Aus der Kategorie: Electronic Sports > Insurgency
Jeremy Blum postet Einzelheiten zu INS2

Versautes Update, Abstürze und ewig andauernde und sinnlose Bugfixes, so kennen die meisten Spieler das aktuelle Insurgency.

Der ehemalige Founder von Insurgency “Jeremy Blum” hat wohl gesehen das Insurgency dennoch ziemlich erfolgreich zu sein scheint und möchte wieder mitentwickeln. Dabei hat er vor die Version 2 auf der Unreal Engine zu entwickeln und umzusetzen.

Man darf gespannt sein.

Im BeyondUnreal Forum veröffentlichte  er jetzt ein paar Zeilen über die sehnsüchtig erwartete Version 2 der Mod Insurgency.


Hello all,

My name is Jeremy Blum and I would like to introduce you all to a new project I’ve started developing, Insurgency 2 (prototype name), a sequel to Insurgency: Modern Infantry Combat for Source. What I have in mind is more ideal for the UDK, and since I kinda miss the Unreal Engine after working with it on Red Orchestra, I liked the idea of coming back to Unreal.


While Insurgency: Modern Infantry Combat took place in the year 2003 in the middle east, the sequel takes you to the emerging conflict zones of the near future. The face of conventional warfare has changed forever. Instead of country warring country, the story of the third-world appears but an endless campaign against the poor and disgruntled by the oppressive and corrupt. Although unreported by the news, these “forgotten” people of diverse backgrounds rise up in arms against their respective governments and perform guerrilla warfare against occupational forces.


Based loosely on the original Insurgency: Modern Infantry Combat, the sequel changes the dynamic of the war zone almost entirely, focusing more on revolution. Since the Singleplayer will be the story of a revolutionary, the Multiplayer will be strictly between guerrillas and occupational forces.

The new gametype I’m introducing is called Tug of War (prototype name):

  • 1 primary objective zone (map is usually named based on what this objective is)
  • 2 teams spawning in opposite areas of the objective
  • In the first round the objective is neutral and both teams are attacking it
  • Once your team successfully captures the objective, your team wins and now you must defend the objective against an enemy counter-attack in the second round.
  • If successful in defending, your team has won the map. If the enemy was successful in their counter-attack, they win the round and in the next round your team are the counter-attackers. As one may imagine, this can go back and forth.
  • Instead of players choosing their “role” like in the original, they instead choose their outfit, between light, medium and heavy, thus determining their speed and armor.
  • Player starts with a pistol and gets access to advanced weaponry and vehicles within the map.
  • Armories contain piles of weapons, in which the player can take 1. However, certain weapons require training before they can be used. Thus, there are many different levels of weaponry and attachments that can only be used once a player has reached a certain training level.
  • Reinforcement times are removed to counter the time it will take for players to arm themselves once they spawn.
  • Vehicles are made available to each team, but are limited and are only accessible by people who have reached a certain training level. For example, there may be 2 heavy tanks, 1 truck, and 1 4-wheel drive vehicle for each team, and once they are destroyed they don’t respawn.
  • Explosives and Launchers can be obtained from the armories for the purpose of destroying enemy vehicles or armory, both considered secondary objectives.
  • If a team’s armory is destroyed, that means that they are now limited to pistols and other weapons laying about the map, giving the team who destroyed it the upper-hand in taking the objective.

Score System

  • Kill –> +1
  • Kill while attacking/defending –> +2
  • Destroy a secondary objective –> +5
  • Capture a primary objective –> +10

Different training levels are acquired as tiers once the player has reached a certain XP level.

Commander Mode and Endgame

Commander mode will be adjusted in its significance.

Instead of squads, the game automatically creates groups of players when they assemble at a team’s armory, creating a “rally point” of sorts. You spawn, you get your weapon, you rally up the troops, you attack an objective together.

The commander dynamically changes based on who is the best player on your team (the most XP). So this is generally the person you can trust following, because you know he/she knows what they’re doing. At the end of the round, the person who was the commander for the longest time on both the winning and losing teams are presented to everyone on the server, as well as a detailed analytic of your own personal statistics.


The Singleplayer campaign will be a dynamic simulation of revolution in a developing country. The player starts out in the hillside of an English-speaking (former British colony) sub-tropical land, where he is introduced to the diverse group of main characters involved. The mission the next day is to take the neighboring town at the bottom of the hill.

To take a town, the group must seize control of the weapons within it. For the smaller villages, this is generally at the local prison/police barracks. Once the player has assaulted the barracks and perhaps defended it against any counter-attack, the town has been secured. What this means now is that the civilians who have been hiding behind cover and in their homes can now be converted into friendly (AI) soldiers. Thus the player can dynamically expand his army as the game progresses.

Once the main guerrilla in charge dies, the player assumes the role of commander. As a commander, the player gets a birds-eye-view of the battlefield and can give waypoints and tactics to his AI soldiers he’s assembled. On a large-scale battlefield, the player can essentially attack each town in the order he sees fitting, gathering strength in the smaller villages before the final showdown in the streets of the capital city.


Well, first, there’s me, as I’m currently programming this on my own. Red Orchestra was my idea, and I was the leader until after the first release. I was then the project lead of Insurgency: Modern Infantry Combat until after the first release, of which I’ve attained the use of all its assets as placeholders and/or content for my disposal.

Since I’m in school until May I’d ideally like to start small and relaxed, ideally developing a prototype through the summer and depending on what happens possibly putting together a small office or outsourcing certain things. So in terms of a team, I’m only looking to fill up a core team right now. Another coder would be nice, a level designer, an artist or two, etc.

There is currently no website, and I don’t plan on launching one until the game is way further down the line, so if you have any questions or concerns, or if this is a project you could see yourself being interested in working on, feel free to shoot me an email.

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