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"The Wrench" - New Modding Recap

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09.06.2016 - First edition

 

 

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Modding Community News

 

Introduction

Hello and welcome to this new recap article focusing on development in the Squad modding community. These monthly articles will feature and promote ongoing projects that are being worked on by our dedicated and hard working modding community.

 

Modding Hub

The Squad Community Modding Hub was created by Zeno and Mitsu back in late December 2015. This was a push from us to create a common ground for all modders in the Squad community, regardless of project size and previous experience. This resulted in a Discord server, that serves as a gathering point for everyone that seek to make Squad greater (again)! Originally we consisted of a handful of dedicated modders with widely different skillsets, ranging from industry professionals to people who had never touched a game editor before. This mix was vital for us, as it allows for a low entry barrier, and also gives the people the ability to learn from experienced users with an high understanding of the different professions of modding. We have also included several highly motivated individuals into our management team, this to create the best experience for you as a modder. As Squad is growing, so are we as a modding community, and the Squad Modding Hub now consist of 1300+ members, all eager to see what the future will bring for Squad Modding.

 

So if you are a person who really wish to have an impact on the future of Squad, by creating the changes and content that will take this game to a whole new level, Join us today!

 

Squad Modding Hub on Discord: https://discord.me/Squadmoddinghub

 

SDK Release and Community progress

 

An first iteration of the Squad SDK (Software Development Kit) was released 20th of April. This enabled the community to access the Squad assets used for creating maps.

This instantly spawned lots of new maps and projects, ranging from deep jungles, cold mountains, scorching deserts and dark forests. These projects are now maturing nicely and with the competence level in the community rising, we are confident Squad will have a strong and experienced modding community for years to come.

 

To download the SDK and start modding with UE4 and Squad, go to this thread and follow the instructions closely. SDK Release Thread



 

Mapping

 

With the SDK release focusing mostly on the mapping part of development, we are showcasing some of the amazing work being done by our community mappers.

 

Marv

Jungle Map

 

Marv has been hard at work with his latest project, featuring a dense jungle theme unique for Squad. With atmospheric lighting and fog Marv has figured out the perfect formula for an immersive environment.

 

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Switcher

Operation Dry Harvest

 

Switcher’s Map ‘Operation Dry Harvest’ features a CQB centered map layout that is surrounded by dense forest that allows flanking maneuvers when you’re stuck fighting the enemy in the compounds.

 

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AK47

Halo Bloody Gulch remake
 

The remake of ‘Bloody Gulch’ from Halo is AK47 latest project. He combines classic aspects of the map with Squad-esque environments that fit right into the tactical gameplay.

 

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Noxxid3

Jala Map


‘Jala’ is definitely one of the more mountainous terrains in this recap, featuring a variety of ridge lines and extremely dense forests. Watch out, there could be an enemy behind the next tree!

 

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LMR Sahara

6km x 6km, Sahara Plains

 

Sahara Plains offer wast expanses of desert warfare, with a huge mountainrange stretching across the map, an highway passing through the scorching desert and desert villages with fortifications giving cover from the onslaught. Heavily inspired by the PR classic "Kashan Desert", many players will surely feel right at home in this map.

 

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EliteLurker

3 Kings

 

‘3 Kings’ is as his creator EliteLurker describes a map that is 100% focused on gameplay and designed to feature faster paced combat, while still retaining some of the classic Squad gameplay. EliteLurker has a long history of level designing, so we are eager to see the progress of this map.

 

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Igno

WIP Forest map, 2x2km, Villages, lakes, Lumbermill.

 

Igno’s Forest Map takes us to very rural areas offering open areas for long range engagements and dense forests that offer natural cover.


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Blindside

Tresenka border - Project Thread

 

Authors Description

“It's inspired by most of the Chinese maps in Battlefield games and PR for its visual appearance. But as a larger map, I would like to have quite a few routes to each objective, kind of like mini, or secondary objectives. Large wide open spaces for objectives, surrounded by dense woodland and brush in between the points. But since it is a large map, I want to somewhat condense the area of action to make infantry gameplay a bit more interesting, because large open maps can be quite boring with 10 minutes of running time, then instant death or engaging enemy from extreme distances. Much more vertical gameplay as well, and designing the map specifically with gameplay in mind. To have a large map with large distance between objectives can be boring also so I'm trying to somewhat change that by making lots of ground cover for infantry and kind of "choke points", such as those mountain pathways, and kind of focus zones.

while the distances are large, I want there to be a kind of clear objective”

 

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BigZ

 

BigZ is working on a european countryside style map, where he wants to encourage fighting through fields and farms. He wants to build it in a future proof way, already thinking about good vehicle play when they eventually drop.

 

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OakleyHidef

Normandy

 

Oakley Hidef set himself the goal to up his modding by working on a rendition of the french countryside in Normandy. He also joined up forces with Fallen Heroes and is now part of the core team.

 

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Sidney

Radar Array Model

 

Sydney's massive radar array sure is a landmark that will be interesting to see in future maps. Having learned 3d modeling from scratch, he is setting his sights on definitely some of the
“largest” projects currently underway in the modding community. We can't wait to see what more Sidney has in store for us in the future!


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Modding

 

Fallen Heroes Development Team

The Fallen Heroes Team is working hard on producing first person assets with a focus on grenades in the last time. Work continues on bringing the Squad feeling into a World War 2 setting.

 

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World War I Total conversion mod

 

McQueen and Sekkyoku101 is working on an exciting new project focusing on rebirthing the battlefields of World War I. This project is still in its infancy, but they are showing great progress towards making an unique and enjoyable mod.

 

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Coding

 

Nkey

Nkey has been creating something that would offer maps in Squad to use even larger landscapes. He developed code that allows origin rebasing in a multiplayer environment. This might sound confusing to people, but in practical terms it allows the game to create new points in space which upon calculations are made from. fixing the known issues with floating point precision. This will allow Squad developers to expand their maps drastically, as it removes artifacts such as animation issues and scope jittering, currently appearing approximately 3km from the level centre. (noticable at the edge of Kohat for example) This new technique will open up for maps as big as 20x20 km (400 sq/km), resulting in a much more capable engine.

 

Other

 

Karmakut

SquadOps

 

SquadOps is the first step to allow Mil-Sim oriented communities to enjoy Squad even more. With predefined objectives and an extensive amount of preperation, planning and well coordinated execution, SquadOps will let military roleplayers and mil-sim enthusiasts feel right at home.

 

Read more about Squad Ops and their mission here: Squad Ops Thread

 

New SDK release and Unreal launcher integration

 

The next step in the modding support for Squad is to release a brand new and much more content heavy version of the current SDK. This version will include all released assets so far, meaning all content that is in the v6 of Squad will also be in the SDK.

 

Another great feature to come with the new SDK launch, will be the integration into the Unreal Launcher. This will allow for automatic updates and a much more streamlines pipeline for modding. It will also give great exposure to Squad Modding, as we are hoping for a large influx of experienced UE4 artists to give Squad a shot with this new integration.

 

That's it for this time! We hope to see many more of you jump into the editor and give modding a try, and we are continuing our unrestricted support for the modding community via both the forums and also the Squad Modding Hub on Discord.

 

Best regards.

Zeno - Mitsu - Rotzbua

 

Squad Modding Hub

Management Team



 


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Excellent recap!
Amazing what you guys have already accomplished.

Cannot wait for the first playtests.

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Awesome to see all these community creations! Keep it up! And thanks for the mention :)

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Great recap! Really great to see modding so early in development! Thx to all modders and keep up the good work!

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That jungle map is the most anticipated entry for me, looks gorgeous, might even run better than the other maps because of the limited visibility ;)

 

But seriously, all of these look amazing, keep up the good work!

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Nice writing! Wasn't know about ww1 mod. Interesting:p And Sahara/Kashan desert map :0

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Squad is a great game on its own but with such an accomplished Modding community behind it should keeps us all coming back for a long time. Great stuff. 

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I love you long time! Looking great modders!! Maps are looking wonderful, liking the coding, the ww2 and ww1, new assest creation, and squad ops baby!

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Keep it going ladies. We're all one big Squad, sooooooooooo many years of fun to come! :P

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Glad to see that "The Wrench" turned out that good!

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I love you guys. You are the ones that will make this game live for many years to come. <3

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Great effort from all of you guys, really excited for future progress on Jungle, Fallen Heroes and Nkey's additional code.

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Woo what a future this game has got.

 

Does anyone know how mods etc will fit into the game? I hope it does not end up a confusing mess like arma.

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2 minutes ago, UnderFire said:

Woo what a future this game has got.

 

Does anyone know how mods etc will fit into the game? I hope it does not end up a confusing mess like arma.

 

It seems like the Devs have been looking into Steam Workshop integration, but to what degree I'm unsure.

 

I'm hoping for something akin to Garry's Mod integration where the game would ask if you wanted to download the mods on a server you were trying to join and then process it all during the loading screen.

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