More Background Informations about Tactical Assault from the Development Team:
As you could see maps like Jungle were beautifully crafted and designed to be both playable and visually stunning to look at. These levels took many hours to craft, and took Teifi and Laky months and months to do, and took many environmental modellers months to make and perfect the models inside the levels.
Firstly the question regarding the mosque looking building. It was our intention to develop a blister level with a more traditionalist feeling and realistic location. one of the WIPs that Teifi made was to serve as a concept of how a blister level created by us would look. (see blisterwip1 attached and some wip BSP layouts and the mosque discussion pic we had).
During this time Laky was working on Rapid waters. and when we got our first major blow about not being able to use copyrighted levels we pulled them from what was then Tactical Ops 3.
This hit us very hard and i had a hard time convincing the team we needed to move forward. We eventually did, and Tactical Assault was born. We had Fusion and Jungle being created and we were looking great.
The next lot of news hit us about the UDK.
for me this answered a big problem for us. getting a big playerbase because the UDK did not require you buying the game and the u t3 fanbase was small.
The big problem for us came with the legal aspects of the UDK. which basically says this. If the asset you want to use is NOT part of the UDK (thats 95% of the UT3 assets) you CANNOT use them in your releases.
Our level desigers had reused ALOT of the UT3 assets because after our first problem we wanted to get some good maps made fast. This meant we used ALOT of UT3 meshes. By this time Teifi and Lakys motivation was totally obliterated. They were no longer willing to port their levels to the UDK, and its understandable. you can see fusion and jungle on the media pages, which were wonderfully made levels.
These issues have contribluted significantly in the delays of TA reaching you. We lost LOTS of content because of these two issues in our modding history.
For example we planned to release these levels.
1. Rapidwaters
2. Blister
3. Trainstation
4. Trooper
then we pulled them all and that was 4 level designers and several environmental modellers and texture artists and sound work all demolished.
Then we worked on Jungle, Fusion, SubBase, Brewery, Obelisk, Payback, Complex (not the 007 one) and these were all obliterated by the move to the UDK.
This caused a HUGE HUGE motivational problem with myself and the level designers and the only way TA could survive this was to recruit massively. We recruited lots of new people into TA and basically had to start again with the birth of the UDK.
Unfortunately the ports we wanted to happen never happened. We lost lots of good people along the way all of whom i miss on a personal level. I share their disapointment at not being able to continue with TA. As TA's motivation became critical i had to make some pretty serious internal team decisions and rebuild the whole TA team. we lost 36 members and recruited like crazy to give us 45 members.
during my recruitment and rebuild was when i took on arny (had to twist his arm and practically beg him to join by the way Wink ) and my first task was to establish my PR base and get them recruiting for TA. We built back up and are showing you our newest wave of levels. only this time there are no more issues with these being released.
I didnt have the heart to tell the community what was going on, as it was such a dark time for TA, and the current TA team collapsed. I knew i would rebuild it and carried on sliently in order to spin bad news like this into the good news we got comming out.
I guess this is the bad news.
on a more positive note, the next media release is focussed on our SWAT characters.
Blister:
RapidWaters:
InGame Screenshot: 