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 news Report content RSS feed Attribute changes, a news feed and what still needs to be done

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.

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In order to better balance the gameplay, we did some attribute changes: nerfed down the runner, altered the speed of the heavy, allowed dropped pickups to remain in the map indefinitely, incerased the number of ammo and health pickups allowed for the support classes, we made the pred ammo box and the ammo pouch have ammo for both preds and humans. We also added a new weapon (a tranquilizer gun) ability for the medic, to give the medic a more effective role in combat.
That did alter the gameplay. One of our members started a discussion thread here.
Before I present the videos captured during our gameplay tests, I want to raise your attention on the following image:

It points out several ways to stay in touch with the site:

  • by using the newsletter
  • by using our news feed. You have both Atom and RSS versions of it.

Having this said, on with the videos!

If you're still not convinced by the heavy weapons, the next clip features Captain_Moose_Head as the enemy heavy and about 4-5 of us as blue attackers:

Anyway, last night was quite busy. It started with an eight people server, and towards the end of it, that was not enough. We had to start another server for more people. That's a first! The entire recordings (about 17 minutes of it)is available here:

So, what's to be done? The following list should not be seen as a list of features that will be implemented. It should be viewed instead as a TODO list:

  • a team volume
    This should help handling with enemy sentries being dropped in the enemy base, by rendering them inactive.
  • simplified triggers
    This should fix the issue of stuck flags and domination points.
  • hints
    The hints system would help out people that play the mod for the first time.
  • more attribute changes
    I am talking EMP explosion range, health regeneration for aliens when clawing dead bodies.
  • localizations
    Different languages for the mod.

I'll add more to the list, as soon as more feasable items pop up.



Looks Good ^^

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Herr_Alien Author

It is good; the netgun sentry is sometimes harder to get along with, but it can be handled.

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looks good.

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I'd love to play this, but there is never anyone online in the servers.

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Herr_Alien Author

Well, we're all tied up with beta testing; we do that each Saturday, at 20:00 GMT.
We might shift it this weekend: the Eastern Europe is celebrating Easter this Sunday, and there's a special ceremony that Cristina (my girlfriends) wants me to attend to. That leaves Sunday 20:00 GMT as the next possible day.

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