GlobalOps Interview
by Maarten Goldstein, Aug 03, 2001 6:41am PDTNew on HomeLan this morning is a Global Operations interview, talking to lead designer Chris Mair about this FPS game. They talk about Barking Dog's work on Counter-Strike Beta 5, the class system in the game, the intelligence officer class, the weapons and much more.
HomeLAN - Much has been made of the large number of weapons that will be available in Global Ops. How did the team pick out which weapons to use for the game? Chris Mair - We used armourers to help narrow down the weapons we would use. We studied the appropriate modern weapons that are in use and narrowed those down to around 40 weapons we liked. We then went to a private firing range where we could handle all the weapons and video tape and recorded them being fired. After that consultation we were able to narrow the weapons down to the 32 we currently have in the game. Some of the weapons like the Colt M4 Carbine or the AK-47 were obvious choices for the game. Others like the G-11 were picked because we liked their unique style.
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Comments
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http://www.remtek.com/arms/hk/mil/g11/caseless.htm
Now that's freakin' weird; is that the sort of loading mechanism that the P90 uses?
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This is something that more "realistic FPS" game designers need to do if they're using real-life weapons: record the actual weapons themselves, and handle them to analyze the proper handling technique. I'd prefer having them bring along motion-capture equipment so they can do the model animations right there, but this is good enough.
Although the CS weapon animations look okay, some of them are completely wrong. All of the right-handed weapons are completely backwards; for some of them, like the shotguns, TMP, and MAC-10, it doesn't really matter, but the bolt-action rifles are handled completely wrong; the trigger finger should be used to pull the bolt. Same thing goes for the M4 and the Aug.
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