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

This game has Adult Content. Rated by TIGRS™
Moderate Language
Intense Realistic Violence
Blood and Gore
Brief Nudity
Suggestive Themes
Alcohol Reference

  
(Thanks to the Overgrowth team and Iiro Jäppinen for providing the icons)

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Blog RSS Feed Report abuse Latest News: AvP2 Team Fortress v1.1 is now available!

0 comments by Herr_Alien on Dec 18th, 2009 digg this super bookmark


We are proud to announce that AvP2 Team Fortress v1.1 is now available. That's right, you can now download it here:


DOWNLOAD AVP2TF v1.1!


At 100MB the installer (400MB installed), you're probably thinking: "What the heck did they put in it?"

  • For a start, full integration with the master server patch (version 1.3).
    This means advanced server info, sorting by ping, players count and so on.
  • Expansion pack-like independence from the game.
    So basically you can play both the regular AvP2 and AvP2 Team Fortress mod without fearing that one might influence the other. Heck, you  can even uninstall/reinstall the master server patch for the regular game and the mod will not be affected! The other way arround works just as well.
  • "Domination" was added as a new game mode!
    This increases the count of our previous game modes (CTF, 1FCTF, War, Assault) to 5, all of them objective based!
  • In-game hints!
    Displayed at respawn, to remind the player of its own weaknesses. Don't worry though, you can also find out about your strong points as well as the soft spots of the enemy.
  • Lobbies!
    We don't like to get spawn-killed more than you do. Therefore maps with a higher incidence of spawn killings now have a lobby. You can now choose where to appear on the actual battlefield.

  • A new netcode!
    It changed the game so much for the better that we had to also introduce it to the regular AvP2 game, through the master server patch.
  • New maps!
    Unless you've been part of the testing crew, you have no idea what "Rooftops", "Heretic", "Enterprise" (ok, maybe you know a little about THAT one), "Crepuscular Hecatomb" or "Resin Pit" (*a long cough* second picture from the first set of three *cough*) mean.
  • A "Nemesis" system!
    Demoman kills heavy, flamethrower trumps aliens, predators trump humans etc. You'll love it, we know we do!
  • A manual!
    This way you'll know everything (well, almost) about the mod. And you'll no longer have to ask people "so what do I do with the yellow flag?"

We've been working on this version for more than a year so I can keep adding items to the list for the next two hours. There's a lot of new and interesting stuff in it, so make sure you download, install and play it!


DOWNLOAD AVP2TF v1.1!

This release was possible thanks to our (surprisingly large, for an old game) team. Some names pop in my head: Windebieste, Vemarkis, Moose_Head, Guus, Acro32, Hellraiser, Newt, Smoker, Alien Grand Master, Cedric. And I'm sure I forgot at least a dozen more. Thank you for your help, you will all be mentioned in the upcomming post mortem.

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AvP2 Team Fortress v1.1 installer

AvP2 Team Fortress v1.1 installer

Dec 18, 2009 Full Version 0 comments

The full installer for version 1.1 of the AvP2 Team Fortress mod.

AvP2 Team Fortress patch 1.x to 1.08

AvP2 Team Fortress patch 1.x to 1.08

Jan 31, 2009 Patch 0 comments

This patch can be used by both versions 1.0 and 1.01 of the mod. The patch adds the needed functionality to have the Fortress mod use the new master server...

AvP2 Fortress v1.01, full version installer

AvP2 Fortress v1.01, full version installer

Oct 04, 2008 Full Version 0 comments

Component: Team Fortress mod Summary: modified attribute files, crosshairs, sounds, models and code to provide new game modes and abilities Author: The...

AvP2 Fortress v1.01, full version noinstall

AvP2 Fortress v1.01, full version noinstall

Oct 04, 2008 Full Version 0 comments

Component: Team Fortress mod Summary: modified attribute files, crosshairs, sounds, models and code to provide new game modes and abilities Author: The...

SDK for the AvP2 Fortress mod

SDK for the AvP2 Fortress mod

Sep 30, 2008 SDK 0 comments

This is the final SDK for the AvP2 Fortress mod, containing three sample maps, the needed binaries and attributes to make maps for the Fortress game modes...

Comments  (30 - 40 of 60)
Herr_Alien
Herr_Alien Oct 2 2008, 1:57am says: Online

Hi there!
Indeed, a better adoption rate is soething we aim for.
The only available server (as far as I know) is the one handled by The_One ( see 74.208.101.7 ). We are trying to come up with a schedule, so that we could meet online (see Lithfaq.com ).
In adition, if the servers are offline, I plan to host some matches myself, on Saturday evening, starting with 11th of October. The schedule for it will follow the same schedule as for beta testing (see Avp2fortress.lithfaq.com ).

+1 vote     reply to comment
Xenomorph-creature
Xenomorph-creature Oct 2 2008, 7:55am replied:

"We are trying to come up with a schedule, so that we could meet online"

That sounds promising :)

+1 vote     reply to comment
Herr_Alien
Herr_Alien Oct 2 2008, 8:21am replied: Online

:)) The tough part for example is that The_One's time zone is GMT-8, mine is GMT+2 and Windebieste's is GMT+10. That's pretty tough when it comes to schedule some fights between us.
In beta testing however, most of our testers were from Europe, so time zone wasn't a big deal. Except for poor Windebieste, he had to wake up early at 6:00 AM (we were testing at 20:00 GMT).

+1 vote     reply to comment
Xenomorph-creature
Xenomorph-creature Oct 3 2008, 5:06am replied:

Yeah i know - time zones...grrrrr! I actually found one server a few minutes ago, but there was nobody on it!

+1 vote     reply to comment
Herr_Alien
Herr_Alien Oct 3 2008, 5:52am replied: Online

Hey, listen ... we're planning for a match tonight, at 20:00 GMT. Are you in?

+1 vote     reply to comment
Xenomorph-creature
Xenomorph-creature Oct 3 2008, 9:05am replied:

Ok, ill be looking for servers around that time!

+1 vote     reply to comment
Xenomorph-creature
Xenomorph-creature Oct 1 2008, 1:16pm says:

Nice mod, ive installed it right away, but there are no servers with players online! I hope a lot AVP2 players install it, so there will be some full servers soon!

+1 vote     reply to comment
drone565
drone565 Aug 30 2008, 10:36pm says:

what you mean aliens are a challenge? it is because they are so overpowered?

+1 vote     reply to comment
Herr_Alien
Herr_Alien Aug 30 2008, 10:58pm replied: Online

They're not overpowered, they are just fast movers. And ignoring an alien player can end up in your team loosing the game. This is something I learned the hard way.

+1 vote     reply to comment
Herr_Alien
Herr_Alien Aug 9 2008, 2:03pm replied: Online

You mean the maps? Could be, Talon is not the hottest version of the Lithtech engine. Team Fortress Classic, on the HL1 engine got very popular, but on the other side, the mod was initially developed for the Quake engine. So, what does make this particular mod HL1-like?

+1 vote     reply to comment
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Released Oct 1, 2008
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