So we want to bring Team Fortress to AvP2. It shouldn't be too difficult, all of the weapons we need are already in AvP2, and configuring armor and run speeds and whatnot isn't too hard. What we need, however, is input on how this should go down, and modders to make the more difficult things happen, like possibly adding new weapons and more importantly, new GAME MODES, like Capture the Flag or Assault, things that teams do that aren't Team Deathmatch. However, this is AvP2 Fortress, so everything should have an AvP2 twist to it. Like Preds and Aliens on the teams realistically, but not whorishly. No Predator rocket-launcher guys, for example, but a Predator as the Spy, a class that's supposed to cloak and primarily use a knife anyway. -- SMID

Post feature Report RSS List of features

A list of what features we'll implement in our mod:

Posted by on


12 characters, 9 classes, 2 teams


You can play using one of the existing 12 characters, from the available 9 classes. Play as a red team member or as a blue team member. Don't go Rambo however: a single sniper shot can take down even the heavy synthetic unit.


Gameplay


Assault
In assault mode, one of the teams has to defend a certain item inside the map, while the second team has to destroy that item. The defending team earns points for each second the item is kept "alive". The attacking team scores points only if they destroy the item. No points (or little points) are gained by killing opponents.
The condition to win for the defending team is to keep the item "alive". The attacking team wins by destroying the item.

War
In war mode, each of the teams has to defend a certain item inside the map, while the trying to destroy the item protected by the other team. Both teams gain points from keeping their item "alive" and from destroying the other team's item.
The condition to win any of the teams is to destroy the item guarded by the second team.


Special Abilities


The special abilities are features that have a major impact on game play, making the classes that have them needed to complete the objective. Several abilities should be considered:
- dropping health supplies
- dropping ammo supplies
- dropping armor/energy pickups
- placing sentry guns

Dropping health pick-ups
This ability is characteristic to the medic class. This ability could be implemented as a weapon placed in slot 10. When hitting the fire button, a special health pickup is thrown to the ground. ALT-FIRE can eventually cycle through several types of health pick-ups (one type for healing predators, one for humans and one for alien players) if needed.
At most 5 special health pick-ups can be dropped, depleting the ammo pool (Medic_Energy). The only way a medic can replenish this ammo pool is from the base, by picking up a regular (or specially implemented) pickup. For example, the regular health pickup can be converted to this purpose.

Dropping ammo packs
The class designated for re-supplying soldiers on the battlefield is the engineer. Since the pick-up system implemented in AvP2 treats predators and human players differently, the weapon that implements this will need to cycle the type of pick-ups (ammo boxes) dropped to the ground, using the ALT-FIRE button.
As with the medic, only 5 ammo boxes can be dropped before a special ammo pool (Engineer_Energy) is depleted. To recharge it, an engineer must return to base and pick up a special item.

Dropping armor or energy pick-ups
Currently there is no class designated to use this ability; as with the first two, ALT-FIRE will cycle between an armor pickup and an energy pickup. At most 5 pickups can be dropped before a third special ammo pool is depleted. Again, to fill this ammo pool, the player must return to base.

Placing sentry guns
This attribute is specific to engineers. An engineer can pick up a sentry gun (thus incrementing another special ammo pool – it could also be the same as the one used for dropping ammo packs) and place it at any place wanted. The sentry gun will have the following characteristics:
- it will be oriented towards the point the engineer was facing when placing the turret
- it will have a detection range of 768 DEdit units, making it good for choke points, but not the best defense for long range
- it will have a scan angle of 270 degrees (135 degrees to left, 135 degrees to right) in horizontal plane, and 90 degrees on a vertical plane (45 degrees down, 45 degrees up)
- it will attack only enemy players
- it cannot detect cloaked predators.
An engineer can carry/drop only one sentry gun.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: