Release of the new versions of OccupationCS: Source 1.3 (Counter-Strike version)
NOW AVAILABLE.
OccupationCS: Source uses the Counter-Strike Weapons and the HL2 projectile weapons (over 80 ammo types). It has its own
installation from Occupation called OccupationCS. This is required in order to comply with copyright conditions. Owning HL2 and Counter-Strike: Source is required to play
this version: OccupationCS: Source
(Counter-Strike) Version 1.3
The Citadel has fallen and now humanity must get back up. With the alien nemesis defeated the surviving rebel army attempts to reestablish the rule of law. Unable
to agree on whether to continue the Black Mesa experiments or to outlaw all alien technology the rebel army fractures into two rival factions:
The
Allianceand the
Coalition
With the fall of the new alien enemy comes the return of the old enemy, ourselves.
WELCOME TO THE OCCUPATION
Occupation is a HL2 combat simulation mod that implements a unique bullet, damage and game rules system. It creates a new and innovative approach to Multiplayer Gaming using ownership as the principal objective and
controlled transport reinforcement as the principal means
of respawning. Occupation also provides a Single player training mode pitting two HL2 AI run Factions against each other with you in the middle.
Occupation seeks to enhance the FPS by creating a realistic game play environment where the bullets don't just penetrate and exit the target but also expand and
fragment inside them causing the target not just to die but weaken, collapse and even pass out.
If you like Realistic FPS's you should check out the beta, I know
you will not be disappointed.
In Occupation Bullet behavior is based on real world physics. The bullets ability to move and penetrate depends on its physical characteristics such as energy,
diameter, mass, shape and material composition to name a few. As bullets are projected through time and space their interaction with the world cause them to slow, drop, expand,
fragment, deflect, lodge and obliterate during their short life. The end result is both amazing and terrifying and most importantly realistic.
Player Biometric Modeling:
Having realistic projectiles with a simple tally damage system would have been pointless so Occupation implemented a health-damage system equal to that of the Ballistic
Modeling. The Game uses a Composite health system that captures the complexity of the human bodies operation and most importantly its failure due to trauma.
The primary form of projectile damage to players and NPC's is caused by cavity damage. The extent of the cavity made by the projectile, the energy lost in making that cavity and
the body parts the cavity passes through all are factors in the calculation of overall impact damage. The truly unique aspect of Occupation is that the cavity damage is not limited
to a single hit location but can intersect many locations along the path of the projectile and can involve multiple entry and exit wound tracts. A summary injury report is
available in-game (Body Status) and a complete breakdown of these injuries both sustained and inflicted is available after death in the Field Hospital:
West Road Confrontation
(site under Moderate construction. please be patient:)