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NxLabs / Insurgency: Sandstorm

Insurgency 2014 Map Pack

By SpartanViperz

A collection of ported Insurgency 2014 maps made playable in Sandstorm!

Insurgency 2014 Map Pack

Description


Disclaimer


-Not really recommended to use with no restricted zones mod. (Why? See below!) -There will be a few bugs.


Description


Relive your favourite memories with this collection of Insurgency maps ported to Sandstorm!

Drycanal (Day)

Scenario_Drycanal_Checkpoint_Security Scenario_Drycanal_Push

Embassy (Day)

Scenario_Embassy_Checkpoint_Security Scenario_Embassy_Domination Scenario_Embassy_Firefight Scenario_Embassy_Push

HEIGHTS (DAY)

Scenario_Heights_Checkpoint_Security Scenario_Heights_Firefight Scenario_Heights_Push

Kandagal (Day, Night)

Scenario_Kandagal_Checkpoint_Security Scenario_Kandagal_Push

Market (Day)

Scenario_Market_Checkpoint_Security Scenario_Market_Firefight Scenario_Market_Push

PANJ (DAY, NIGHT)

Scenario_Panj_Checkpoint_Security Scenario_Panj_Domination Scenario_Panj_Push

PEAK (DAY, NIGHT)

Scenario_Peak_Checkpoint_Security Scenario_Peak_Push

REVOLT (DAY)

Scenario_Revolt_Checkpoint_Security Scenario_Revolt_Firefight Scenario_Revolt_Push

STATION (DAY)

Scenario_Station_Checkpoint_Security Scenario_Station_Domination Scenario_Station_Firefight Scenario_Station_Push

Verticality (Day, Night)

Scenario_Verticality_Checkpoint_Security Scenario_Verticality_Push

ALL CHECKPOINT SCENARIOS SUPPORT HARDCORE CHECKPOINT!


FAQ


Q: What is this mod?

This is a collection of ported maps from Insurgency 2014 made playable in Insurgency: Sandstorm.

Q: HOW DID YOU PORT THE MAPS?

I used BSPsource to decompile the source maps which gave me the VMF map files. I then used HammUEr to port the maps using these files to Unreal Engine 4.25, from there I migrated the content to sandstorms editor and began work on getting them playable for Sandstorm and fixing the many errors that came with it.

Q: HOW MANY MAPS ARE THERE?

There are currently 10 maps,

Drycanal Embassy Heights Kandagal Market Panj Peak Revolt Station Verticality

Scenarios for each can be seen above. I also plan to add more scenarios to existing maps. Even if they didn't exist in source - like domination.

Q: MY FAVOURITE SOURCE MAP (INSERT MAP NAME HERE) ISN'T HERE, WILL YOU BE ADDING IT?

Yes! I can't say when I'll get around to adding your specific favourite, but I plan to add most...if not all maps from source to the collection.

Q: WHY ARE SOME THINGS NOT EXACTLY LIKE SOURCE?

This could be due to a multitude of reasons, There are many errors which crop up from from the porting process which leave some things not completely accurate to source. I also had to completely re-do the lighting as on first import it's very broken, but I tried to get as close to the original although this could always be altered/improved so I would love to hear your feedback! Naturally some things will also look different simply due to it being a different engine etc. Water on several maps was also switched to sandstorm materials as it looked a lot better.

Regarding Checkpoint objective layouts, These are mostly faithful to source with some slight alterations on certain maps. Checkpoint maps in source used an entirely separate map compared to the PVP version which usually had minor alterations. These were meant to funnel players in certain directions through the maps as the layouts often 'snaked around' due to source maps being a little small. I've decided to just use the base maps and achieve a similar effect using restricted zones (which is why I wouldn't recommend playing with no restricted zones mod as you may often run into enemy spawns/places you're not meant to be) just to make it easier on myself and keep things concise.

Checkpoint also played slightly differently in the regular Insurgency. For example, the final objective had no counter-attacks meaning on some some maps I had to alter the last objective slightly to allow room for these counter attack spots or in some cases I changed it so the second to last objective from source is now the final objective as it just made more sense overall.

Checkpoint wasn't available for all the maps listed here in Insurgency 2014 either but I wanted checkpoint players to experience them all. This means some maps (Kandagal, Panj, Peak, Station) will have layouts completely created by me. Let me know how they play! :)

Q: WILL YOU RELEASE X SEPARATELY?

Probably not unless highly requested. It's already been a pain in the ass to get it all working this far, and 1.6gb isn't that much to download for 10 awesome maps imo. Also, most of this space comes from the materials and models needed for the maps rather than the map files themselves although, it does includes unused things which I can, and have already started to filter out. As well as this, it contain materials and models which are used on currently un-included maps, so file size shouldn't increase too much when I add more maps if space is a concern for you.

Q: WILL YOU ADD NIGHT SCENARIOS?

Yes! Update 1.1 adds a couple Night time scenarios on a few maps (See above)

These are just tests right now and I'll definitely be expanding upon them later

Q: WILL YOU ADD CHECKPOINT INSURGENT SCENARIOS?

Most likely not, Checkpoint in source was always security only and I plan to pretty much stick to that.


Known Issues


  • There may be some gaps in the ground where displacements previously connected in source - side effect of the porting tool.
  • There may be some props which are rotated in odd positions and potentially sticking through walls/other objects. This is another issue with the porting tool, but report any you find to me and I will fix them!
  • Bots may get stuck in some places. Report these areas and I will fix.
  • Some areas may be hard to navigate/

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