FEATURES:
PVP GAME MODES:
Firefight
Three territorial objectives, one for each team, plus one neutral. Each team only respawns when they secure an objective. Secure all objectives or eliminate all enemy to win. Every life counts, making this a very suspenseful experience dependent upon teamwork.
Ambush
One team must escort their VIP player to the extraction point. Both teams only have one life per round, so coordination is paramount. The VIP is only armed with a silenced pistol, but can pick up a weapon from a fallen enemy or teammate.
Skirmish
In addition to three territorial objectives, each team has a supply cache to protect. Teams gain extra reinforcement waves until their cache is destroyed. When both teams have lost their caches and all reinforcement waves, it becomes a Firefight match.
Strike
This attack and defend mode has three weapons caches that must be discovered and destroyed. Blowing up a cache brings additional reinforcement and time for the attackers, while the defenders lose a reinforcement wave.
Push
Three objectives must be captured by the attacking team in sequential order. For each objective captured, they gain more reinforcement and time to attack the next. Defenders have a finite amount of reinforcements and must use each wisely.
Infiltrate
Capture the flag style game mode where you must seize the enemy's intel while protecting your own base from enemy infiltration. Multiple players on your team can collect enemy intel. Teams spawn by reinforcement waves, when a friendly player seizes the intel, and when an enemy carrier is killed.
Flashpoint
Teams both have weapon caches they must defend while trying to destroy the enemy weapon caches. They also must capture a central objective on the map. Capturing the point or destroying an enemy weapon cache will spawn your team.
Occupy
King of the Hill style game mode with a single objective. Controlling the objective will drain the enemy's reinforcement waves. To win players must eliminate the enemy team and its reinforcements or hold the objective and have more waves when time runs out.
COOP GAME MODES:
Checkpoint
Complete mission-based objectives such as capturing and defending key territory or destroying a supply cache against challenging AI enemy. Each successful objective will reinforce your teammates who were eliminated along the way.
Hunt
Eliminate all enemy AI on a night themed map and find and destroy their weapon cache. The weapon cache spawns randomly in one of three potential locations. Players only have one life per round, so stealth and communication are advised.
Survival
Play as Insurgents and fight against endless waves of progressively difficult Security enemies on night themed maps. Reaching safehouse objectives with your team earns you supply to purchase better weapons and spawns any dead teammates.
Over the week, more rooms in Borrasca have been detailed. Trash-bags have also been added to previously detailed rooms, to help dingy the crackhouse up. Basement will also be playing pretty differently, with more corners filled with filthy mattresses and junk.
Lockers
One of IAD's entrances to the point, it leads into library and has a breach wall into front-door. It is divided in the middle by tough metal lockers and has many positions to hold the room against enemies pushing in. The desk is good for peaking into library.
Library
Has two entrances for SRT, along with doors into living room and lockers. Additionally, has a staircase down into the basement like kitchen. The amount of entrances makes it difficult to move through, especially with the staircase and door to living room across each other, but the two different entrances helps SRT overwhelm defenders.
Basement
The basement is now made out of concrete and brick, making it harder to wallbang than the first floor. Trashbags and sleeping mattresses have been added to corners, along with other details. The crates have also been swapped out for a table and operating chair, for un-anesthetized surgery.
Conclusion
The initial art pass has been progressing smoothly. Stay tuned for more updates! Would love to see all of you at our Saturday playtests to hopefully test Borrasca while its still a WIP.
We have playtests every Saturday at 5:00pm UTC time.
This will have everything you need to operate.
Click here to join the discord, the best resource to find matches.
Update on the WIP Operator map Borrasca. An occupy map in a crackhouse with a dark basement.
New icons have been added to Operator mod to illustrate the game's representation of internal firearm ballistics.
Some highlights of awesome tactical, cqb, action and teamwork on the intense close quarters map, Hesitation on the Ambush game mode.
House is an elimination map where SRT have to control the perimeter and breach IAD's house to destroy their cache.
Use: Do not open, re-work or redistribute this mod without the permission of the author(s).
Just a small Batch to quick start a Insurgency: Sandstorm server. Choose map and gamemode by pressing the key accordingly, and you ready to start.
Swords vs. Spies is an asymmetric stealth total conversion mod for Insurgency.
The first map featured in Swords vs. Spies, this map is focused on close quarters environments. The map features many custom systems, such as tripwires...
Swords vs. Spies is an asymmetric stealth total conversion mod for Insurgency.
Finalists for the Razer and Game Banana Insurgency map contest.
So is this being made by Interwave Studios or whoever the hell that Jablum guy is?
He may of Put this on moddb because of the site?
Well InterWave Studios is on here, so he should have put them as the developers, instead of putting himself. And besides, they would have added it when they wanted to.
What branch of the Source engine will this be using?
cant wait!
cant wait!
There is still many people playing the first one right ? Hmm well im waiting for more info about what could change and make it better !
So this is the commercial sequel to the mod :o?
Looks very interesting. Tracking:)
you must have missed the original