1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Vault
  3. Archived Forums
  4. Non-Professional Recruitment

The Firefight Project

  • nervousquirrel
  • December 4, 2005 at 6:56 PM
  • nervousquirrel
    • December 8, 2005 at 2:15 PM
    • #41
    Quote from JAL

    nervousquirrel your concept for the mod sounds pretty ambitious. I loved BiA and Full Spectrum Warrior, but always thought they were too limited in making tactical choices and began to repeat the same situations. If you can manage to even make something as limited as BiA or Full Spectrum Warrior on Source, ill raise my hat to you. I hope your concept doesn´t rely too much on the players just "wanting to play the game as it should be played". I mean there are players who don´t always want to take cover and end up just running around shooting shit. But I´m sure that will not be a huge issue. Anyways good luck. Competing with mods like Insurgency will be tough

    Thanks alot. One major challege, if not the main challenge, is not depending on people "playing the game the way it was meant to be played". Testing will tell.

    About competition with Insurgency. Those guys have an incredible team with a crazy art dept. It seems however, they are going for a standard (not to say bad) realism design, where we are going for something quite different, although in the same setting. I imagine they'll be our competition since we have the same setting, but I don't see, thus far, why people couldn't play both, or for that matter, why my project wouldn't "win out" so to speak. But time will tell, and the design doc needs to be tested. One step at a time... and they are many steps ahead of us.

  • nervousquirrel
    • January 31, 2006 at 6:52 PM
    • #42

    Alrighty guys, I've updated the Summary for Prospective Talent to include some more basic design points. It may be something you expected, or not, it's still rather vague. But maybe now some more of your questions will be answered. Check it out at our site below, and post on the forums if you like.

    http://www.projectff.com/

  • Argyll
    • March 10, 2006 at 11:44 PM
    • #43
    Quote from nervousquirrel

    About competition with Insurgency. Those guys have an incredible team with a crazy art dept. It seems however, they are going for a standard (not to say bad) realism design, where we are going for something quite different, although in the same setting. I imagine they'll be our competition since we have the same setting, but I don't see, thus far, why people couldn't play both, or for that matter, why my project wouldn't "win out" so to speak. But time will tell, and the design doc needs to be tested. One step at a time... and they are many steps ahead of us.

    I can't believe I never encountered this project before. I think your perception of INS is a little off from what it really is (which I don't blame you since we don't pitch everything), but what I have always thought about 'realistic gameplay' are firefights.

    It's one thing to have iron sights, realistic damage, etc. but that still doesn't make a game (in my view) 'realistic' necessarily. I encounter a lot of people in the INS community who seem to think that having an accurate ballistics physics system is what realism is, but to me it's not about that.

    Reading on your website, I kind of find it bizarre that you have pretty much the exact same philosophy as I do when it comes to the gameplay. INS may look good, which is a very big pull factor for people, but the mechanics that we're trying to deliver at the core gameplay are realistic firefights.

  • nervousquirrel
    • March 11, 2006 at 12:44 AM
    • #44

    All hail, an updated site, and some media: http://www.projectff.com

  • nervousquirrel
    • March 11, 2006 at 12:46 AM
    • #45
    Quote from Argyll

    I can't believe I never encountered this project before. I think your perception of INS is a little off from what it really is (which I don't blame you since we don't pitch everything), but what I have always thought about 'realistic gameplay' are firefights.

    It's one thing to have iron sights, realistic damage, etc. but that still doesn't make a game (in my view) 'realistic' necessarily. I encounter a lot of people in the INS community who seem to think that having an accurate ballistics physics system is what realism is, but to me it's not about that.

    Reading on your website, I kind of find it bizarre that you have pretty much the exact same philosophy as I do when it comes to the gameplay. INS may look good, which is a very big pull factor for people, but the mechanics that we're trying to deliver at the core gameplay are realistic firefights.

    I apologize if I jumped to conclusions about your project then. I'm glad to hear that you agree with me, and I'm excited to see what you guys will put out.

  • nervousquirrel
    • March 12, 2006 at 7:33 PM
    • #46

    Here you go, renders of the M4A1 and the M18 Smoke Grenade.

    [Blocked Image: http://www.projectff.com/media/M4A1_Promo_FFP_thumb.jpg] [Blocked Image: http://www.projectff.com/media/Smoke_Promo_FFP_thumb.jpg]

  • nervousquirrel
    • April 24, 2006 at 5:39 AM
    • #47

    We have updated the website with a new "Works In Progress" Media section (here). We have already posted model renders of the current M4A1, AK-101, M249 SAW, and RPK for you to take a look at.

    On that subject, we have updated the M4A1 rather significantly, and produced a Updated Version of the Old M4A1 Promo Render. Generally speaking it is the same model, but still, it is quite improved.

    [Blocked Image: http://www.projectff.com/media/M4A1_Promo_FFP_thumb.jpg]

    ( Updated M4A1 Promo Render )

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  2. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  3. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM

Users Viewing This Thread

  • 2 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™