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
In this podcast we talk about the lobbies made for two of our maps. We also discuss Windebieste's upcomming map.
Posted by Herr_Alien on Jul 14th, 2009
This one's on time. It's quite a change for the better from the last two weeks.
We played on the same netcode like last week. The only changes, code wise, was the removal of the 'observer' state when you got killed. Instead, you'll now respawn in a lobby. The death penalty in such cases is the time needed for you to run to the next teleporter and jump back into the map.
Anyway, we plan to remove the observer state also for F1 class changes. As always, you are invited to discuss it on our forum.
The video recording for the test we ran Saturday evening: