***Official Squad Thread***

Managed to get a couple hours in and all i can say is wow. Feels like a new game, the shooting mechanics feel so much better and the effects, dam!! I personally never came across any bugs either :)
 
We're back in full flow again now after Christmas. Here's some Wrench love to get your teeth into.

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Modding Recap
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The Wrench December
17-Jan-2018
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Hi Squaddies,
We hope you all had great and amazing holidays and spent some time with friends, family, scotch, or your pets. (Whichever you may enjoy most. No judgment.) The Modding community was also hard at work on some new content which we're happy to present to you. We love what everyone has been doing so far and with Alpha 10 around the corner we are sure that a great 2018 is waiting for us! We are glad that you are with us on this journey.
Join us on the Community Modding Discord where you can join discussions and meet the modding community. It's a great place to share your ideas and passions with like-minded people that will happily help you create something awesome.

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Finnish Defence Forces by FDFMod

This team is working on a custom faction everyone has really wanted to see since the Project Reality days: the Finnish Defence Forces. It plans to combine elements from both conventional and unconventional forces in a way that reflects the traits of the FDF such as infantry focus and defensive maneuvers. They are also planning on including new maps as well as a defensive game mode. Currently we can see great progress on their character models as well as various gear. Mahtava!





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Finkarus by LoRDHitMan



It always fills us with a sense of pride when we see things that grow in our community get bigger and end up in the Steam Workshop to be downloaded by everyone. Finkarus is a great example of that. It is a 4x4km map with all sorts of different terrain that can already be played. Creative work is never finished though, so LoRDHitMan is currently working on a Mesh Kit to make the Soviet apartments look more authentic. You can check out the current version of the map on the Steam Workshop.






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Destruction Gamemode by The ISKT Community

Sample Destruction layer.
A new game mode is currently in development with a focus on competitive play. Let's hear all about it directly from the guys who are working on it:
"Due to changes coming to AAS, the ISKT community took it upon themselves to create a new game mode for competitive Squad that would fit well and make for more diverse strategies. Destruction is a product of several people from the competitive Squad community, ISKT, and is being built and made possible by Virus.exe who is a great contributor within the Squad modding community.

Destruction is based on the Battlefield 4 Rush game mode with a pair of caches that will spawn in the general same area (around the size of your average capture zone in AAS) that need to be destroyed. The caches are always spawned in the same general areas for each phase which allows teams to prepare different strategies for different layers and maps.

Attackers need to destroy both caches in a phase to advance to the next phase, with 3 phases being the total. Once a cache is destroyed the attacking force will gain tickets. Since both caches in a phase are in play at the same time, the attackers know their location and the defenders must maintain a significant amount of map control to ensure where the attackers focus the majority of their forces. Defenders must bleed attackers out of tickets or hold out for 60 minutes to win. Attackers must destroy all caches to win.

Below are some visual guidance alongside the caches for the other factions within Squad that are based on the existing Insurgent cache made by OWI."





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Frontlines Custom Winter Map by Marv

Community Contributor Marv has been with us for quite some time and is working on a beautiful looking winter map. The map will feature capture zones centered around fortified trenches where the US Army and the Russian Armed Forces will fight over control in an open-world scenario.




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Docfapark by Orsouw.G

Based on a forest located around his hometown of Oss, Orsouw.G is working on capturing the Dutch countryside. He is planning to do US Army vs. Russian Forces where the Russians will be attacking from the north of the map. The flat Dutch terrain will be key on this map, where concealment is hard to find. Orsouw.G is currently working on some custom props to liven up the new Western Europe setting.


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The Squad Modding Roundup

Some may already know about it, some have been seeing the announcements in the Modding Discord or the official Squad Discord. Together with our community member rocodeand a lot of support by server admins we've been doing a weekly Modding Roundup where everyone gets the chance to play some of the great Mods that have been in development.
Want to take part?
Make sure to stick around on Saturdays then! Modding Roundup happens every Saturday, 19.30 UTC, the maps of the week and server will always be posted in the Official Squad Discord as well as the Modding Discord.


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Modder Spotlight: =RED_BEARS=SilentBlooD

Who are the people that make up this beautiful and dedicated community? Let's try to dig a bit in and get to know our Modders. This month we have an interview with =RED_BEARS=SilentBlooD, a mapper who has already been featured in the Modding Roundup with some great things.
Q: Could you tell us a bit about yourself?
A:
Hi there, I am 34 years old and I live in Israel. I am a construction superintendent and a contractor.
Q: How did you start Squad Modding?
A:
One day I saw a video by BlueDrake talking on the subject of modding for Squad. By that time I have been playing Squad for some time and was looking for a cool project to work on.
Q: Have you been modding any other games before starting with Squad?
A:
This is the first time I did anything this large in terms of a modding project.
Q: What was the biggest challenge you encountered?
A:
A game dev should be organized and careful with development backups. I had to redo the map three times. I still cannot believe I made the map in three months time.
Q: What would be your best advice for newcomers to Squad modding?
A:
Watch a tutorial on a subject you need and then practice it until you are doing it fast and with a good result. Do not fast forward in your work thinking that you know stuff. You have to practice every day for at least two hours.
Q: If you could change or add anything you want to Squad or the SDK, what would it be?
A:
Squad is all fine. I would whine on the subject after they release the final build. SDK needs a lot more environment assets. As a mapper the thirst for assets to play with is endless. I would be fine with a 300% increase in world assets for mapping!
Q: How long did it take you to create Forest Air, from start to the current stage and did you learn anything new while creating it?
A:
It took me three months to get where I am at this stage of my map dev. Before this map, I was working for six months on an 8x8km island map. Now when I look at it I can see that my style got more interesting: the light setup is much better, I know how to set up spawn points and the rest of game logic. I had a lot of help from other community modders like CreativeRealms, Virus.exe, rocode, XanderDal, wasti and the moderators of the Squad Modding Community Discord server.
Q: How many assets have you made yourself and would you recommend modders expand their skill set so that they can create their own assets for maps?
A:
In my opinion it is vital to know modeling and texturing software. At least on a basic level. This will help you to produce your imagination the way you see it on the map. There are 10 original meshes and a huge amount of merged assets that were created from by kitbashing inside the Squad SDK.
Q: Do you have any upcoming projects after you complete your map, Forest Air?
A:
I have a couple in mind. I will start them only after the community has the chance to play for some time on my map and see if it wants it or not. But you never know. I might just wake up one day and start working on the next one.
Thank you very much for answering our questions. We're looking forward to your future endeavours!

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Squad Modding Hub Management Team Out.
Please note: Offworld Industries is not responsible for mod content. Please contact the creator for assistance.
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© 2017 OFFWORLD INDUSTRIES LTD
 
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Recap
January 2018
31-Jan-2018

Hey Squaddies,
Got a minute?
We're back with a brand new year and we're already in the final stages of bug fixing and testing for Alpha 10. Your feedback during the Alpha 10 public test before Christmas was invaluable in making the test period for us that much less crazy.
There's absolutely no replacement for those dedicated boots on the ground! The insane amount of enthusiasm and positiveness around the playtest fueled our drive to make Alpha 10 one of our most polished releases yet. Gib A10!

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Alpha 10 Status



Since entering testing, we've squashed more than 323 separate bugs and issues with no small thanks to your bug reports! We only have a few more left before we're happy going to a full release, but rest assured the day where we can finally move on is coming soon. In fact, some of the artists are already working ahead!
In the meantime, we'd like to show off development in other areas of the game that are coming after the Alpha 10 release. Unlike previous recaps, this will focus more on content that is extremely close to completion and will most likely be added in the near future. One caveat is mapping, where it is usually an area that is developed on an independent schedule, so the content shown there will vary in levels of completion and release schedules. Let's see what the future holds!

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Art and Modeling
British Army Update




A faction teased since the beginning of the Kickstarter, the Brits have been stewing away for quite some time now and they're almost ready to make war. With their own array of weapons, uniform and armament, they will prove to be another flavour on an already rich battlefield. #Melbolyfe









https://gfycat.com/ifr/KindSnarlingEland
https://gfycat.com/DeadAcclaimedCrane

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New Insurgent Soldiers


The Insurgent models currently in use are the last marketplace assets still widely used in our art library. We've been hard at work modelling a completely new set of our own. With them comes a large variety of civilian and paramilitary styles to make the faction look a little more versatile visually. Rigged up and just about good to go, they're undergoing a bit more texture polish before deployment.












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Technical's Improvised Armor Package


One other improvement we're adding to the unconventional factions is an improvised armour set for their light vehicles. Sometimes-reluctant workhorses of modern combat, these vehicles generally sacrifice speed and handling for much greater resistance to shrapnel and small arms fire.





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BGM-71 TOW Missile Emplacement


Also in the pipe is our first foray into guided missile systems with the BGM-71 TOW. Equipped with a high magnification day-sight, this weapon fires wire-guided anti-tank missiles over extreme distances. This should give a bit more teeth to American FOB defences.













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PKP


Alpha 10 will see the introduction of the PKM, but soon afterwards will come its modernised cousin, the PKP. Complete with a mount for optics, this Russian weapon will make their machine gunners even more fearsome.





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Heavy Machine Gun Optics


Conventional factions will also be getting an upgrade to their heavy machine gun emplacements in the form of mounted optics. This will allow for greater target acquisition capabilities for HMG gunners, and also make HMGs a more formidable weapon to go up against especially on maps with little cover.







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Mapping
With a new year comes a new year of mapping! This year we will try to keep the community abreast of the current state of maps as they develop so things may be a little more work in progress than perhaps in the past.
Let's check in with the mapping team!
Kohat Expansion



An expansion to Kohat Toi River Valley will bring improvements to the eastern and southern portions of the map, providing more variety and capturable areas. In addition, the eastern edge of the map will house a brand new United States Army FOB, complete with helicopter landing pads.

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Logar Valley Expansion


As part of a step to revamp some of the older maps we have retrofitted the main town in Logar and replaced about 40% of the buildings with more two story and larger internal space structures. In addition, many more damaged and ruined buildings were added throughout the map as well as a few new bisecting roads to keep those vehicles nimble.



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Kamdesh Highlands


Building on our experience with Operation First Light, we've begun work on a new map visually based on a more rugged portion of Afghanistan than previous projects. Covered in a thick pine forest, the hilly terrain will increase the risk of ambushes leaving even seasoned veterans on the edge of their seats!





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Checking in with Fallujah


Continuing progress on the layout of our long-term project Fallujah. We have moved into the second phase of the city creation and the environment team is working through the creation of larger urban structures to populate the core of the city. Expect monthly updates on this one as it moves towards release in the later part of the year.

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Annnnnd that brings us to the close of the first regularly scheduled Recap of the year. We hope you're as excited as we are to see what's coming to Squad in the near and distant futures.
Offworld Out.
Join the Discussion >>

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MAKE YOUR VOICE HEARD.



© 2017 OFFWORLD INDUSTRIES LTD
 
So are we! Having played the fabled v10 from it's creation we want it out probably more than you guys!

LOL, that sounds more torturous than the beta test that has everyone asking in chat "when's v10 out?"

It's a good thing, it's an awesome update that improves and an all ready excellent game.
 
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