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 RSS AvP2Fortress: the released mod gets a post mortem!

To conclude the release of the AvP2 Team Fortress mod, I asked the guys from our team to share some of their thoughts regarding the mod.

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Just in case you missed the previous news, we released the mod! All seven maps, four new game modes and 32 fan art pictures are now available to the public. We uploaded two packages: the regular installer, and a simple ZIP archive, useful for Vista users. You can access them here:

AvP2 Fortress v1.0 installer

AvP2 Fortress v1.0, noinstall (Vista users)

Because we found AvP2 Fortress as an interesting experience to learn from, we also started to share our thoughts about developing it. The forum thread is available here. The content is also being updated on my blog, so even if you don't plan to visit our homepage, you can still read the "behind the scenes" stories of AvP2 Fortress.
I will conclude this news post with an excerpt from the post mortem: As a conclusion, what I feel we did good: - use the automatic build system: it made packaging the mod so much easier. - intensive PR during the alpha stage - used a versioning control system (it saved my ass more than once) - we split the tasks. That means Windebieste doing all te maps (a pretty big task if you ask me, so, thank you), and accepting resources from the community. The flag is a great example as to how several people can work on one item and make it just perfect. - we mailed each other. It means a lot to always know how the mod is doing, and communication plays an important part in this. We could have done better: - recruiting beta testers. Perhaps a more open approach would get better results. - PR during beta. It's a simple rule: if there are no more news about the mod, it gets forgotten. - announce beta tests in time. A known schedule is good, but sending mails one day before is even better. People may forget the schedule, and in such cases a mail notification is the better solution.

-- Herr_Alien

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