Nov 23, 2022
Insurgency: Sandstorm - Koventry
Double XP will be live from Nov 24th @ 8PM UTC until Nov 28th @ 4PM UTC.
Insurgency: Sandstorm - boriskn
Insurgency: Sandstorm is a team-based, objective-oriented tactical FPS complete with PVP, competitive matchmaking, and co-operative game modes versus AI, set in a fictional, contemporary Middle Eastern conflict.

The Steam Awards are an annual event which celebrates the most appreciated games published on Steam during the year. Players can nominate their favourite game in each category during the Autumn Sale.

Insurgency: Sandstorm keeps adding new content, including new maps, new weapons and new modes, as well as exciting seasonal events. Its dedication to keeping the experience alive and kicking absolutely points towards a Labor of Love award!

The choice is yours! Nominate Insurgency: Sandstorm for Labor of Love with your vote!
Insurgency: Sandstorm - Koventry
Hello, once again Sandstorm community.

We would like to welcome you to the release notes for Update 1.13 Operation: Livewire! We know you have all been waiting patiently to see what’s in store for this update, and we’re happy to finally be sharing it with you.

You may have been following along with the content reveals and promo activities for this update, but this is where we get to deep-dive into the details and changes you can expect from Operation: Livewire.

We'll see you on the front line.

-Jude, A.K.A. Koventry



New Game Mode: Defusal

Defusal is our new high-intensity objective-based PVP mode where each team takes turns attacking and defending chemical weapon caches. Insurgent Forces will attempt to plant explosives on two cache points while the Security Forces try to intercept and deny them control of the points.

Each round will start with a five-minute timer. If Security can hold the line and stop the Insurgents from detonating a cache, they will win the round and get points for every cache remaining intact. However, if the Insurgents manage to destroy one of them, the timer will reset to five minutes and Security will need to defend the remaining cache until the clock runs out.

At the end of the two rounds, each team's points will be tallied with Security gaining points for caches remaining intact and the Insurgents gaining points for destroyed caches. In the event that the teams finish with the same number of points, the match will end in a draw; otherwise, the team with the most points overall will be declared the winner.


Cache A


Cache B

Key Points

Match info
  • 2 rounds per match.
  • 5-minute round timer, resets if one objective is destroyed.
  • Player count: 4v4 - 12v12 (10v10 on console).
  • The team with the most objective points at the end of the match wins.

Round info
  • 10 second respawn timer.
  • Caches can only be destroyed with the timed charge.
  • Timed charge has a 40 second timer.
  • Defusal takes 5 seconds.
  • Insurgents gain objective points for each destroyed cache.
  • Security gains robjective points for each cache remaining intact.

Available Classes
  • Rifleman - Unlimited
  • Breacher - 3
  • Advisor - 3
  • Demolitions - 2
  • Marksman - 2
  • Gunner - 2


Layouts

Citadel - Defusal


Gap - Defusal


Outskirts - Defusal


Precinct - Defusal


Prison - Defusal


New Weapons: M60 and RPK

Coming soon in Operation: Livewire we are introducing two workhorses of the LMG world: the M60 and the RPK. Both come in at a 3 supply point cost and have the same attachment compatibility as the Galil and Galil SAR.

M60 (SEC)

Stand strong against resistance and lay down some serious firepower with the M60 for Security.

RPK (INS)

Strike fear into the heart of your oppressors at 600 rounds per minute with the RPK Gunner weapon for Insurgents.

  • Added the M60 and RPK to the Firing Range
  • Added the M60 and RPK to Survival Crates


New Free Cosmetics: Gunner and Seasoned Fighter

Jump into the action with two new free cosmetic sets. Hold fast as the Gunner or break through as the Seasoned Fighter, the choice is yours!

Gunner (SEC)

Put the power back in firepower with the Gunner gear set!

Seasoned Fighter (INS)

Bust out the salt and pepper shakers and show them that experience matters with the Seasoned Fighter Gear set.


New DLC: The Livewire Set Bundle

These new DLC will be available for purchase upon the release of Operation: Livewire and are included in the Year 2 pass for those of you who have it standalone, or via the Gold Edition. These cosmetic items can be combined with others in-game.
Here is the breakdown:

Technician Gear Set (SEC)

You know what they say, the best offense is a good defense! Prove it with the Technician Gear Set for Security.

This Gear Set includes four items.
  • Technician Helmet (Headgear)
  • Technician Top (Torso)
  • Technician Bottom (Legs)
  • Technician Boots (Feet)

Black powder Weapon Skin Set (SEC)


Black looks good with everything! Strut your stuff with the Black Powder Weapon Skin Set for Security.

These skins can be applied to six different weapons.
  • M60
  • AUG A3
  • Honey Badger
  • Tavor 7
  • M110 SASS
  • M45

Dealer Gear Set (INS)

Whatever you need, he’s got it. Get ready to take up arms with the new Dealer Gear Set.

This Gear Set includes six items.
  • Dealer Hat (Headgear)
  • Dealer Glasses (Eyewear)
  • Dealer Gloves (Hands)
  • Dealer Top (Torso)
  • Dealer Bottom (Legs)
  • Dealer Shoes (Feet)

Damascus Weapon Skin Set (INS)


Be unique, be stylish, and be deadly with the Damascus Weapon Skin Set for Insurgents.

These skins can be applied to six different weapons.
  • RPK
  • FAL
  • P90
  • M99
  • Desert Eagle
  • UZI

Firefight

Yes, that’s right, we have been listening and talking to many of you in the community about the changes made to Firefight during the Summer of Sandstorm event. With the collected feedback, we have made the decision to revert Firefight to its original 12v12 player limit (10v10 on console).

Our intention is to eventually come back to the 5v5 mode, but that will happen after much more testing and tweaking so as to properly balance it.


Lighting Improvements - Night Maps

We’ve made changes to improve the lighting in various night maps in order to increase the viability of all night equipment across all maps and provide a more balanced experience to the player. Some of these maps needed more love than others, so the visible changes will vary from subtle to drastic depending on the map.

Crossing

Old Lighting


New Lighting


Farmhouse

Old Lighting


New Lighting


Hideout

Old Lighting


New Lighting


Hillside

Old Lighting


New Lighting


Outskirts

Old Lighting


New Lighting


Power Plant

Old Lighting


New Lighting


Precinct

Old Lighting


New Lighting


Refinery

Old Lighting


New Lighting


Summit

Old Lighting


New Lighting


Tell

Old Lighting


New Lighting


Tideway

Old Lighting


New Lighting


New Map Layouts

We are introducing a whopping thirteen new layouts as part of Operation: Livewire! Take a peek at the images below for an idea of what’s been added.

Ambush

Bab - Ambush



Hideout - Ambush East



Outskirts - Ambush East



Precinct - Ambush East



Summit - Ambush West



Tell - Ambush East



Domination

Bab - Domination East



Gap - Domination West



Precinct - Domination East



Tell - Domination West



Firefight

Gap - Firefight West



Survival

Bab - Survival



Ministry - Survival



NVG Point Shooting

That’s right, you heard it here first. Update 1.13 marks the return of NVG Point Shooting to night scenarios!


Party Colour / Colour Picker

Good news! We have addressed the issue where all team members were displaying with the same colour as the party. Additionally, the colour picker has been made much more user-friendly, as players no longer have to enter distinct RGB values.




Spawn Protection

Spawn protection at its launch suffered from some issues that meant that it wasn’t functioning as designed, so we’ve enacted some tweaks to ensure that it’s far less intrusive and functions the way we originally intended.

Spawn Protection should now last for 30 seconds OR until the player performs any of the following actions, move, aim, activate equipment, shoot, at which point the timer is reduced to 5 seconds.

We appreciate all of the feedback we received from the community about its functionality. If you witness it behaving counter to any of these points please let us know by filing a support ticket here.


Resolved Issues

It is important to note that not all bugs or issues are experienced by all players, and there are differences between platforms. If anything below is still affecting you after the update, please contact our support team here.

Art & Graphics
  • Resolved an issue where the M4A1 could be missing the carry handle when using Universal Digital skin.

Audio / VO
  • Resolved an issue where accepting changes in menu while using a controller would not play the appropriate sound.
  • Added a hover sound to the Create Party button.
  • Resolved an issue where Molotovs extinguished by sprinklers would still play audio.

Gameplay Improvements
  • Overhauled grenade behaviour.
    • When thrown, the grenade spawns further away from the camera.
    • Grenade now rotates while in mid-air.
    • The final position on the ground is more natural.
  • Supply Crates in the Push mode now work consistently across all game maps.
    • The Supply Crate near the next Spawn Zone opens at the moment when an Objective is captured, except for the Supply Crate in the attacker’s final spawn zone.
    • The Supply Crate in the attacker’s final spawn zone opens when this spawn zone becomes active and remains available until the end of the round.
    • The defending team has an additional Supply Crate near the Weapon Cache location when the final objective is active.
  • The smoke effect from the M81 grenade now can’t be removed by an explosion.
  • Resolved an issue where players using the QBZ could scavenge mags from a QTS 11 with the extended magazine upgrade.
  • Vehicles now always spawn when selected from the spawn menu in the Range mode.
  • Fixed an exploit regarding the M1 Garand.
  • Explosive Drones can now fly up while navigating to the target mark.
  • Reduced the cost of Point-Shooting Grip from 4 to 2.
  • Night-Vision Point Shooting is now available in Versus night scenarios.
  • Fixed an issue where players in a party that were kicked from a server could rejoin immediately by re-joining on the same party.

Level Design Improvements & Fixes
  • Removed sandbags from objective C on Summit Push Security.
  • Moved the initial spawn on Farmhouse Checkpoint Security to improve flow, allowing players to reach objective A more naturally.
  • Reduced capture zone for Refinery Domination objective C to limit it to the first floor.
  • Resolved an issue where AI would spawn facing the wrong direction on Crossing Checkpoint Security
  • Geometry tweaks across a number of maps and game modes:
    • Bab Domination: completely revised the layout.
    • Gap: added an additional pathway through the slums area; added cover objects in the hotel area.
    • Gap Ambush: completely revised the layout.
    • Gap Push Insurgents: moved the Insurgents objective D spawn closer to the hotel area; revised restricted areas around objective D.
    • Summit Push Security: removed sandbags on objective C to open an easier way for attackers to get inside the objective.
    • Hideout Push Insurgents: added an alternative way to access second floor objective A for Security.
    • Refinery Domination: limited the capture area of objective C to the first floor.
    • Farmhouse Checkpoint Security: moved the initial spawn so the players could navigate towards objective A more naturally.
  • Removed various geometry exploits, invisible collisions, and out-of-bounds exploits across all maps.
  • Reworked Gap day lighting to make it less saturated and contrast.
  • Resolved an issue where not all interact-able doors on Prison had destructible hinges.
  • Resolved a seam on Citadel that could be fallen through.
  • Fixed an area on Citadel where players could get stuck in rocks.
  • Resolved a collision issue on Bab where players were unable to fall through holes in the roof.
  • Resolved an issue on Tell where players were unable to jump off a balcony.
  • Adjusted the playable area on the Firefight East scenario of Precinct.
  • Fixed an exploit on Crossing.
  • Fixed an exploit on Outskirts.
  • Fixed an exploit on Prison.
  • Fixed an exploit on Summit.
  • Fixed an exploit on Tell.

Mod Tools
  • Fixed missing floor on example map.
  • Fixed Audiokinetic events not playing sound.
  • Fixed custom audio in mods overridden by game default sounds.
  • Fixed existing assets missing in editor.
  • Fixed textures missing in several master materials.

UI / UX
  • Resolved an issue where radio icons would appear for both living and dead players rather than the talking head icon or skull icon.
  • Resolved an issue where HUD would reappear after match end.
  • Resolved an issue where in-game hints were showing as unbound when using a controller.
  • Resolved an issue where players would still receive the “toggle optic” prompt when using a weapon with both Point Shooting Grip and a toggle-able optic.

Miscellaneous
  • Resolved an issue where party members’ avatars were absent on the main menu.
  • Resolved an issue that was causing AI to T-pose upon death.
  • Improved ragdoll behaviour on consoles.
  • Resolved an issue where the colour of the 6x-3x connectors were showing as tan.
  • Resolved an issue where if a player kills a suicide bomber at the exact moment they explode the body and backpack where not destroyed.
  • Resolved an issue where the characters fingers would bulge out during speed reloading.
  • Resolved an issue where the Range was missing the M19 mine.
  • Resolved an issue where pressing the “start” button would bring up the class selection instead of the loadout tab.
  • Resolved an issue where players could not use the report function on console.
  • Resolved an issue where accepting a party invitation while the game is not running will cause a crash on start-up.
  • Resolved an issue where the mountains on Outskirts would render in low resolution.
  • Resolved an issue when wearing a poncho, the player sees a different torso while in first person.
  • Resolved an issue where in third person the magazine floats in the air during idle and crouch reload.
  • Resolved an issue where dismemberment would still display although dismemberment option was toggled off.
  • Resolved an issue where S.O.R.T DLC on precinct would show up incorrectly.
  • Resolved an issue where a gas mask would appear on the ground between characters’ legs in third person.
  • Resolved an issue where the first objective in survival visibly switches during insertion phase.
  • Resolved an issue where the Rifleman default loadout displayed the wrong supply cost.


Known Issues

Finally, the known issues section. Everything that is reported to our support group greatly helps us with logging and investigating issues. If you have encountered something you believe to be an issue, please file a ticket with our friends in the support department here. Don’t forget to take a peak at the FAQ while you’re there!

The following list is not exhaustive so if yours is missing, it doesn’t necessarily mean we aren’t looking into it.

  • Players may encounter issues with party system functionality on Playstation platforms
  • Certain taglines are not showing on the round end screen in Ambush.
  • Player voice chat may be live regardless of push to talk setting.
  • Gloves may clip when turning the steering wheel in a vehicle.
  • AI will sometimes not raise their weapon when firing.
  • There is a chance players may be booted to the title screen on map transition.
  • Tariq Flash Hider and Compensator are incorrect size for Tariq Model.
  • The Two-Tone Green cosmetic is not displayed correctly on the M4A1’s foregrip.
  • S.O.R.T. Top clips through gloves.
  • S.O.R.T. Bottom clips through player hands in 3rd person.
  • Bad Day Hands may clip through various player torso cosmetics.
  • NVG’s clip with some Insurgent Facewear and Headgear.
  • Ammo carrier and armour may disappear from the player model when entering a vehicle in PVP.
  • The “True Grit” Weapon skin may remain on the MR73 upgrades after removing it in the loadout.
  • Player character hand does not hold the AUG A3 grip correctly.
  • If both the “Warlord Top” and “Warlord Bottom” cosmetics are equipped there is a visible gap between them.
  • Launcher smoke may turn black if multiple shots are fired in succession.
  • Brute head is clipping with some headgear in 3rd person in online play.
  • When entering a vehicle while wearing a gas mask, the gas mask may show outside of the vehicle.
  • Vehicle lights may not render correctly when turned on.
  • Distant water may suffer from visual distortion.
  • Muzzle flashes may fail to render after switching between primary and secondary weapons.
  • Some distant textures may render incorrectly.


If you're reading this, thanks for sticking with us till the end! We can’t wait for you to dive into this update as a lot of hard work went into it! As always, see you out there gamers.
Insurgency: Sandstorm - Koventry
It's time to raid your grandpa's closet, Budget Antiquing is live from now until November 29th!

Defend yourself with normal equipment and explosives, but a limited selection of old and inexpensive weapons.
Insurgency: Sandstorm - Koventry
💣💥 The secret is out! Update 1.13 is coming Nov 17, 2022 on PC and consoles.

Prepare for Operation: Livewire!

Stay up-to-date here.
Insurgency: Sandstorm - Koventry
Watch those Wrist Rockets! 🚀

Take your game to new worlds with Star Wars: Sagas, a total conversion mod for Insurgency: Sandstorm.

Join their Discord to learn more! -> Link
Insurgency: Sandstorm - Koventry
Grab your favorite sidearm, and get moving, it's time for Gang War Push! Live from now until November 15th.

Pistol wielding attackers advance through the map while defending pistol people try to stop them.
Oct 27, 2022
Insurgency: Sandstorm - Koventry
Double XP will be live from Oct 28th @ 8pm UTC until Oct 31st @ 4pm UTC.
Insurgency: Sandstorm - Sgt.Slaughterer
Recently Insurgency: Sandstorm community member MGE Gibs sat down for a fireside chat with NWI’s own Level Design Director Jeroen van Werkhoven, and the creator of the original community mapping contest winner (Prison) Tihomir Garapić where they discussed level design, modding games, careers in game development and more!

Without any further ado, here is the transcript of these conversations:




JEROEN - Level Design Director


GIBS: You've been with NWI since 2014 and helped design dozens of maps on multiple games. What makes this one so different from the others? 

JEROEN: It’s a map created by one of our community members, which already makes it unique and has a fresh approach to how gameplay is designed on Prison.  Also, Prison is mainly CQB-oriented and has a faster phase than our other maps. Teams need to work together, especially on the defending side in order to not get steamrolled. Once the attacking team finds momentum the round can be over very quickly.  The tight spaces can lead to some intense firefights as the battles lead to making that push into the next area.



GIBS: Are there any hidden surprises in this map?

JEROEN: I can’t say much about that because it wouldn’t be a surprise anymore! How’s this for a hint? The map contains references to different prison movies. 



GIBS: What were some of the main focuses when handling this project? 

JEROEN: Making sure we stayed true to the original vision of the creator. At NWI we knew we wanted to make adjustments to the level design such as adding a Push scenario for the Insurgents. We didn’t change the size of the level much to achieve this, but we tried to use the full potential of the space we had. Together with Tihomir we figured out what the core pillars are of the level and built upon it.



GIBS: What went through the design choice in changing the environment of the map?

JEROEN: The original location was outside of our fictional Middle East setting where all Insurgency maps take place. A lot of the architecture was heavily inspired by buildings in the UK and we couldn’t make that work in the Sandstorm universe. We did a lot of brainstorming and came up with an idea to make it more remote somewhere in the desert. Also it gave us an opportunity to add a sandstorm as a backdrop effect (non gameplay interrupting), but it still adds a lot to the atmosphere of the level.



GIBS:  You started modding maps before 2008, Insurgency was originally a team of modders. What does a contest like this mean for you and the modding community?

JEROEN: It’s a big opportunity for us to see what people outside our team would create with the tools we use everyday. The modding community can take more risks than a commercial studio to create something new and exciting for players. Also, finding new talent among these amazing creators. Tihomir is now working for us as a contractor on one of our upcoming unannounced projects.



GIBS: Do you have any other favourite maps that you saw in the contest?

JEROEN: Last Light is definitely among my favourites, and any of the top 5 maps. But even outside the top 5 there were a lot of maps with great ideas.



GIBS: In 2007 you originally created Sinjar, which is the remake now known as Hillside. How was it as the creator to see your map be added into the game at that time and how have you seen it evolved to today? 

JEROEN: When the map was added to the mod, I was very surprised and didn’t expect it at all. Sinjar was very different from any of the other maps, mainly due its extensive size and more oriented towards an experience instead of balance. Both the mod and retail Source version were very challenging for a Security player. The retail version was a little bit more forgiving, but still very much the original Sinjar at its core.

Hillside was a refreshing experience for me because I wasn’t as hands-on. One of our level designers around that time, Brian Birnbaum who is still with us at NWI, took the key role in building the level. He came up with the idea to extend the level and brought new life to an established design without moving away from the original vision. It became much more accessible for new players.



GIBS: How was it coming back full circle when joining NWI in 2014 after a couple years of modding for Insurgency as far back as 2007 after that gap in between.

JEROEN: Dream come true! It was great to become part of Insurgency again and play a key role where we are today with a growing studio.



GIBS: From modding as a hobbyist to turning it into a lengthy career, what has changed over the years while designing maps?

JEROEN: A lot! For the most part I’m not hands-on anymore with designing levels. As a director, I provide feedback and guidance but don’t actually construct the levels. My team is the main focus: finding new talent and facilitating the team’s process and high-level design.  Also, as a hobbyist, I never had to worry about taking risks, could take as long as I wanted, and I wasn’t so concerned about if the player would like the level.



GIBS: What do you think helped the most in getting a job in level design?

JEROEN: Creating a lot of bad maps and to keep learning along the way. Especially at the start, I had a very difficult time finishing any of my levels. Once I figured that part out, I had the confidence that this could be my career. Many people helped me after that to become better at my craft and there was definitely luck involved too. 



GIBS: What do you think helped the most in getting a job in level design?

JEROEN: Creating a lot of bad maps and to keep learning along the way. Especially at the start, I had a very difficult time finishing any of my levels. Once I figured that part out, I had the confidence that this could be my career. Many people helped me after that to become better at my craft and there was definitely luck involved too.



GIBS: What are some key focuses whenever you start creating a map from scratch?

JEROEN: Finding a theme/setting that is exciting and has fun opportunities for gameplay. Creating a new map takes a long time, so always try to find something that interests you otherwise it will be very difficult to finish it. Figuring out the identity and narrative for a level, something that the player can connect with and cares about. For example a prison map should have the core elements of a real prison. Tight spaces (CQB) and some storytelling inspired by movies that the player can get excited about.



GIBS: What's your favorite part of the process while designing maps?

JEROEN: Collaboration and crafting/testing out new ideas with a team. Also the release of a level still gives me goosebumps.



GIBS: That brings me to my final question: if you could give any advice to up and coming modders what would that be?

JEROEN: Have fun! Modding is not easy so it’s important to enjoy the journey. Even something that looks very simple on paper, can be an absolute struggle to make it function because the original game wasn’t built for it. Pushing through these obstacles can lead to some awesome new experiences for players or even a career in games. 



TIHOMIR - Community designer


GIBS: How did you get into modding maps and how long have you been modding for?

TIHOMIR: Well, the first map I ever made was a Left4Dead map for a friend's birthday. Of course it was crap, but it did work and the friend was nicely surprised. That experience left me hungry for more so I started learning and making more and more maps.

I made maps for Left4Dead, Left4Dead 2, Killing Floor, Killing Floor 2, Garry’s Mod , Rising Storm 2, and now Insurgency: Sandstorm. I’ve been at it for about 13 years or so.



GIBS: Is this a career path or a fun hobby?

TIHOMIR: Let’s see… I’m the frontman of a rock band Hik, played guitar in the rock band Agla, sing in the Choir IGK (Tenor 1), I mountaineer whenever I can, did some acting in musicals, wrote a novelette, wrote a musical, among other things, so there’s quite a bit to go under the hobby category. 

Career is no different: I’ve been an electrician, lead technical coordinator, mascot designer, etc. The point really is that I’ve always done what I found to be interesting.



GIBS: What made you pick Insurgency: Sandstorm?

TIHOMIR: I’m going to be honest and say that I came in for the contest as I saw it as a great personal challenge for my level design skills in UE4.



GIBS: What inspired you to do a prison themed map?

TIHOMIR: It just seemed like a really cool idea! Plus, that environment was something I could do in the contest timeframe while maintaining my quality target for the map.



GIBS: What was your main focus while designing this map?

TIHOMIR: That would definitely be level design! Since Insurgency: Sandstorm is a hardcore tactical shooter, the map itself had to have a good level design with various pathways requiring players to choose which path they take each time they play. It’s  a different experience every time.



GIBS: Do you draw it out first or just make it as you went?

TIHOMIR: Since I work alone I don’t have the need to draw anything on paper, but…before I make anything I always spend a good amount of time thinking about what I want to create (drawing in my mind, if you will). Once I have a clear image set, then I start making it. Of course, there are always design opportunities that come simply from looking at what you created, so I adjust these on the spot. Testing also plays a very important role in this. If something doesn’t play well, or I’m not satisfied with how it looks, I revisit it until it meets the standards I want to reach.



GIBS: From a player's perspective, what were some of the goals you wanted to achieve while creating this map?

TIHOMIR: I wanted to make a unique environment that’s fun to play in, is extremely optimized, and has many details (environmental stories).



GIBS: Creativity comes from the tools you make use of, were there any hidden tricks you used while creating this map?

TIHOMIR: Aside from the editor work I used Blender to optimize all the merged meshes in the map. On each mesh I reduced the number of collision primitives, removed any unseen geometry, redid the UV maps so I have nice texture tiling on all meshes, and since Sandstorm is using Static Lighting I made custom Lightmaps for all meshes to prevent light seams… I did this on all 324 meshes which took two weeks.

I also made a few custom models I needed for the map, and modified a few existing textures using Gimp.



GIBS: While making it, what was your favourite aspect of this map?

TIHOMIR: It’s really hard to choose since I work on every single corner until it meets my demands, but, I’ll say the showers because that’s the first part I built.



GIBS: How was collaborating and working with NWI to bring your map into the game?

TIHOMIR: Working with Jeroen is always a nice experience. Although I technically didn’t do anything he kept me informed and asked my opinion about all the changes like the location change to better fit Sandstorm, expanding the map in some areas, etc.



GIBS: How did you find out about the contest and what made you want to join?

TIHOMIR: I learned about the contest through the Unreal live-stream. I decided to join it because since it was featured there it meant that almost every developer similar to myself has seen it too. Therefore, a good number of them may enter the contest… This was a personal challenge I couldn’t resist! I wanted to see how I’d rank on a world scale.



GIBS: During the contest, how did it feel seeing your map start to gain popularity and eventually winning the whole thing?


TIHOMIR: I loved watching people play the map and finding bugs for me to fix.

Since Sandstorm custom servers have a lot of variety and ways to play the game, I played it with players from extremely realistic servers (no hud, team glow, one shot kill, really slow paced and tactical), to servers that have 60 bots, and in each case it was a blast!

For example, the particular duo of JC and Sheppy loved blowing up my second objective from a distance with RPGs, so I tweaked that spot about seven times back and forth until they finally couldn’t blow it up without actually getting closer to it.

Winning the contest was awesome, especially because I had a lot of good competition that also worked hard on their maps.



GIBS: Did you run into any major issues while designing the map?

TIHOMIR: There were several issues with the editor, upload etc. but things like that are something I’m used to working on custom maps. Thankfully, there is always the wonderful mapping community that strives to work together and resolve them when an issue comes up.



GIBS: Roughly how many hours did it take to create a map like this?

TIHOMIR: From my Epic launcher: 54 days, 12 hours, plus around 3-4 weeks of Blender work.



GIBS: Do you have a favourite map in Insurgency or any other games that you gained inspiration from?

TIHOMIR: I loved the Powerplant map in Sandstorm and took great inspiration from its environment. That’s actually why I named the Prison “Mabarak Prison,” to place them in the same location.



GIBS: Are there any projects you're currently working on?

TIHOMIR: Currently freelancing as a level designer, working on Tobruk map as part of a “Desert Rats” team (a mod for Rising Storm 2), and making my own game (still shhh shhh).



GIBS: Is there anything you'd like to let the Insurgency community know before signing off today?

TIHOMIR: Yes, I’d love to thank the guys at Olympus Servers, Bahzooga, TGN, SGC, and all the others for helping me test the map and get it into the condition it is now!

None of it would be possible without you guys, and I hope you all enjoy what we created! :)

P.S. I’ve never been in a contest where I’ve met so many level designers that helped each other out. I befriended a good amount and truly enjoyed playing all our maps and finding them bugs… we should all be proud of ourselves!





And that brings us to the end of the interviews! We would like to thank MGE Gibs, Jeroen & Timohir for taking the time to open up about their processes & we hope you enjoyed this article. Until next time soldiers, see you in the field!


Photo credit: invictus_VP
Oct 6, 2022
Insurgency: Sandstorm - Koventry
Double XP will be live from Oct 7th @ 8pm UTC until Oct 10th @ 4pm UTC.
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