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A cartel member on upcoming map Border — new faction assets to be revealed in the future!
The design philosophy behind the Rundown update was all about improving the close-quarters battle experience, while giving players a more organic and intuitive structure to fight through. To achieve that, we’ve opened up the exterior a bit to create more space and angles from which players can approach the central building — which has itself been transformed from an abandoned school into a deactivated hospital.
The first step in that transformation was moving away from the overused asset pack that so many games rely on for Soviet-style structures, so we built our own from the ground up. The surroundings now better reflect the campaign’s location and tie into the story far more cohesively than before.
The basement has been expanded into a fully fleshed-out play space, complete with multiple entry and exit points. Up top, the roof has been reworked into a viable defensive position, giving teams a solid foothold to hold and fight from. To help players keep their bearings, each floor now features a consistent wall paint scheme that makes it easier to tell what level you're on. Elliot also introduced a clear visual distinction between the front and back of the building, making callouts and communication much more effective.
We’ve also given the garage some love — it now includes a playable second and third level, complete with windows that offer firing angles to defend the structure or provide overwatch for teammates pushing toward the hospital.
As explained in Intel Report #029, Pau has been creating character assets for the enemy mobs over the last year (see the full post here
For these assets, we have also created a number of accessories that can be used to add visual interest to loadouts, like the carabiner, radio PTT and knife seen above.
Since a handful of these assets are unspecific (as in unmarked with the "Citadel" logo), they are also being used to compose a more generic militia faction that will be replacing the old "Riot" assets in non-campaign maps like City, Creek and Small Town. Here's an example on the overhauled Creek map:






Though not as modular as player characters — both to simplify our workflow and maintain performance (more parts = more textures to load) — these new enemy assets are still very modular, allowing us to easily set different colors to different areas, as well as mix-and-match parts (heads, upper bodies and lower bodies, plus optional accessories like headgear and vests) to create a good degree of mob variety.


Like Power Station, much of the general layout has been preserved, with landmarks being roughly in the areas you would expect. Though not technically much larger, the new map feels like a bigger environment — likely due to the more numerous and fleshed out buildings, as well as other environmental details.

And here are some of the new MENA characters on Airbase:
The bridge crossing, along with a small section of the checkpoint on the US side, is part of the playable area. Most of the action will take place on the Mexican side, however, where the majority of the play area resides.



The armor system is fairly straightforward:
And that's what we have for you today, folks.
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