Hi guys & gals,
Insurgency and Tango DownWell, if you mean by lethality of shots, that you don't have to waste half a clip of ammo to
ice someone, then yes

Place a well aimed shot in the head or upper torso and they're
gone. Insurgency has a very different mapping principle to TC:E as it has more open areas
and things are sized differently.
Tactics is also needed in the gamemode 'Stand your ground', one life gamemode that
compares to a SWAT raid I guess. Terro team must defend a part of a building or in case of
map 'The lighthouse' a complete building from invading Spec forces. Sadly for now, we only
got 2 maps for that gametype, but expect more in due time.
Prepping a few short video tutorialsIm keeping them as short as possible, so even the most A.D.D. person can follow.
1) How to make a basic building
2) How to make a building from floor plans
3) How to make an building with inner and outtershells
4) T and L shaped roofs, tips and tricks for modelling
5) UV mapping and telling it where materials go
6) How to put it into UDK
7) Map layout principles

I might do a little bit of the UV part in the first issue too.
I think from the perspective of a GTKRadiant user, it will be very easy to follow, well it's
explained so easy that you even could do it with no experience at all. Also putting in some
objects like door and window frames,rain gutters, stairs etc, give you something to start
with. A more extensive library can be found in the MDK we're releasing.
//* Dev update Maps are getting along nicely, for some maps we have begun to put the game models in
already, meaning there's only 1 thing we still have to do and that's apply correct materials
instead of temp materials. Northport was the first one to be finished in terms of geometry,
it will also be the first that will be finished completely. Still, between Alpha and final we're
bound to detail it some more.
This weeks fun :
*Tweaking sunlight on Northport and Westport. Adding in the last game models on NP.
*Damage taking effect tweaking : when a nade hits, the effect should be different from the
one displayed when getting hit by a bullet.
* Irritated at the gloves....My irritation bought 2 new ones, didn't test yet
* Implementing new grafics for ingame menu for gun selection
As per request : Checking to import the original movements from TC:E into the Unreal engine,
rigged to our model. Also, yes the two different movement systems could coincide within the
game. Thanks for that suggestion
When a minimal Alpha launches What in my eyes still needs to be finished before Alpha release :::
ALL selection menus, damn gloves, grenade effect, we could do with 3 guns I guess
and last but not least :::: animation + at least one map completely finished. All of
the beforementioned ready at final version level.
Full throttle ahead