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 Post subject: True Combat: Elite (Remaster) WIP
PostPosted: Sat Oct 25, 2025 6:29 am 
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Marksman
Marksman
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Joined: Sun Jan 31, 2016 7:11 am
Posts: 3
I have been working on a Remaster/Unoffical update for TC:E .49,
sense around 2020. This remaster has had a few rebuilds and redesigns off and on over the last few years and I've reached a point where I am content with the scope and quality of this project, and would like to showcase some basic features of the remaster before release. I will post more articles on ModDb closer to release that will have more details about changes and what the remaster is.

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(We (Me and the community) really would love to see .49 get a Steam release, after seeing the success of projects like Real RTCW and such and all of the community content that way made for it.)

I don't have a release date at this time, but hope to have this out in a few months and will have more information and a trailer available on ModDb, which this Remaster will launch on.

This project is a complete overhaul of .49, that aims to integrate popular community maps, weapons, new content, and some new features into a complete and definitive package, meaning it is the most complete way to experience True Combat for Enemy Territory.

(There is some small things we wanted to add with the source code, but made due with what we had and were still able to do a lot of really cool stuff with the game. Ultimately many of us would love to see features from CQB integrated into .49, which I have a design plan for if that was ever possible.)

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-Faithful Remaster:
(General scope/purpose of the remaster)
All of the content of this remaster was mostly built on existing assets, most of which have been either lightly modified/reworked or overhauled while keeping the original games artistic aesthetic intact. One of the biggest goals with this project was to make the game feel "complete", by reworking base content, integrating community maps, weapons and updating/refining other features.

We also added some cut content and ported stuff from CQB into .49

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Ultimately I really wanted to build upon the original game, and double down on the atmosphere, gameplay, content and sound design to really make it stand out more. This remaster makes the game generally feel and play the same as it always did, but completely different at the same time. We really wanted the game to feel finished, complete and more refined and realized. I took really careful consideration of the original developers and communities ideas and intentions, maps, lore and setting of the game. Everything was built around this as a foundation to what was added to it. I wanted these updates to feel like "complements" and "updates" to the original games content and community content, rather than trying to replace or change anything. I didn't want to undermine anything at any capacity and feel pretty good about my approach towards everything. This remaster is very much still True Combat. Just more of it.

Lore friendly:
We tried really hard to make sure that everything in the game represents the time period that the game came out and the original assets and community content that were made for the game, and has a lot of stuff reworked or added to it that represents equipment, gear, uniforms and weapons that were popular and cutting edge during the late 1990s and early 2000's. We didn't want to oversaturate the game with things that felt too modern, out of place or assets that didn't really make sense at all.

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Engaging gameplay:
We wanted each match in the remaster to feel like a shootout scene from a movie.
The art and sound design behind the remaster was heavily inspired by movies like "Heat", "John Wick" and John Woo films.

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-Standalone game:
The 'True Combat: Elite (Unofficial Remaster)' will be Standalone, and is built with backwards compatibility with Wolf:ET and developed using Enemy Territory: Legacy
It will also be available as an add on for users who already have the game installed.
(We would love to see TC:E added to Steam)

-A Blend of Realism and Approachable/Generic Shooter Gunplay
Weapons names, statistics and audio have been modeled as close to the actual firearms in the game, further complementing the essence of True Combat's

-Integrated popular/polished community maps into the game as "Official" maps.
-Updated a lot of textures, models, audio and other content to be more of a standalone quality that are also friendly for Youtube and Streaming. (Had to remove a lot of licensed music and audio.)

-Weapon model overhaul:
Mostly using modified base assets that were built up to add more realism and challenge to the weapons in the game.

New features:
There are a lot of new and unique weapons added or reworked, and new attachments like Laser Sights and weapons that use Tracer Ammunition (Instead of ADS)
Weapons with attachments are generally labeled. There are a lot of weapons with different attachments, calibers and abilities. Attachments are generally labeled as:
M4A1 - Base model with Iron Sights
M4A1 (Aimpoint)
M4A1 (Aimpoint/SD)
M4A1 (EOTech)
M4A1 (LAM) - Laser Aiming Module
MAC-10
MAC-10 (SD)
MAC-10 (Tracer)
MAC-10 (SD/Tracer)
(Anytime a weapon has an attachment is easily conveyed to the player.)

Complete audio:
Audio in the game has been completely reworked from the ground up, featuring new movement sounds, interaction sounds, sonic cracks when being fired at, and a plethora of very detailed weapon and ambient sounds.
Weapons sounds were built to represent the firearms as realistically as possible. Gun will have bolts slam backwards and forward, lock open when empty and weapon echo sounds have been completely redone.
Firing weapons indoors is loud and disorienting, which makes suppressors a viable option when entering buildings.
Suppressed weapons are no longer "Silenced", but "Suppressed".
They will still echo and the loudness of each firearm depends on its caliber and whether it has a suppressor attached or not.
And lots of other little details that people may or may not even notice.

-Each level has it's own unique aesthetic, loads and gameplay loop:
Each level in the remaster features their own unique weapons, clothing and assets unique to the levels setting and situation. Smaller maps have more close quaters focused weapons and sniper generally have iron sight or red dot options, while maps that are larger and more open will cater towards sniping and sometimes giving players assault rifles with optics.
Some levels will equip Spec Ops with suppressed weapons, depending upon the levels setting, location and situation.

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(Spec Ops and Terrorists often swap out long range weapons for Red Dots and Scopes with lower zoom scopes for close quarters maps like Delta)
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(Spec Ops using Polish AK variants in levels that take place in Poland)
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(Spec Ops will use mostly suppressed weapons on some levels depending upon the situation)
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(Spec Ops using German headgear and a mixture of German and other firearms on Stadtrand)

Examples:
-Maps like Stadtrand, which is set in Germany feature a mixture of German weapons for Spec Ops.
-Railhouse and Depot take place in the United States, and feature some common US commercial firearms like the Tec-9, Calico M950, Hi-Point C-9 Pistol and others for Terrorists.
-Spec Ops have the option to use Russian AK variants on maps like Snow, which takes place in Russia.

Maps were redesigned to keep players on their toes and making levels feel more unique, random, and infinitely replayable with their own unique gameplay loop.

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(Terrorists and Spec Ops sometimes have unique versions of weapons with different abilities, usually an ADS option and another that has tracer ammunition for an alternate aiming mechanic, similar to games like Rising Storm 2 that let you collapse the stock on certain weapons to use easier in close quarters.)

-Animation overhaul
Animations have been overhauled, fixed and reworked using existing animations from ET, and are much more varied now. Movement is much more organic, varied, detailed and animated than before.

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(Handguns, Machine Pistols and Akimbo pistols didn't have their own ADS animation in 3rd person, which were recently added.)

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(Crouching and aiming with handguns puts your character in an offensive/defensive pistol stance)

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(Crouching behind cover before aiming conceals the player a little better)

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(Player running with Akimbo Pistols)

Release Date:
As of right now, I don't want to confirm or set a release date, but will make more announcements on ModDB within the next couple of months, and was hoping to have this released before the end of the year.

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If you have any questions, feel free to PM me on here, or you can reach me on the Elite Soldiers discord at:
https://discord.gg/tzBCyHUMau

Thank you everyone. I hope this finds everyone well.


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