It's been over five years since the Modern Combat Team released the map "Ambush". Since then, the map has remained fairly popular.
http://hce.halomaps.org/index.cfm?fid=3426 While the map itself can be very enjoyable, it is not without an array of flaws:
-- The general visual quality of the tags is sub-par. Weapon, vehicle, and character models and textures are relatively unexceptional. First person animations are mediocre.
-- The Abrams tank turret only rotates 180 degrees, and the blackhawk helicopter's minigun infrequently fires where the reticule is pointing if the chopper is not level to the ground.
-- The cliff overlooking the military base is a favorite camping spot for tankers. This issue is compounded by the army's lack of a ranged anti-armor weapon of their own, forcing them to make near-suicidal charges across open ground to get within range of the M203 grenade launcher.
-- The sniper rifles are plagued by inefficient crosshairs and very high recoil that doesn't resettle the weapon after each shot. While it is certainly possible to use these weapons in their intended roles, it can be quite difficult to do so. Almost comically, the semiautomatic sniper rifles actually perform better in close quarters since they have high power, high accuracy, and manageable unzoomed recoil.
-- The game seems to favor the military team, giving them access to a pair of tanks, a helicopter, multiple humvees, and weapons that are much more accurate than their insurgent counterparts. The insurgents receive a handful of technicals and grossly inaccurate weapons: their only noteworthy small arms are the RPG-7 and the air strike designator (which many people seem to have difficulty locating/operating).
With these things and others in mind, Echo-77 and I have started a new project with the aim of updating and revising this classic, under the name of
Guerrilla. It will feature new weapons, vehicles, bipeds, and more with special attention being given to game balancing. Most of the new models are currently in-game, and I will soon begin working on learning to rig, animate, etc. Images available here:
http://www.flickr.com/photos/64034437@N03/sets/72157632810190620/ Note: the shaders are just 30 second garbage I threw together, but don't actually look terrible on the M24 and vehicles.
However, if you want to help me out with anything, there are several things I would love to get help with/be taught how to do:
-- These models need LODs, big time.
-- If anyone has Polygon Cruncher and would be willing to run these models through it and give them back, they would be an absolute hero.-- The models need collision models.
-- Vehicles and bipeds need rigging.
-- For what seems like no reason, some pieces of some of the models do not display specular properties ingame. These areas are marked with a note their respective image in the Flickr photo set.
-- The UVs on the upper part of the AK-47 are messed up, although they look fine in the render from where I found it:
http://thefree3dmodels.com/stuff/weapons/ak_47_avtomat_kalashnikova_1947_hires_textures_detailed_mesh/18-1-0-1821-- I'd like to get this UKM model ingame, but it needs texturing.
http://www.turbosquid.com/FullPreview/Index.cfm?ID=702900&stgURLFragment=3d-models/free-ukm-2000-p-3d-model/-- Probably other stuff I can't remember at the moment.
If you're wondering, I've found these models from various sources:
www.facepunch.com/showthread.php?t=1221362,
www.thefree3dmodels.com (huge props to Zurfer and YsUp12, without them I would have almost nothing as good as what I do now),
www.turbosquid.com, and probably others I've forgotten, but the key thing is that none of them are mine.
Anyway, as soon as everything gets in-game to the point where it's usable and has no big, relatively easily fixed errors, there will be at least one public beta.