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
We're organizing a CTF tournament. The competition starts Saturday, 2010-03-20. The winners get a copy of IG Warlord.
1.1.2 brings several fixes on two of our maps, integration with the new master server (1.5) and a new loading scree.
The update consists in a corrected mod launcher. The compatibility is preserved with version 1.1
We follow up on the test of 2009-10-16. As usual, a podcast, a video file and what's left to be done.
In this podcast we talk about Assault, checkpoints and Hostile Appetite, a new SP map from Windebieste.
We've added a hints system, to help ease the learning curve. We're displaying from general hints, to class specific hints.
We had a little test Saturday, and we'd like to share our findings with you.
We finally get a good netcode, that ends up triggering a need for re-ballancing characters and weapons. And we have a weirder piece of audio just for...
In this podcast we talk about the lobbies made for two of our maps. We also discuss Windebieste's upcomming map.
We had a second test, using basically the same netcode. The article follows up on that test.
That means one thing only: we're getting very close to finish the much awaited netcode improvements!
We got the entity interpolation right, only to find bugs in the hit validation part.
We finally had a go with a new netcode. While hit detection was stamped and approved as OK, lerping (entity interpolation) was not.
After we had the test session Saturday evening, we once again had a Skype discussion about the mod.
We implemented the simple triggers and they turned out to be a success, and I get to make a bet ...
Team volumes and spy hacking sentries, they both rely on two new damage types. We also define a TODO list.
For this beta, we introduced a new feature, one that we expected to both enforce better teamwork AND cause some grief: delayed spawning.
This week we continued changing weapon and character settings in order to acheive a better balance. We also created a news feed for our site.
Since last week was quite busy, there was no time to spply a new beta version for yesterday's game session. Instead, we took the opportunity to just play...
From the original game modes, we decided to keep the Evac. This rises the count of the mod's game modes to 6.
We tested the Domination game mode this weekend. Guess what: domination is a keeper!
Ok, we did more than several tweaks. This resulted in one of the best test session from AvP2TF history.
Almost repeating the history with beta 5, but this time, the sentry bug might become a new game mode!
This Saturday (2009-02-21) we played both WAR and CTF game modes. And here are some of the videos recorded!
On 14th of February, our beta testing team for version 1.1 joined to play One Flag CTF. As a result, we have 14 new, action-packed videos, just for you!
This patch can be used by both versions 1.0 and 1.01 of the mod. The patch adds the needed functionality to have the Fortress mod use the new master server...
Project Saviour ate most of our time, but we did have the opportunity to playtest the new maps Windebieste made. Here's a short review of what happened.
Although we had no more than 4 players, the matches played in the first beta run were intense.
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