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've added a hints system, to help ease the learning curve. We're displaying from general hints, to class specific hints.
Posted by Herr_Alien on Oct 3rd, 2009
AvP2 Team Fortress is a mod that brings team, objective based gameplay to the AvP2 game. The game mechanics changed quite a lot, not only from AvP2 or Team Fortress games, but also from the first version of AVP2TF version 1.0.In order to address the steeper and steeper learning curve, we have added a hints mechanism:
The hints pop up at respawn, randomly, with a 50% chance of getting one. Now, although random, we're still aiming to provide usefull information. What you see above are general hints, aplicable for all classes. But there's also a different type of hints:
These are the class-speciffic hints. They serve as training messages, hinting special abilities or usefull tactics for that class. When you do get a hint (50% chances) there's a 50% (yes, again 50%!) of getting a class speciffic hint.
The hints can be disabled from the options menu of the game, very much like the original AvP2 game.From what we've been testing, the hints do not feel spammy. Now, what we need is a player who never played AvP2TF, to give us feedback ...