compelling narrative direction, given the ideas of destruction that seeded the conception of the map.
In terms of gameplay, what sets Outskirts apart from other maps in Sandstorm?
Push players will find more breathing room on this map than in some of our other maps, while Firefight players will find themselves playing in tighter objective layouts that were conceived, from the ground up, as Firefight specific. Coop players will be able to sample both styles of gameplay in what I think is, end to end, a longer than average playthrough with a very diverse set of objective environments.
In terms of visuals, what sets Outskirts apart from other maps in Sandstorm?
There are three distinct areas of the map, each differing thematically. The first theme is the construction site, which has both wide open gameplay in a series of trenches between buildings, and close quarters fighting inside the buildings. The second is a residential compound on a hill overlooking the construction site. Up there you have mid range and close range engagements in a series of well defined lanes. The third takes place around a stream in a valley, where a shantytown surrounds an electrical substation. The layout here is also lane-based, but with some longer lines of sight.
The observant player will notice some of the same building blocks in this map that exist in our other maps, but there’s been a concerted effort to use those pieces in novel ways and squeeze a little bit more life out of them. In addition, we’ve produced a bunch of new assets to support these new themes.
In what ways did you collaborate with our other level designers on Outskirts?
Unreal Engine’s level editor allows you to simultaneously work with a multitude of level files under the umbrella of a master level file. What this means is that while I work on blocking out one corner of the map, another level editor can be in another corner polishing the initial building layout I did the week before. At the same time, other designers and artists can be under the hood designing coop routes, optimizing our geometry, or making and placing level-specific art assets.
In terms of the actual teamwork on this map; while I’ve done pretty much all level design and a good deal of the polish on the map, we traditionally work in a way that makes good use of a particular level designer’s interests and skills. For instance, Steve Cron, who was making custom coop maps as “Chief-C” for Insurgency 2014 and has been on the team for a while now, did all of the coop layout and bot placement on the map. Jan Huygelen, who works magic inventing new ways to use the building blocks we use to make our levels, crafted all of the interiors in the compound. And our lead level designer Jeroen van Werkoven, who always knows more than me about the technical aspects of what we’re doing, came in and did all of the optimization on the map (he’s still at it as I type this).
How did the map change throughout its design?
Initially, the map’s sole theme was the construction site, with a small group of houses atop a hill where the defensive cache was to be located. As I started to really flesh out the construction area of the map, it became apparent that it wasn’t particularly conducive to our Firefight game mode. Having the Push layout all but locked in at that time, this presented an opportunity to design a dedicated area for Firefight, and the small set of buildings on top of the hill became a full-fledged Firefight layout.
At the other end of the map, I had put a small stream in pretty early on, thinking I might return to it as an intro for one of the coop layouts in the future (something like the beginning of Buhriz coop in Insurgency 2014). I was discussing this idea with another one of our level designers Jonny Hickenbottom, and his enthusiasm really set the shantytown theme into motion. He searched out references, enlisted the help of our lead environment artist Vuk Banovic to pump out an exhaustive set of assets for the theme, and produced a little character study for me to build upon.
Given all the possibilities this suggested, I felt well equipped to change the scope of this idea and eagerly started designing another Firefight layout that we could come back and overlay with some coop gameplay. The study that Jonny made for me became the C objective in this Firefight layout.
What’s your favorite area of Outskirts and why?
Forced to choose, I think the shantytown area is my favorite. As a team effort, it all materialized and came together so quickly and organically very near the end of development, yet in some ways, it feels the most fleshed out.
How does your background in architecture affect your level design?
A building is a solution to an incredibly complex problem. Designing one involves confronting an overwhelming set of variables that are both at odds with and completely interdependent on one another. As a result, approaching any of these variables in isolation is a prescription for failure, as the solution to one problem is bound to create ten more problems elsewhere.
As an architect, it’s imperative that you establish a top down understanding of the complicated relationships between all the variables, and strive to find a solution to every problem, if you can, through the lens of a single unifying idea. This is why architecture students don’t sleep.
I alluded to this sort of economical thinking above, when talking about the decision to go with the construction theme. The theme sponsors a design solution, in that the basic modular system gives us more freedom to move pieces around for gameplay. It sponsors a narrative solution in its reference to a cycle of building and destruction. And it also sponsors a budgetary solution, in that the extensive use of concrete across an entire third of the map significantly curbs our material usage, which is one of our chief concerns when optimizing maps, especially in an area where the player can see so much of the map at one time.
I studied Fine Arts as an undergraduate, and have always been obsessed with drawing, painting, and making things in general, but it was my architectural education that really brought discipline and structure to a lot of my artistic impulses. The obvious answer to the above question is that I come into level design knowing how a building is put together, but I think the more meaningful answer is that, in a more general sense, architecture has elevated my ability attack all sorts of creative problems.
What are some other games that inspire your work?
I think that most of my direct inspiration comes simply from the prospect of exploiting the mechanics of the game I happen to be working on, so it’s tough for me to make a direct connection between what I love in games and how I think when I’m designing for them. That being said, there are aspects of certain games that have left a lasting impression, and in some way or another, become assimilated into the way I think about my own work.
For instance, I love the visual language of The Witness, the minimalist palette of Inside, the emergent gameplay of PUBG, the atmospheric serenity of Dear Esther, the slow tension of the original Insurgency mod, the tactics of Left 4 Dead versus mode, the no-nonsense approach of the new DOOM, the sheer panic of playing an Age of Empires game against another person, the cause and effect of Sim City...if I don’t stop here, I’ll soon be listing Atari 2600 games.
Thanks for taking the time to check out this community update everyone, and thank you Zach for your time and answers. Outskirts will be coming in our next update and features Checkpoint, Push, and Firefight game modes. Remember, be sure to fill out our new survey here, and stay tuned for more community updates.
Last week we released the results of our last survey and showed off some of the new content we have in store, like new maps Outskirts and Ministry. Now that we’ve had a thorough look at all the data, it’s time for a follow up survey to help further determine the direction of Sandstorm’s post-release journey. If you missed the first survey, don’t worry, now’s your chance to let your voice be heard!
In this new survey we’ve narrowed our focus a bit. Questions include which new features, cosmetic categories, game modes, weapon upgrades, community management, and general balance improvements you’d like to see.
Thank you for your participation and feedback. Fill out the survey now and help decide on upcoming content!