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Pointman - 3rd Class |
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| Post #1 |
Dec 20 2008, 10:09 AM |
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Dear Ghost Recon Fans, It is my honor to finally make a contribution to the Ghost Recon family in the form of a new mod. I have been working "swiftly, silently, and invisibly" on this for several years, and now that the time has come for my mod to see the light of day, I am overjoyed to be able to give something back at last. Heroes Unleashed is my tribute to the Ghost Recon community. The mod's aspiration is to honor the makers and fans of this great game, and to be a token of appreciation for all the people who expanded the Ghost Recon universe over the years - with their work, support, ideas, enthusiasm, and sociability. All of you made our beloved game the all-time classic it is today. The mod is released as a public beta version at this time to give Ghost Recon fans an (albeit not quite complete) surprise Christmas present - a fully playable "teaser" preview of things to come in the mod's final release, which is planned to be completed in spring/summer 2009. I hope that Ghost Recon: Heroes Unleashed will provide you all with many additional hours, days, or even years of fun in playing one of the best computer games ever devised. Happy Holidays, ApexMods PS: As part of this introduction, please allow me to quote the official press release for December 24 and an extract from the mod's ReadMe, listing its features - as requested by many (thanks a lot, Pave Low!). PRESS RELEASE QUOTE MEDIA RELEASE ------------- ApexMods Unveils "Ghost Recon: Heroes Unleashed" Add-On for Mac and PC ---------------------------------------------------------------------- THE WORLD WIDE WEB - December 24, 2008 - ApexMods (www.ApexMods.com) today announced the launch of "Ghost Recon: Heroes Unleashed", a new add-on mod (as in modification) for the squad-based military tactical shooter game "Tom Clancy's Ghost Recon", a classic published in 2001. The mod is released as a tribute to the Ghost Recon community. It aspires to honor the makers and fans of this great game, and to be a token of appreciation for all the people who contributed to the world of Ghost Recon over the years. Ghost Recon: Heroes Unleashed is the redux of popular content that has been introduced to the game by various other mods in the past, and it strives to incorporate those elements of Ghost Recon's history into a timeless collection, meticulously complemented by novel features. The mod makes more than 100 maps and missions available in single and multiplayer mode and offers over 200 different weapons to choose from. All additions have been carefully integrated and balanced to provide a homogeneous level of professional audio-visual and technical finish. Heroes Unleashed is aiming to improve and expand many aspects of the original game to increase its already highly addictive replayability, while remaining true to Ghost Recon's unique character and concept. It also tries to intensify the realistic feel and immersive qualities of the game, making it more challenging and emphasizing the atypical Ghost Recon game style: Tactical team play rather than the "solo, run and shoot, wanna-live-forever" style found in many other FPS games. If you are looking for killing sprees and fragfests, move right along, there is nothing to see here. Just as the original, Heroes Unleashed is predominantly about tactics and teamwork, and a good strategy will serve you much better than quick reflexes and an itchy trigger finger. With the combination of all of its features, Heroes Unleashed seeks to create the optimum Ghost Recon experience for both single player games as well as multiplayer battles, whether Co-Op, Solo or Team based ones. The mod wants to accommodate a full spectrum of players from the casual gamer, over regular clan and guild players, up to league professionals. Ghost Recon: Heroes Unleashed will provide gamers with many additional hours of fun in playing one of the best computer games ever devised. Availability ------------ The Ghost Recon: Heroes Unleashed mod is available as a free download for both Mac and PC from renown Ghost Recon community web sites, e.g. www.GhostRecon.net and www.DamnR6.com. About ApexMods -------------- ApexMods is the guerilla fighter of the gaming industry, specializing in game modifications that passionately aspire to accommodate the rare and often forgotten breed of the "thinking player"... and to be fun! Media Contact ------------- Apex ApexMods apex@apexmods.com www.ApexMods.com ------------------------------------------------------------------ COPYRIGHT © 2008 APEXMODS (WWW.APEXMODS.COM). ALL RIGHTS RESERVED. ALL OTHER BRAND, PRODUCT, AND COMPANY NAMES ARE PROPERTY OF THEIR RESPECTIVE OWNERS AND ARE USED ONLY FOR IDENTIFICATION PURPOSES. MOD FEATURES QUOTE REALISM ------- - Original campaign missions are re-scripted to improve scenario realism, e.g. "No resistance remains" triggers are changed to allow mission time without enemies showing on the threat indicator, so the player realistically never knows if or when hostile reinforcements are on their way. Also, reinforcements do not spawn out of thin air in front of your eyes and the location of some enemies varies each time a mission is done. - Mission environment settings (fog range, color, and opacity, as well as overall rendering distances etc.) are adjusted for a more realistic visual appearance. - Spotting distances for AI characters are corrected on all maps - if you can see the enemy, he can see you, too. - All mission locations displayed during briefings are corrected and shown with proper coordinates on new world maps covering the entire planet. Mission times displayed during briefings correspond to visual environments in their respective maps. - All map textures have been reviewed one-by-one for potential visual inadequacies and touched-up or recreated if necessary to achieve the best possible level of visual realism. - Many visual effects like muzzle flash, tracer ammunition, ricochets, blood, gunshot wounds, fire, explosions, debris, smoke, rain, snow, lightning, shadows, clouds, lens flare etc. are retextured for a more realistic appearance. - OPFOR characters are adjusted to exhibit more realistic behavior and capabilities (e.g. there are no more enemies with super-human weapon accuracy that lets them shoot the wings off a fly at a distance of hundreds of meters with a standard-issue assault rifle). - Enemies carry a wider more authentic range of weapons and equipment. - Player and friendly AI characters' abilities are slightly increased to make them act a bit more like the elite soldiers they are supposed to represent. - New allied and OPFOR weapons and vehicles are added for a broader and more realistic variety of military materiel. - All weapons are correctly designated and adjusted using real-life properties (weights, magazine capacities, trigger groups, fire rates etc.) and ballistics (range, stopping power, recoil etc.). - Weapon handling is adjusted for more realistic weapon control, e.g. to facilitate improved shooting while moving slowly, and smaller guns like pistols, SMG's etc. "feel" more compact and allow for quicker target acquisition than larger weapons. - All weapons feature authentic sounds which also exactly reflect the rate of fire of each individual weapon. For example, when you fire an assault rifle with an effective rate of fire of 750 rounds per minute you hear a staccato with intervals of exactly 0.08 seconds. - Weapon models are more detailed and exhibit more authentic overall appearance. Every single weapon texture has been manually reworked and refined for a perfect finish providing realistic visual features, including homogeneous color saturation and optical contrast across all weapons. - Weapon scopes provide accurate magnification levels and realistic field of view (circular zoom). Weapons without magnifying optics feature a minimal full screen zoom to simulate distance-focussing of the human eye. - Weapon optics are represented with more realistic visual appearance based on their real-life reticles. All reticle textures have been completely recreated from real-life weapon optic photographs. - Night vision and binoculars more closely match the field of view and appearance of their real-life counterparts. - HUD and Threat Indicator are changed for a slightly less restricted field of view. - The body damage model provides more authentic wound lethality (e.g. shots to the head are more likely to kill, while hitting arms, legs or abdomen has a higher probability to result in non-lethal wounds) and body armor more closely reflects real-life (NIJ Standard 0101.04) Type II, III, and IV armor levels, e.g. characters wearing NIJ Type IV bullet resistant vests - like support experts - have at least single hit protection for the chest against most ammunition types. - Loads for all soldiers are re-balanced to range from 25 to 45 kg (including clothing, body armor and equipment) for the four different soldier classes, with about 10 to 30 kg TAT load for equipment to approximate FORSCOM regulations. Compromises are made to comply with mission objectives and for a more balanced gameplay. - Overlap in equipment kits between soldier classes is increased for real-life unit flexibility (e.g. the four different soldier classes share more primary weapons, anti-armor secondary weapons can be found in non-demolitions kits etc.). - Weapons originating from, or in use by, NATO and the former Soviet Union (Warsaw Pact) are presented in separate equipment kits for more authenticity and to provide a more realistic "Cold War" environment. - Due to lack of realism in the game's hard-coded system for awarding decorations, these are no longer displayed in the mission debriefing and platoon setup screens (although decorations that have been earned by a soldier more than once will still be shown in the platoon setup screen as bronze and silver pins during campaigns). GAME ---- - The mod's campaign consists of all 31 missions of Ghost Recon and both of its official expansion packs (Desert Siege and Island Thunder) combined into one trilogy sequence. It features all of the original specialists (except Jodit Haile) as unlockable characters in proper woodland, desert and jungle camouflage uniforms appropriate for all possible mission locations. Specialist models that originally did not feature all camouflage types have been completely retextured. - Every specialist can be unlocked in two different campaign missions, so if a player does not succeed at first try, there is still another chance to unlock the same specialist later on in the campaign. - Specialists of the original game that are already unlocked before installation of the mod are unlocked within the mod as well (the mod uses the same database for unlocked specialists as the original game). - Campaign missions are re-scripted to provide a more demanding game experience and increased non-linearity, and adjusted for a unified "look'n'feel", e.g. objective triggers and their response messages are more consistent. Additionally, several script errors and glitches are fixed, and hidden enemies no longer appear as shadows in multiplayer. - Movie sequences are adapted for the new campaign (and the final movie features a little special bonus). - All movie sequences are re-cut and re-encoded with corrected common widescreen aspect ratio. - Intro and/or outro cinematics are added to many missions depending on the mission circumstances, e.g. if the mission's briefing context calls for or allows insertion and/or extraction by helicopter etc. - In-game text is corrected with proper English title capitalization and modified for homogeneous sentence spacing, as well as a more consistent wording style. - Maps and missions are renamed and reordered for a more consistent naming convention and to provide logical sequence for single and multiplayer mode. The map sequence is the same for all game types in both single- and multiplayer, and maps have the same numbering as their corresponding missions. Consequently, once the "In Order" map selection option is activated in multiplayer setup, players can go through the entire campaign in correct mission sequence without the need to enter the server setup screen again. So it is not required to create a customized server scripts to play through the campaign. Single missions outside of the campaign are in a "shuffled" order by default to provide varying environments for all map sequence options. - All game types for both single and multi-player games are completely re-scripted for improved gameplay and replayability, and to provide better compatibility with a wider range of maps from very small indoor CQB locations up to huge outdoor scenarios. - Several new maps, missions and game types are added for both single and multi-player to increase the game's variation and replayability. - Menus, PDA, loading screens, HUD, command map interface, mouse pointer, credits screens etc. are redesigned for a "fresh" game look that offers an updated overall appearance while staying close to the original game's unique visual style. - The command map interface is modified to display all other human and computer team members with authentic military rank insignia next to their names. The player's character is identified as Captain, other human players as Master Sergeants, and computer players as Sergeants. - All command maps are recreated to feature a more homogeneous design and tactical grid coordinates that facilitate strategic team play. - All missions and maps are unlocked for single player quick missions by default. - All maps feature completely reworked map scripting that makes them available in all single and multiplayer game types. Every map script is also modified to allow an increased number of enemies and a greater variety of enemy locations in all game types. - Many maps feature newly created UI elements like snapshots, briefing world maps, command maps, and command map briefing images, as well as mission briefing texts. - Multiplayer server setup now allows selecting the availability of both equipment and military units through restriction sets, so the "Available Kits" option is renamed to "Units and Kits" to reflect its influence on available team units as well as their kits. - New military units are made available as multiplayer characters to improve balancing between teams through competitive camouflage on all types of map terrain. The additional military units feature character models that are retextured to fit in with the original characters as closely as possible while maintaing a high level of authenticity. - All standard multiplayer teams are represented by U.S. and Russian military special forces units in full camouflage battle dress uniforms suitable for all possible terrain types - woodland, desert and jungle. The default multiplayer teams 1 through 4 are represented by the U.S. Army Special Forces "Ghosts" (Blue Team), Russian Spetsgruppa Alfa (Red Team), U.S. Army Special Forces Delta (Green Team), and Russian Spetsgruppa Vympel (Gold Team), respectively, all in appropriate woodland, desert, and jungle camouflage for all types of terrain. - Many newly created multiplayer restriction sets provide a more adjustable kit and unit selection for all teams. For example, there are now several settings especially designed to offer a wider choice of AI Backup equipment, and some restrictions sets - mainly aimed at Co-Op and Solo games - allow simultaneous access to all available military units plus all specialists for all teams. These Co-Op and Solo game multiplayer restrictions also provide an additional military unit - the U.S. Marine Corps - to choose from, equally featuring new retextured characters with camouflage uniforms for all terrain types. - Several new multiplayer restrictions feature sorting of equipment kits based on the selected military unit, e.g. a demo expert of the U.S. Army Special Forces Delta will have a different default weapon than a U.S. Marine of the same soldier class, and all U.S. soldiers will have American equipment displayed before Russian equipment when scrolling through available kits and vice versa. - Some original multiplayer restriction sets are renamed to reflect the changes in kit and unit selection. - All equipment outline textures for equipment selection screens were completely reworked to reflect weapons and their attachments with more detail. Additionally, all weapons with magnifying optics are marked with crosshairs symbols, and all grenade launchers, anti-tank weapons, and demolition charges are identified by corresponding symbols. - All weapons and equipment are made available in single player quick missions and multiplayer games. In the single player campaign the selection of equipment is limited to military materiel that is in actual real-life use by the U.S. Army Special Forces represented in the game's campaign. - The equipment selection screens are adjusted to correctly display 3-digit kit numbers. - Interface dialog strings are adjusted to reflect the existence of anti-armor weapons other than the M136 and also their availability outside of the demolitions soldier class. - All used files have been reviewed one-by-one for possible conflicts with any other files in the mod, the original game and both official expansion packs, and - if necessary - adjusted, to ensure a perfect compatibility of all components. - Many other little technical and cosmetic fixes and improvements are implemented to achieve the best possible gaming experience. -------------------- |
Ghost - 1st Class |
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| Post #2 |
Dec 20 2008, 10:30 AM |
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Downloading now!
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Pointman - 3rd Class |
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| Post #3 |
Dec 20 2008, 11:20 AM |
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I'll d/l this for sure.
Thanks is not enough for the countless hours you spent creating Heroes Unleashed. |
Pointman - 1st Class |
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| Post #4 |
Dec 20 2008, 11:39 AM |
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Im also DL right now.
thx a lot and congrats to you ApexMods for a great contribution. /Ingeloop -------------------- Udmurtia Spetsnaz mod : Udmurtia Spetsnaz
Russian Special Forces mod : MVD Osnaz Southafrican National Defence Force mod : SANDF ![]() |
Pointman - 1st Class |
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| Post #5 |
Dec 20 2008, 12:58 PM |
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Xmas was moved to dec 20 th !
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Ghost - 1st Class |
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| Post #6 |
Dec 20 2008, 02:16 PM |
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Downloading, hope it goes well. Massive mod, sure it will be welcomed by all.
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I have IAD |
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| Post #7 |
Dec 20 2008, 02:43 PM |
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Congratulations on the public release!
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Pointman - 3rd Class |
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| Post #8 |
Dec 20 2008, 03:00 PM |
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Congratulations on the public release! Thanks, Rocky - and all you guys - for the warm welcome! This is indeed my pleasure and I hope you all enjoy the mod! I "moved Christmas" a bit so there is plenty of time for the (admittedly massive) download, but nobody forces you to unwrap the present now - feel free to wait until the 24th. Everyone is of course invited to post any feedback here and discuss the mod in general! -------------------- |
Pointman - 1st Class |
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| Post #9 |
Dec 20 2008, 04:22 PM |
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That's a link, BTW. -------------------- |
Pointman - 3rd Class |
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| Post #10 |
Dec 20 2008, 04:33 PM |
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That's a link, BTW. Snake! You are such a spoilsport! OK, for those of you who have not yet noticed it: Yes, the mod comes with its own web site www.HeroesUnleashed.net, but it still needs a LOT of work! So don't expect too much (yet)! -------------------- |
Ghost - 1st Class |
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| Post #11 |
Dec 20 2008, 04:34 PM |
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Pointman - 1st Class |
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| Post #12 |
Dec 20 2008, 04:39 PM |
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My b. lol -------------------- |
Ghost - 3rd Class |
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| Post #13 |
Dec 20 2008, 05:32 PM |
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dld, congrats again Apex'..the presentation is nice..have not played a mission yert though just had a good look around the folder and did open the game...I like the unit stuff in the PDA...good for a Quick Mission mod..
as I'm busy with another large mod ay this time I'll have to wait awhile on playing through any for now... BTW - the dl is not bad at all.I started it and went to take care of a few minor chores, came back and it was almost finished - this at 308 Kbps.. thanks for your efforts! mig -------------------- ![]() |
Pointman - 3rd Class |
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| Post #14 |
Dec 20 2008, 09:03 PM |
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Thanks again Apex,
(nice work on the site too) |
Scout - 1st Class |
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| Post #15 |
Dec 20 2008, 11:20 PM |
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So any reviews of the mod or details on what it contains?
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| Lo-Fi Version | Time is now: 9th February 2010 - 02:55 AM |