Insurgency: Sandstorm

Custom Scenarios for Insurgency: Sandstorm

Released (updated ago). Ranked 6 of 407 with 41,082 (579 today) downloads

Published by RareK (mod ID: 165100)

ue4editor_2021-05-08_01-09-47.jpg
insurgencyclient-win64-shipping_2021-03-16_01-50-34.jpg
ue4editor_2021-02-11_01-29-50.jpg
insurgencyclient-win64-shipping_2021-03-03_17-17-27.jpg

Custom Scenarios on vanilla maps. I plan on releasing at least one checkpoint scenario per vanilla map. I might make the mod source available for contributers.

Powerplant

Map: PowerPlant_CS Scenarios:

Scenario_PowerPlant_CS_Checkpoint_Security_B (+Hardcore)

Tideway

Map: Buhriz_CS Scenarios:

Scenario_Tideway_CS_Checkpoint_Security_B (+Hardcore)

Farmhouse

Map: Farmhouse_CS Scenarios:

Scenario_Farmhouse_CS_Checkpoint_Security_B(+Hardcore)

Hideout

Map: Town_CS Scenarios:

Scenario_Hideout_CS_Checkpoint_Security_CS (+Hardcore) (Random) (WIP)

For local testing:

open PowerPlant_CS?Scenario=Scenario_PowerPlant_CS_Checkpoint_Security_B

open Buhriz_CS?Scenario=Scenario_Tideway_CS_Checkpoint_Security_B

open Farmhouse_CS?Scenario=Scenario_Farmhouse_CS_Checkpoint_Security_B

open Town_CS?Scenario=Scenario_Hideout_CS_Checkpoint_Security_CS


Known Issues:

No localization of map names and scenarios. I may be able to add localization of the map name back to the map voting screen.

Vanilla maps are missing sky reflections. NWI issue on vanilla maps too I believe.

Releases

FilenameSizeVersionAddedOptions
filedata.32.zip2.61mb0.4.0.3

filedata.31.zip2.61mb0.4.0.2

filedata.30.zip2.61mb0.4.0.1

filedata.29.zip2.59mb0.4

filedata.28.zip2.45mbpre.0.4

filedata.27.zip2.05mb0.3.2

filedata.26.zip2.04mb0.3.1

filedata.25.zip34.44mb0.3.0.1

filedata.24.zip34.44mb0.3.0

filedata.23.zip1.82mb0.2.3

filedata.22.zip1.78mb0.2.2

filedata.21.zip1.77mb0.2.1

filedata.20.zip1.78mb0.2

filedata.19.zip1.16mb0.1.2.1

filedata.18.zip1.16mb0.1.2

filedata.17.zip3.91mb0.1.1

filedata.16.zip745.26kb0.1

filedata.15.zip2.33mb16

filedata.14.zip2.32mb15

filedata.13.zip726.51kb14

filedata.12.zip726.86kb13

filedata.11.zip92.58kb12

filedata.10.zip78.77kb11

filedata.9.zip74.97kb10

filedata.8.zip74.54kb9

filedata.7.zip73.59kb8

filedata.6.zip73.46kb7

filedata.5.zip56.42kb6

filedata.4.zip1.55mb5

filedata.3.zip1.69mb4

filedata.2.zip1.22mb3

filedata.1.zip46.49kb2

filedata.zip46.2kb1

85 comments

Join the community or sign in with your gaming account to join the conversation:

SS
SSServer @ssserver

Agree that the latest Town random spawns is absolutely fantastic. Look forward to more maps being updated to this mode. Makes the maps unpredictable & longer playability

Oriangel
Oriangel @oriangel

Thank you. The random checkpoint mode in Town is nothing short but amazing. In hardcore, it gives a refreshing change having to refer to the map to sort where the team needs to go. I understand minor issues like bot suiciding if stuck. But overall the experience is nothing short of miraculously fun.

Like others have said, I look forward to more versions of this randomization implemented in other vanilla maps. Thank you once again RareK!

=[AD]=AlphaDogs
=[AD]=AlphaDogs @dogmanbytes

RareK,..... No complaints here, The Alpha Dogs appreciate the work you doing! particularly the why you did Town Random point changes, we hope to see more concept like this with the NWI Maps..it`s like play a new map each time Thanks again for your thinking out side of the box and your time!

[0]Whiskey
[0]Whiskey @0whiskey

The bots suicide sometimes and some cap points extend beyond the perimeter of the building they're in by a bit. Love your work, would like to see this on other maps if possible. Thanks!

Swagger200
Swagger200 @swagger200

Was just playing Hideout_Random - what an incredible addition for repeat gameplay! Very well done, please keep it coming, I will post to NWI that they should be paying close attention to this mod. Thanks!

DA
dantaylor129 @dantaylor129

Amazing! Ive played Hideout a good number of times and every time it's very unique. You dont disappoint! The only issue I've been seeing is on objectives where the zone stretches beyond the main floor (typically to include an outside stairwell). The bots will counter and get on the point just outside the door, but never enter the house as they cant "see" the players inside. The whole counter time can pass, while all bots are grouped just barely on the point, but not attacking until the player pops his head out and molotovs the group of them. Not sure how to resolve this as having multiple floors and outside included in the objective is awesome and you cant modify the navmesh.

E
insgExecutioner @insgexecutioner

The new random objectives for Hideout are awesome. We played it for several hours this morning and it just flows really well. Not knowing what is ahead or where the bots are coming from is a huge challenge but it really makes you play as a team and adds an element of surprise. Thank you and keep up the great work. I can not wait to see what Crossing or Summit would be like with this platform.

-TiG-FaTaLTeRRoRQc
-TiG-FaTaLTeRRoRQc @tig-fatalterrorqc

OH WOW!!! Random checkpoint is what we were waiting for since the release of this game. GREAT JOB man!!! We played 3 hours straight, we done the map 5 times and we are still enjoying it! Having random checkpoints on every maps would be sooooo good! There is only one bug (terrorist dying when they respawn) but we added more terrorists so it wasn't affecting too much. Big thanks to you from every -TiG- Members! :D

boromir7
boromir7 @boromir7

I really like the random Checkpoints in Town Map, really adds to the game replayability . Was a bit hard to find ammo boxes though ,but small price to pay for making the Map much more enjoyable.
Would like this feature on all the maps -much more fun.
I understand the 'Random' in description ,but what does the descriptor 'Hardcore' mean ?

DA
dantaylor129 @dantaylor129

Meaning you can play it in normal checkpoint mode, or in hardcore checkpoint mode. Hardcore removes some HUD, punishes deaths by respawning without gear, and less resupplies.

Pajamas939
Pajamas939 @pajamas1593683082

This is amazing! Nice work.

[BG]Nomy61
[BG]Nomy61 @bgnomy61

hey Rarek thx a lot man love the idea using security on insurgets side , have a look at the bot spawn areas at A the bot spawn r bunched up PS keep up the good work man

RareK
RareK @rarek

What map? I can't edit NWI's clunky navmeshes. If it this corner on Hideout/Town; Imgur.com blame NWI, they placed a bad proxy link here to make bots jump through the window but it's too high.
Not sure what you mean by "love the idea using security on insurgets side"
If your talking about Hideout/Town it actually randomized every map load so I don't know what objectives your talking about ;)

DA
dantaylor129 @dantaylor129

What's the best way to report bugs for Hideout?

RareK
RareK @rarek

Here, or if you want me to respond faster/discuss; DM me on discord RareKiwi#5360

DA
dantaylor129 @dantaylor129

I meant with regards to locations since If i find a bug at d, I'm guessing that's not much help to you. ๐Ÿ˜Š

RareK
RareK @rarek

Yea maybe enable the coordinate display in game options or just send a screenshot with a wide view, I have most of the map memorized at this point XD.
I might also give each location a code name at a later point to help with this (and for giving admins a tool to make and load non-random layouts)

Rover_Redback_Admin
Rover_Redback_Admin @rover-redback-admin

Does this mean Town has random checkpoints, and if so, does it mean each time the map is started the checkpoints are random.

G-Force49
G-Force49 @g-force49

I started the map 3 times and the start point and capture point was different each time. I was the only one on the test server and only got to capture point C. It seem to be working as intended. The bots seemed to bunch up in some places.

RareK
RareK @rarek

That's the idea but its very WIP.
0.4.0.1 Should be working... Initial test is not crashing