Insurgency: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
No edit summary
 
(70 intermediate revisions by 21 users not shown)
Line 1: Line 1:
{{betamodsmall|engine=Source|download=http://www.insmod.net/downloads}}
{{LanguageBar}}
{{Infobox game
|title = Insurgency
|image = Software_Cover_-_Insurgency.jpg
|developer = New World Interactive
|publisher = New World Interactive
|series = [[Insurgency series]]
|releasedates = 2013 (Early Access)<br>22 January 2014 (Full Release)
|genre = {{w|icon=0|First-person shooter|First-person shooter}}
|mode = {{w|icon=0|Multiplayer video game|Multiplayer}}, Co-operative
|platform = {{w|icon=0|Windows|Windows}}, {{w|icon=0|Linux|Linux}}
|engine = {{source|4.1}} ({{csgobranch|1|nt=1}})
|appid = 222880
|modsupport = Yes ([https://steamcommunity.com/app/222880/workshop/ Steam Workshop])
|distribution = [[Steam]]
|website =
|links = {{Steam store|app/222880|Steam page}}<br>[https://www.indiedb.com/games/insurgency IndieDB page]
|previousgame = {{insurgencymic|2}}
|nextgame = Insurgency: Sandstorm
}}


== Introduction ==
[[Image:Ins_Mod_Logo_2.png|left]]


{{HL2}} '''Insurgency: Modern Infantry Combat''' (abbr. '''"INS"''') is a total conversion multiplayer modification for Half-Life 2, which runs on Valve's Source game engine.  
{{insurgency|4}} (2014) is a multiplayer team-based first-person shooter. It is the successor to {{InsurgencyMIC|3.1}} (2007).


Grab your rifle, join your team mates, and join the fight to close with and destroy the enemy... Take to the modern battlefield and engage in intense firefights and battles as a member of either a highly organized and equipped conventional force, or as an unconventional fighter that uses a combination of firepower and bravery to take on their sometimes overwhelming opponent.
Take to the streets for intense close quarters combat, where a team's survival depends upon securing crucial strongholds and destroying enemy supply in this multiplayer and cooperative {{src|4|nt=1}} based experience.


INS will simulate the challenges of infantry combat on the modern battlefield at the individual and tactical levels. Advance through the chain of command as you gain online combat experience that opens opportunities to command a fireteam, squad/section, or even your entire platoon. It will take strategic skill and teamwork to overcome the challenging online opponents during battles set in real and fictional locations around the globe.
{{branch|{{csgo|3.1}}}}


Specially designed teams will help to make INS a fun and unique gaming experience to both tactical and casual gamers. If your play style is more geared towards using real tactics, teamwork, communication, and personal skill, then the Conventional teams will likely be your favorite. If you just want to get into the action and have some fun... grab your AK or RPG and let loose as a Guerrilla or Paramilitary fighter. INS aims to please both those tactical and casual fans and will be a great game for clans/squads/tactical units.
{{Warning|Due to Insurgency ships with outdated version of BattleEye anti-cheat, the game will not work out of the box when launched on {{win11|1|nt=win11}}.
{{Workaround|Two options are such:<ul><li>Replace BattlEye folders with one from another BattlEye protected game.<li>Uninstall BattlEye and boot the game (launching {{code|insurgency.exe}} or {{code|insurgency_x64.exe}} directly) without BattlEye.</ul>
}}}}


== Features ==
== Features ==
*Modern infantry combat on Valve's Source engine
*Made on modified {{csgobranch|3.1}} with various changes like [[VScript]] removed.
*Free total conversion, any [[Valve_Software|Valve]] game that includes Source SDK ([[Half-Life 2]], [[Half-Life 2: Episode One|HL2: Episode One]], etc.)  [http://www.steampowered.com/v/index.php?area=search&category=16] and Steam required
*Over 40 weapons with numerous attachments, no crosshair, and a focus on realistic weapon behavior including a free-aim system and intense suppression effects.
*Chain of Command commanders control their squad/cell with ease
*16 maps playable in day and night versions on various multiplayer and cooperative modes, ranging from environments in the Middle East, Africa, and Central Asia.
*Morale system to set high value on teamplay
*7 multiplayer game modes supporting up to 32 players, with a focus on territorial control, destroying weapon caches and escorting high value targets.
*Customizable gameplay "Insurgency map configuration" system
*5 cooperative game modes where you and your friends team up to complete mission-based objectives.
*Unique reinforcement wave system
*Offline practice mode, playing with bots on all game modes.
*Depth of realism, iron sights, free aim, ricochet, bullet penetration, weapon weights, and more
*Squad system built upon role-based player classes, which are customizable and asymmetrical based on what team you are on.
*No bullshit HUD; only see what's important, when it's important
*Squad-based communication system which includes 3D VOIP, allowing friendly and enemy players within proximity to hear you.
**Vector based HUD textures, allowing the highest quality HUD at any resolution. No kill messages, except for deaths of teammates
*Overhead map detailing objective and teammate locations.
*Weapon caches used for rearming on the battlefield, destroyable by the other team
*Accumulate supply to customize and upgrade your gear, affecting your weight, stamina, and movement speed.
*Global stats and simple forum signup keeps track of your stats forever
*Simplified HUD and UI for a clean, immersive user experience focused on the action and environments.
*Network a comprehensive "ins.network" will cover all your insurgency needs
*Highly immersive particle FX and audio to intensify the game experience.
*Create custom maps and content using the Insurgency SDK, and share them on the Steam Workshop.  


== Gameplay ==
== Gameplay ==
[[Image:ins_thumb.jpg|thumb|400px|Insurgency Wallpaper]]
==== Reinforcement waves ====
==== Respawn system ====
The respawn system involves dead players being placed in a pool and waiting to be respawned in a "reinforcement wave". That pool will build up with other players that have died for a set amount of time. When the timer reaches zero, all the players that are currently waiting will respawn, and the process repeats until all reinforcement waves for that team have depleted.
<blockquote>
The respawn system is a pool system, when one person dies they are placed in a pool. That pool will build up with other players that have died for a set amount of time. When the timer reaches zero, all the players that are currently waiting will respawn, and the process repeats.


Squad commanders will also be able to call for reinforcements, which forces their squad to spawn in the next 5 seconds. When the players in his squad spawn, they are shown where the location of the "reinforcement calling" was from so that they can link up with their squad easily.
In most game modes, players are able to see how many reinforcement waves are remaining for both teams at the bottom of the HUD.
</blockquote>


==== Morale system ====
Different game modes will provide each team with varying numbers of waves. "Tactical Operations" game modes typically either do not allow reinforcements, or only provide a team with a wave when an objective is completed. "Sustained Combat" game modes involve both teams starting with a large number of waves, which are added to when objectives are completed. In "Push", one of the most widely played game modes in Insurgency, the attacking team starts with fewer waves than the defending team, but on the final objective the defenders lose all of their remaining waves.
<blockquote>
The morale system is set up to be a form of a scoring system. When a player works as part of a team, such as capturing objectives or staying with their squad, the player's morale raises. The higher the player's morale, the higher that player's rank is. Rank determines which order you get to pick your class in the following rounds.
</blockquote>


==== Squad structure ====
==== Weapons and loadout ====
<blockquote>
[[File:Ins squadselectsec.jpg|thumbnail|Squad selection screen.]][[File:Ins loadout1.jpg|thumbnail|A number next to the name of each item indicates the amount of supply points it costs. The bar in the bottom right indicates the loadout's weight, with a number showing how many supply points remain.]]
The current feature being worked on, that will most likely be the one in release, includes 2 potential squads for each team (8 players in a squad). Squad leaders can call for reinforcements, issue waypoints, assign objectives, etc.
Players are allowed to pick from a variety of different classes when they join a team. The classes available are determined by the gamemode, the player's team and squad, and what roles have already been taken by other players. Each class provides the player with a specialized set of weapons and equipment to choose from.


Squad leaders will be able to call for reinforcements, which forces their squad to spawn in the next 5 seconds. When the players in his squad spawn, they are shown where the location of the reinforcement calling was from so that they can link up with their squad easily. Even though squad leaders can call for reinforcements, there is still a reinforcement wave time. If a squad leader does not call reinforcements, the players will  spawn when the next reinforcement wave occurs. Reinforcement waves will have a slightly longer wait time than a normal reinforcements-based game.
Players are allowed to pick one primary weapon, secondary weapon, up to two explosive types, a vest for supplies and ammunition, body armor, and nightvision (for night maps). Chest rigs and chest carriers provide the player with more ammunition and the ability to select a secondary explosive (of which they are given an extra if they have a chest carrier). Most primary and secondary weapons also are able to be modified with attachments such as red dot sights, flashlights, armor-piercing rounds, grenade launchers and much more.


A platoon commander (Commander who can control both squads) has been removed due to over-complexity. Although the current system is working well, should the opportunity arise, there is a chance for a return of the platoon commander position later in development.
However, each item the player selects may also affect their weight; too much weight will affect movement speed and prevent the player from carrying more items. Most items also cost the player "supply points", which are typically earned from completing objectives or killing enemies. Weight and supply restrictions force players to make strategic decisions between items, such as trading body armor for a more suitable weapon.
</blockquote>


==== Weapons ====
While most weapons and items have some sort of counter-part for each team, the cost and availability of weapons may differ. For example, Security forces can recieve light body armor for free, but body armor costs more supply points for Insurgents.
<blockquote>
[[Image:Ins_Mod_M9_pistol.jpg|thumb|right|M9 pistol]]
[[Image:Ins_Mod_AKS-74U.jpg|thumb|right|AKS-74U Assault Rifle]]


'''US Marine Corps Weapons'''
== See also ==
{| class="wikitable"
* {{insurgencyMIC|4}} - predecessor to {{insurgency|2}}.
|-
* [[:Category:Insurgency]] - Category for everything related to {{insurgency|2}}.
| M4 RIS Carbine [http://www.insmod.net/media/screenshots/11.15.06/official_10.jpg]
| M14 DMR [http://ftp.insmod.net/screenshots/insurgency_m14.jpg][http://www.halflife2.net/news//1140284572_ins_hl2net_01.jpg]
| M9 Beretta [http://ftp.insmod.net/screenshots/insurgency_m9.jpg]
| C4 PE
|-
| M16A4 [http://ftp.insmod.net/screenshots/insurgency_m4.jpg]
| M1014 Shotgun [http://ftp.insmod.net/screenshots/insurgency_m1014.jpg][http://www.hlfallout.net/images/content/image_34487.jpg]
| M67 Frag
| Ka-Bar Combat Knife [http://ftp.insmod.net/screenshots/insurgency_kabar.jpg]
|-
| M249 SAW [http://ftp.insmod.net/screenshots/insurgency_m249.jpg][http://www.halflife2.net/news//1163629749_hl2net_02.jpg]
| M203 [http://ftp.insmod.net/screenshots/insurgency_m16m203.jpg]
| M18 Smoke
| Binoculars
|}
<br />
'''Insurgent Weapons'''
{| class="wikitable"
|-
| AKS-74U Carbine
| Lee Enfield L42A1 [http://ftp.insmod.net/screenshots/insurgency_l42al.jpg]
| Makarov [http://ftp.insmod.net/screenshots/insurgency_makarov.jpg]
| IED
| SKS [http://ftp.insmod.net/screenshots/insurgency_sks.jpg][http://www.insmod.net/media/screenshots/11.15.06/official_04.jpg]
|-
| AK-47 [http://ftp.insmod.net/screenshots/insurgency_ak47.jpg][http://ftp.insmod.net/screenshots/testers/testers_01.jpg]
| TOZ Shotgun [http://ftp.insmod.net/screenshots/insurgency_toz.jpg]
| RGD-5 Frag
| Bayonet [http://ftp.insmod.net/screenshots/insurgency_bayonet.jpg]
| FN FAL|FN L1A1 [http://ftp.insmod.net/screenshots/insurgency_fnal.jpg]
 
|-
| RPK LMG [http://moddb.com/images/cache/mods/36/3622/gallery/water_38371.jpg]
| RPG-7 [http://ftp.insmod.net/screenshots/insurgency_rpg.jpg]
| M18 Smoke
| Binoculars
|}
</blockquote>
 
==== Insurgency maps ====
<gallery>
Image:Ins_Mod_Haditha_map.JPG|INS_Haditha map. <br />Mapper: 2d-chris
Image:Ins_Mod_abdallah_map.JPG|INS_Abdallah map. <br />Mapper: Minotaur0
Image:Ins_Mod_Almadan_map.JPG|INS_Almadan map. <br />Mapper: Erratic
Image:Ins_Mod_Baghdad_map.JPG|INS_Baghdad map. <br />Mapper: Steppenwolf
Image:Ins_Mod_Karkar_map.JPG|INS_Karkar map. <br />Mapper: Bluestrike
Image:Ins_Mod_Sibenik_map.JPG|INS_Šibenik map. <br />Mapper: Skybex
Image:Ins_Mod_Opsada_map.JPG|INS_Opsada map. <br />Mapper: Skybex
Image:Ins_Mod_Alaskari_map.JPG|INS_Alaskari map. <br />Mapper: FMPONE
</gallery>


== External links ==
== External links ==
* [http://www.insurgencymod.net/ Insurgency: Modern Infantry Combat] - the official game website.
* {{Steam store|app/222880|Steam store page}}
* [http://wiki.insmod.net/ Insurgency wiki], the official wiki.
* {{Steam community|app/222880|Steam community page}}
* [http://myspace.com/insmod MySpace - Insurgency Mod]
* {{Steam community|app/222880/workshop|Steam Workshop page}}
* [http://mods.moddb.com/3622/insurgency/ ModDB - Insurgency]
* [http://www.gamespot.com/pages/unions/forums/show_msgs.php?topic_id=24159962&union_id=55 GameSpot - Insurgency]
* [http://www.ins-overview.com Community - INS Overview]
* [http://www.insurgency.pl Polish Insurgency Community]


[[Category:HL2_Third_Party_Mods]]
{{insurgency games}}
[[Category:Multiplayer Mods]]
[[Category:Insurgency]]
{{SourceBranchCategory|csgobranch}}

Latest revision as of 10:04, 8 August 2025

English (en)Translate (Translate)
Insurgency
Software Cover - Insurgency.jpg
Developer(s)
New World Interactive
Publisher(s)
New World Interactive
Release date(s)
2013 (Early Access)
22 January 2014 (Full Release)
Mode(s)
Multiplayer, Co-operative
Platform(s)
Engine
Steam AppID
Mod support
Distribution
Next game
Insurgency: Sandstorm


Insurgency Insurgency (2014) is a multiplayer team-based first-person shooter. It is the successor to INSURGENCY: Modern Infantry Combat (2007).

Take to the streets for intense close quarters combat, where a team's survival depends upon securing crucial strongholds and destroying enemy supply in this multiplayer and cooperative Source Source Engine based experience.


Insurgency is based on Counter-Strike: Global Offensive's engine branch. Therefore, much of the documentation on this wiki pertaining to Counter-Strike: Global Offensive may also apply to Insurgency.


Warning.pngWarning:Due to Insurgency ships with outdated version of BattleEye anti-cheat, the game will not work out of the box when launched on Windows 11.
PlacementTip.pngWorkaround:Two options are such:
  • Replace BattlEye folders with one from another BattlEye protected game.
  • Uninstall BattlEye and boot the game (launching insurgency.exe or insurgency_x64.exe directly) without BattlEye.

Features

  • Made on modified CS:GO engine branch with various changes like VScript removed.
  • Over 40 weapons with numerous attachments, no crosshair, and a focus on realistic weapon behavior including a free-aim system and intense suppression effects.
  • 16 maps playable in day and night versions on various multiplayer and cooperative modes, ranging from environments in the Middle East, Africa, and Central Asia.
  • 7 multiplayer game modes supporting up to 32 players, with a focus on territorial control, destroying weapon caches and escorting high value targets.
  • 5 cooperative game modes where you and your friends team up to complete mission-based objectives.
  • Offline practice mode, playing with bots on all game modes.
  • Squad system built upon role-based player classes, which are customizable and asymmetrical based on what team you are on.
  • Squad-based communication system which includes 3D VOIP, allowing friendly and enemy players within proximity to hear you.
  • Overhead map detailing objective and teammate locations.
  • Accumulate supply to customize and upgrade your gear, affecting your weight, stamina, and movement speed.
  • Simplified HUD and UI for a clean, immersive user experience focused on the action and environments.
  • Highly immersive particle FX and audio to intensify the game experience.
  • Create custom maps and content using the Insurgency SDK, and share them on the Steam Workshop.

Gameplay

Reinforcement waves

The respawn system involves dead players being placed in a pool and waiting to be respawned in a "reinforcement wave". That pool will build up with other players that have died for a set amount of time. When the timer reaches zero, all the players that are currently waiting will respawn, and the process repeats until all reinforcement waves for that team have depleted.

In most game modes, players are able to see how many reinforcement waves are remaining for both teams at the bottom of the HUD.

Different game modes will provide each team with varying numbers of waves. "Tactical Operations" game modes typically either do not allow reinforcements, or only provide a team with a wave when an objective is completed. "Sustained Combat" game modes involve both teams starting with a large number of waves, which are added to when objectives are completed. In "Push", one of the most widely played game modes in Insurgency, the attacking team starts with fewer waves than the defending team, but on the final objective the defenders lose all of their remaining waves.

Weapons and loadout

Squad selection screen.
A number next to the name of each item indicates the amount of supply points it costs. The bar in the bottom right indicates the loadout's weight, with a number showing how many supply points remain.

Players are allowed to pick from a variety of different classes when they join a team. The classes available are determined by the gamemode, the player's team and squad, and what roles have already been taken by other players. Each class provides the player with a specialized set of weapons and equipment to choose from.

Players are allowed to pick one primary weapon, secondary weapon, up to two explosive types, a vest for supplies and ammunition, body armor, and nightvision (for night maps). Chest rigs and chest carriers provide the player with more ammunition and the ability to select a secondary explosive (of which they are given an extra if they have a chest carrier). Most primary and secondary weapons also are able to be modified with attachments such as red dot sights, flashlights, armor-piercing rounds, grenade launchers and much more.

However, each item the player selects may also affect their weight; too much weight will affect movement speed and prevent the player from carrying more items. Most items also cost the player "supply points", which are typically earned from completing objectives or killing enemies. Weight and supply restrictions force players to make strategic decisions between items, such as trading body armor for a more suitable weapon.

While most weapons and items have some sort of counter-part for each team, the cost and availability of weapons may differ. For example, Security forces can recieve light body armor for free, but body armor costs more supply points for Insurgents.

See also

External links