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

Report article RSS Feed We recorded our 6th audio file

We had a second test, using basically the same netcode. The article follows up on that test.

Posted by Herr_Alien on Jul 11th, 2009

That's two weeks in a row I manage to write the article fairly late. I know, bad Herr_Alien, bad!


 
hitboxes for the medic class

Although in the video file the netcode behaves failry well, I personally was not happy with the game. Maybe because I didn't play fortress-like (dropping sentries, ammo and health). Most likely because my ass was handed to me in more than just one ocasion:



For this week, we'll focus more on lobbies: the cure for spawn killing and maybe, an alternative for delayed spawning. More details to come.
Herr_Alien

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BioWarsProductions
BioWarsProductions Jul 11 2009, 3:34pm says:

Even though, i havn't played the game it self for like 2 years, this mod looks awesome, and im totally considering reinstalling to play this.

+3 votes     reply to comment
Herr_Alien
Herr_Alien Jul 12 2009, 1:47am replied:

Well, we're still in the process of improving the netcode. Thanks for the vote of confidence :)

+1 vote     reply to comment
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Released Sep 30, 2008
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