1. Insurgency: Sandstorm
  2. News

Insurgency: Sandstorm News

Community Update #3: New Map - Ministry



Hey everyone, my name is Michael Tsarouhas. I am the lead game designer on Insurgency: Sandstorm. Today’s Community Update is about our upcoming new map Ministry, which you can play right now in the Community Test Environment along with a new game mode, new weapons, new weapon optics, and more. Some of you might recognize this level as a classic from Insurgency 2014. Ministry was one of the most popular and iconic official Insurgency maps. It was (and still is today) the most played map for both Skirmish and Firefight modes, and the second most played map for co-op in Checkpoint mode. It was a favorite of our competitive Firefight players as well, always featured in tournaments and league play. Ministry stood out from other maps with its indoor room-clearing style gameplay, symmetric layout, and stylish visuals. It was a no-brainer that we had to recreate it for Insurgency: Sandstorm.



Below you can see my interview with some of the developers on our level design and level art teams. First we have our lead level designer Jeroen van Werkhoven, who in addition to designing levels himself oversees all things level related. A native Dutch resident soon to be in our new Calgary studio, Jeroen is the original creator of the classic Sinjar map from the Half-Life 2 Insurgency: Modern Infantry Combat mod as well as Insurgency 2014 standalone, so he’s been with us for a while. Next we have Vuk Banovic, our lead environment artist, who both manages and creates much of the art you see in game around our levels. Vuk has worked on a number of titles including the Farming Simulator franchise, The Solus Project, and Alone in the Dark, and we’ve been lucky to have him on our team for four and a half years now. Finally we have Maja Miskovic, who has churned out tons of beautiful props and art both big and small for all of Insurgency: Sandstorm’s levels. With a master’s degree in mechanical engineering, Maja went through no struggle picking up all the technical ability required for game art creation, but also never lacked the artistic skill her work needed. Native Serbians and yet another testament to the international quality of our team, Vuk and Maja work tirelessly together along with the rest of the team to beautify Sandstorm’s maps. They love level art almost as much as they love each other.

Summarize Ministry for us in five words.

Jeroen: Fast, intense close quarters combat

Vuk: Amazing, amazing, amazing and amazing

Maja: Unique, great-looking and fun



Take us through the history of Ministry and how you arrived at the decision to recreate it in Insurgency: Sandstorm.

Jeroen: Ministry’s original layout came to life in late development of Insurgency 2014 standalone. It was a collaboration between many different developers, including one of our long time level designers Jonny Hickenbottom. Near the end of Insurgency 2014’s post-release development, Jonny did a visual overhaul of the map which now serves as a base for this upcoming remake in Unreal Engine 4. Jonny also created the blockout for the remake, which is basically a simple layout and framework that comes at the beginning of designing a level.

An early blockout image of Ministry’s lobby area in Insurgency: Sandstorm.

The map went through several iterations throughout its life to improve gameplay and visuals. When I joined NWI in 2014 it was actually one of my first tasks to make Ministry more visually appealing and do several gameplay adjustments. I remember this like it was yesterday because it put quite some pressure on me. The map was already very popular at that time, and I had just joined the team, but it didn't take long until I figured out that the map needed a background story. I added subtle destruction with minimal gameplay impact to emphasize that the Ministry was a high-level target for Insurgents since it is a government building. I also made the building’s architecture more grand and impressive to look at from the spawn zones by making it much taller. It needed the wow factor!



How faithful is the map layout to the original?

Jeroen: Ministry is very faithful to the original layout. With the endless possibilities of Unreal Engine 4, it's essential not to overdo it. We didn't want to expand the map for Sandstorm and make it much larger than the original. Ministry was always about the close quarters indoor fighting and fast action. The fast action is definitely one of the key ingredients of the map. Adding another accessible floor or adjusting the exterior can quickly impact the gameplay of the map, which we tried to prevent as much as we could. For us, it's vital that every player new and old can enjoy this map in its purest form. Not to reinvent the wheel, but to replace the rims instead with shiny new ones!

What challenges did you encounter recreating Ministry?

Jeroen: The biggest challenge was the scale. We use set dimensions for our modular assets, so we couldn't freely scale every wall, ceiling, floor etc. like we could in the Source engine with Insurgency 2014. We had to stick to our modular footprint and at the same time not make it too tiny or too large to not deviate too much from the run-up times on the original Ministry layout. We wanted to preserve the fast, intense, CQB action gameplay. Jonny Hickenbottom came up with the idea to export the original Ministry as a model and import it in Unreal. It took a bit of fiddling around at first, but once we found the scale, we were satisfied with it. It was more or less like solving a puzzle, making sure all modular pieces fit in the right spots.

Vuk: Since the majority of the map is indoors, the map was not too technically demanding. However, because of the same reason, it was very challenging to create believable looking indoor spaces with a high amount of detail without affecting gameplay negatively and without making it look too repetitive, cliche, or heavy for the eyes. So, artistically and visually, there was a lot of trial and error until I found a good global picture and found what works.

Maja: This was actually my first time professionally working on a visual pass, set dressing and world building. The first few days were really a challenge for me as I felt scared and excited at the same time, and I really didn’t want to screw up. Each decision I made, I questioned it, but with every day I felt more and more comfortable, and with each day I enjoyed it more and more. At the end I realized there’s nothing more fun than this. I have to thank Vuk and Jeroen for being such a great mentors and for all their patience and valuable feedback I got from them.



In terms of gameplay, what sets Ministry apart from other maps in Sandstorm?

Jeroen: Definitely the indoor gameplay and fast action. It's not a map that you can take a breath and plan your next move. Around every corner there could be an enemy, yes I warned you! Also, the high level of breakable props adds to the fun factor of this map. But more about that later.

In terms of visuals, what sets Ministry apart from other maps in Sandstorm?

Vuk: Ministry is a more modern looking map with overall much less wear and tear than our other maps. It has a particular mood that is in one way cozy and beautiful, but at the same time very official as you would expect from a government building. These qualities give it a special touch that can give you scary goosebumps. You have intense combat in a confined building that through its dignified construction asks that you respect it and its space. It also has some very distinctive landmarks. We built a lot of unique props specifically for this map only.

Maja: Ministry is visually very unique and recognizable in terms of environment art. Environment plays a big role on this map not just in a visual way, but also in a way that sets the general atmosphere and the feelings when you walk through it.



Ministry’s indoor focused layout is a big change from normal Insurgency: Sandstorm maps. How do you work to create good looking believable spaces that also offer good gameplay?

Maja: I wanted for every room and corner, basically every inch of the map, to have a purpose. Instead of focusing on looks only, I wanted each area to be practical and tell a story, while always keeping gameplay in mind since gameplay always comes first. Whenever I add or remove anything, I double check from all angles to see if it’s good and fun for gameplay.

What are each of your favorite parts of Ministry and why?

Jeroen: For me, it's the spawn areas! It's the first impression of the map, the first thing the player sees. We spent a lot of time on these areas. The Security side starts in a bit of a cleaner area, and the Insurgents in a bit more of a chaotic one which we achieved by adding certain aspects like a crashed car against a planter.

Vuk: I’d say the garage area as it’s a great example of a place that is very visually busy, but still clean flowing in terms of gameplay.

Maja: I really think that all the areas are amazing, but for me the lobby area simply makes my heart start pumping and takes my breath away.



Very important question: Will there be fire alarm sprinklers?

Jeroen: Oh yes! We added a lot of destructible elements to this map, who doesn't want to destroy things. So many things!

Vuk: Oh yeah, there will also be some new interactive props which have never been seen before in Insurgency.

Maja: Yes and it’s going to be a lot of fun.



What are some other games that inspire each of your work?

Jeroen: I play a lot of different games. Most recently I replayed the campaign of Titanfall 2 and also played a bit of the Resident Evil 2 remake. But I enjoy some old school Mario games too. Now you know why we have so many pipes in our levels.

Vuk: I literally take screenshots as references from all the games I play, as pretty much all the games I play inspire me. Most recently I played the Resident Evil 2 remake, World War 3, Battlefield V and many other very cool games.

Maja: Red Dead Redemption 2 is the most recent game I played. The visuals really impressed me.

One last question for Jeroen: how do you sleep at night knowing that somewhere out there, somewhere, there is an Insurgency server playing Sinjar Push with a Security team getting slaughtered on the hill as they try and fail to capture Alpha?

Jeroen: Thinking about that makes me all warm and happy inside! Except when I have to capture that hill myself. I mean come on, who designed that?

Will this slaughter continue when the Sinjar remake is added to Insurgency: Sandstorm?

Jeroen: I'm afraid so, and you better dress warm! That hill is not gonna capture itself.

Dress warm? What’s that supposed to mean?

Jeroen: ...



A big thanks to Jeroen, Vuk, and Maja for their hard work on Ministry and taking the time to participate in this interview, and another big thanks to everyone on the level design and level art teams. We also want to thank another team member of ours Matthias Schmidt, one of our German environment artists who contributed hugely to Ministry’s gorgeous interiors by creating all the wall, ceiling, and floor materials you can see shining so nicely in the screenshots above. His and the rest of the team’s work really helped make Ministry stand out from the rest of Insurgency: Sandstorm’s maps, both in terms of visuals and gameplay.

Remember you can play Ministry right now on our Community Test Environment, where you can also check out our new game mode, new weapons, new optics, and more. Ministry will be coming out later this month as a part of our version 1.3 game update. It will feature Firefight, Skirmish, Team Deathmatch, Checkpoint, Hardcore Checkpoint, and Frenzy Checkpoint game modes. We hope you enjoyed this Community Update, and be sure to keep your eyes open for more.

Update 1.3 now live on the Community Test Environment!



Hey everyone,

Today we’re launching a preview of our upcoming 1.3 update on our Community Test Environment. We invite you to try new map, game mode, weapons, weapon optics, community server XP gain, and more. Just go to your Steam Library and download the “Insurgency: Sandstorm Community Test Environment.”

The update includes a remastered version of one of our most popular maps from the original Insurgency, ‘Ministry’. Set mostly indoors, Ministry features more tight, CQB-focused combat than any of our other maps. Ministry will be availible for Firefight, Skirmish, Team Deathmatch, Checkpoint, and Hardcore Checkpoint game modes. Right now only Versus game modes are available, but Coop game modes will be added later.





We’ve also included a brand new Arcade game mode ‘Frenzy Checkpoint,’ which we revealed in detail earlier this Spring. Teams will have to try to battle waves of faster, more aggressive AI that are armed only with melee weapons. However, we’ve thrown in some twists, with special enemies with unique abilities like the athletic Jumper, the hulking Bruiser and the explosive Flamer.

https://youtu.be/H0A5Tzf--cU

Players should also expect some new hardware to play with. The VHS-2 (for Security) and the QBZ-03 (for Insurgents) assault rifles will be available for the Rifleman, Demolitions, Commander and Observer classes. We also added new optics including the 1x Micro Red Dot for Security and the 1x MARS for the Insurgents.



Finally, we’ve implemented a method for community servers to award experience. Details are available in our Community XP Server Admin Guide.

To play, go to your Steam Library and download "Insurgency: Sandstorm Community Test Environment. Please remember that this is an early preview build, sp expect some issues. If you do notice and problems or have general feedback about the new content, we encourage you to post in the CTE subsections of the official forums or the Steam forums.

CTE Known issues.


  • Refinery has been removed from the matchmaking pool, due to an issue with the NavMesh for bot movement. We ask that community servers owners avoid running any coop scenarios on this map until the issue is resolved.
  • Tutorial bug: First-time players who have never completed the tutorial before will not be unable to progress fully through the tutorial due to some recent changes. The tutorial can still be played in its entirety on the live version.
  • Beta tattoos not showing properly in the Appearance menu.
  • Game audio randomly cutting out. If you are experiencing this issue, please help our team by providing feedback in this thread: https://steamcommunity.com/app/581320/discussions/0/1651045226222586970/
  • SLI setups making level geometry strobe, disappear, and appear dark in general. This issue has been reported to Nvidia and they are working on a fix. In the meantime they will be disabling the SLI profile for Insurgency Sandstorm until this is resolved, we will update you when this occurs. As a temporary workaround we suggest players running the game in SLI temporarily disable SLI for Insurgency Sandstorm themselves.
  • AI weapons may occasionally continue looping audio for some players after the AI has been killed.
  • Class presets not be saving correctly on exit for some players.
  • Various clipping issues with cosmetics overlapping each other.
  • Turrets may jitter when the vehicle is moving.
  • Binoculars may appear to be floating in front of the character in third person.
  • Cosmetic items main slots will not apply directly on being clicked until you back out then return
  • Equipment unlock item popups might use the incorrect background portrait.
  • Uniform Camo may not show correctly in the Appearance menu, Loadout menu or ingame.
  • Optic meshes may appear flattened when viewed with the weapon in the up state.
  • New weapons have some visual bugs, mostly WIP textures, sockets etc.
  • Post Match screen is displayed /NONE where the scenario name + gamemode are supposed to be shown. Frenzy, Ministry and Outskirts HC only


The following issues are fixed in the live build of Insurgency: Sandstorm but are still present in the CTE

  • Equipment camo may not show correctly on ragdolls
  • Eyewear may not show the full colour correctly
  • Cosmetic items main slots will not apply directly on being clicked until you back out then return
  • Equipment unlock item popups might use the incorrect background portrait.
  • Uniform Camo may not show correctly in the Appearance menu, Loadout menu or ingame.
  • Optic meshes may appear flattened when viewed with the weapon in the up state.

May 31 Hotfix


Hi everyone, today we released a third hotfix to address some issues that have been reported since the version 1.2 update. You can view the full change list below.

As always, community feedback helps us improve the game, so we ask anyone experiencing issues after today’s patch to leave constructive feedback on the official forums or Steam forums detailing; hardware set-up, in-game settings, videos/images, and where possible, any reproduction steps.

Critical Fixes
  • Improved client-side forgiveness thresholds for hit detection.
  • Fixed an issue where pressing the Randomize button in the Appearance menu would not save your random roll on exiting.
  • Fixed a main menu crash caused by the Message of the Day if there was no response from the web server.
  • Fixed an issue on Outskirts Hardcore Checkpoint where Ammo Boxes were not spawning.
  • Fixed an issue where sprinting with a grenade launcher in Hardcore Checkpoint would result in the player’s arm appearing broken in first person.
  • Fixed an issue where helicopters sometimes rapidly lose altitude if flying over low terrain outside of the map.
  • Fixed an issue where picking up a single shot weapon from an AI enemy would result in a continuous reload.
  • Fixed an issue where main slots in the Appearance menu were not applying the chosen cosmetic correctly when clicked on.
Gameplay
  • Players who respawn in Hardcore Checkpoint will now have the following:
    • An unupgraded Mosin if they are Insurgents or an unupgraded M24 if they are Security, both with two clips worth of ammunition.
    • Their Secondary they selected in their Loadout, but with only two magazines of ammunition.
  • Increased the penetration power of M82A1 CQ and M99 anti-materiel rifle rounds.
  • Fixed a potential exploit in Precinct where players were able to access the top of a utility pole.
Bug Fixes
  • Fixed Uniform Camo not showing correctly in the Appearance menu, Loadout menu or ingame.
  • Fixed Equipment camos not showing correctly on ragdolls.
  • Fixed Eyewear cosmetic item colors not showing correctly.
  • Fixed the “flattening” of certain optics when a player is Aiming Down Sights and also has their weapon obstructed.
  • Fixed an issue where the max player value in the server browser would be defaulted to zero for some players.
  • Fixed an issue where Equipment unlock item popups were using the incorrect background portrait.

We are aware of the following issues and are still working on fixes for them. They will be addressed in upcoming hotfixes:
  • Beta tattoos not showing properly in the Appearance menu.
  • Game audio randomly cutting out. If you are experiencing this issue, please help our team by providing feedback in this thread.
  • SLI setups making level geometry strobe, disappear, and appear dark in general. This issue has been reported to Nvidia and they are working on a fix. In the meantime they will be disabling the SLI profile for Insurgency Sandstorm until this is resolved, we will update you when this occurs. As a temporary workaround we suggest players running the game in SLI temporarily disable SLI for Insurgency Sandstorm themselves.
  • AI weapons may occasionally continue looping audio for some players after the AI has been killed.
  • Class presets not be saving correctly on exit for some players.
  • Various clipping issues with cosmetics overlapping each other.
  • Turrets may jitter when the vehicle is moving.
  • Binoculars may appear to be floating in front of the character in third person.

May 28th Hotfix

Hi everyone, today we released a second hotfix to address some issues that have been reported since the version 1.2 update. You can view the full change list below.

As always, community feedback helps us improve the game, so we ask anyone experiencing issues after today’s patch to leave constructive feedback on the official forums or Steam forums detailing; hardware set-up, in-game settings, videos/images, and where possible, any reproduction steps.

Critical Fixes
  • Fixed an issue where players could become stuck after spawning.
  • Fixed an issue with hit detection where bullet delta times were not as accurate as they should have been.
  • Fixed an issue where the first person cloth gloves were rendering inside scopes.
  • Fixed a loading screen crash.
Optimization
  • Fixed a server-side hitch / lag spike that was occurring when a lot of bot spawning would occur simultaneously in Hardcore Checkpoint.
Gameplay
  • Players who join a Hardcore Checkpoint round in progress will now get their Loadout when they first spawn in. If they die and then try to rejoin the match to get their Loadout back, the match will remember that they were there before, and they will instead spawn with the Mosin and Makarov.
  • Increased the number of Ammo Boxes that spawn on objectives in Hardcore Checkpoint from between 2 to 5 up to between 4 and 6.
  • Removed the initial fire delay from the M99 and M82A1 CQ anti-materiel rifles and limited their fire rate.
  • The Black variation of the Insurgent Hands “Cloth” item is now a “vanity” variation to have parity with other Black item variations. This means the variation is marked with a yellow marker, and its cost is slightly higher than its item’s rarity tier. This was an oversight on our part, we intended for this vanity cost to be in with the 1.2 update, so we apologize for any expectations set for the item to be as cheap as it was.
Bug Fixes
  • Fixed an issue with the Explosive Drone being too large and handling poorly.
  • Fixed an issue where soundscape emitters were playing multiple versions of their assigned audio. This caused two versions of the same audio playing at the same time, flanging, and increased volume.
  • Fixed an issue where Laser Sights and Foregrips were given too often to AI enemies in Coop. They will now only be given 50% of the time.
  • Fixed an issue where tattoos were enabled by default in first-person.
  • Fixed an issue with the M99 and M82A1 CQ Caliber measurements not showing as being large enough in the Loadout menu.
  • Fixed an issue with Coop servers showing the incorrect maximum number of players in the server browser if that value was greater than 8 players.
  • Fixed an issue with the incorrect Team Deathmatch image being shown in the Arcade section of the Play menu.
  • Fixed an issue with button icons on longer Lessons and hints being cut off.
  • Fixed an issue with Supply Crates not resetting correctly after a round restart.


We are aware of the following issues and are still working on fixes for them. They will be addressed in upcoming hotfixes:
  • Beta tattoos not showing properly in the Appearance menu.
  • Game audio randomly cutting out, if you are experiencing this issue please help our
  • team by providing feedback in this thread: https://steamcommunity.com/app/581320/discussions/0/1651045226222586970/
  • SLI set ups making level geometry strobe, disappear, and appear dark in general.
  • Single loaded weapons picked up from AI enemies not reloading properly.
  • AI weapon audio looping.
  • Class presets not saving correctly on exit.
  • Sprinting with grenade launchers in Hardcore Checkpoint causes the arm to look deformed in a “wacky waving inflatable arm flailing tube man” style.
  • Various clipping issues with cosmetics.
  • Randomize button in appearance menu not saving cosmetics correctly.
  • Glasses and goggles not showing the correct color in the appearance and loadout menus.
  • Helicopters sometimes lose altitude rapidly if flying over very low terrain outside of the map.

May 27th Hotfix

Today we released a small hotfix patch to help correct a problem that affected a subset of users who were experiencing issues with Steam Authentication. This issue should now be fixed in the latest version.

Our team is also aware of, and is working on several other issues associated with Friday’s version 1.2.0 update, and will be rolling out more hotfixes throughout the week.

As always, community feedback helps us improve the game, so we ask anyone experiencing issues after today’s patch to leave constructive feedback on the official forums or Steam forums detailing; hardware set-up, in-game settings, videos/images, and where possible, any reproduction steps.