Acheron currently aims to bring the legendary weaponry of the US Colonial Marine Corps with the new USCM faction. As well as the alien (xenomorph if you will) species and Weyland-Yutani Corporation as the opposing forces of the marines. We'd like to bring the player an Aliens experience that they've never had a chance to get before by utilising the arcade sandbox gameplay style of the original Battlefield games and combining it with the themes of the movie. The first stage of the development is mostly complete. You check the spreadsheet to see how much content there is left to do. It features all the items that either didn't make it to the demo or were featured in an incomplete state.

Acheron

Development team

  • Frosty98B - modeller, texture artist, weapon exporter
  • General_Bradly - vehicle exporter
  • Dnamro - singleplayer guru
  • Pe†eR-KuN - advanced texture artist
  • NinjaTheCat - sound and music designer

Contributors

  • TUERIX - weapon exporter, animator
  • Kiborg_UA - weapon exporter
  • Anthony817

A very special thanks to

  • ArmorRus
  • Mohammed_Furqon

Possible future goals include maps taking place in the Hadley's Hope colony on Acheron and many locations from the expanded universe

If you have any ideas/suggestions about the mod, please, feel free to let us know. Any help is much much appreciated.


Please, track the mod for future updates to make sure you're not gonna miss anything.

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RSS Articles

Third Demo News

News 4 comments

Motion Tracker

motiontracker

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Animated Textures

I've figured out how the animated screens of BF2142 work, so I've been able to create a dynamic motion tracker screen. Unfortunately, the screens only allow simple periodic movement of their parts, so the tracker's screen shows neither soldiers or vehicles. Well, it's still a nice feature to have.

User Posted Image

Ammo/Medic Hub

The throwable ammo/medical kit has been removed because you can now throw the ammo/medical hub as well.
The medical hub also has an animated screen with a dynamic lifeline now. There was supposed to be a complete overhaul of the ammo/medical hub but I wasn't able to finish it on time.

Hacking Kit (Defuser)

Replacing the original defuser, the hacking kit used by Pvt. Hudson is now your tool for clearing mines.

screen191

Smoke Grenade

The Medic class can now use smoke grenades marked by a yellow cap.

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Collision Meshes

Each model has been updated with its own collision mesh.

Revisited Smartgun Tracking

The Smartgun now has a new heads-up display based on the Aliens Colonial Marines Technical Manual (the image in the upper right corner).
Although the system monitors a 30° cone in front of the gun, the player now needs to steer the gun to get his target approximately to the centre of the screen and as soon as he's done so, a target lock circle on the screen lights to indicate that the target is boresighted. If multiple targets or infrared false-target decoys appear in the sight, the operator simply steers the lighted box to bracket whichever target he wishes to engage.

smartgun

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New HUD

The M56 isn't the only weapon with a new heads-up display. Both the front minigun turret and the top plasma cannon turret of the M577 APC now got a unique HUD created by combining elements of modern US military vehicles with those of the UD-4L Cheyenne dropship from Aliens.

apc

A similar HUD, this time directly based on that of the movie dropship, is now used by the UD-6 Talon available on Tunis Harbor (64).

ud

Aliens' autohealing and acid blood changes

The aliens can now automatically heal. This slow but steady ability makes them slightly more versatile.
Also, their acid blood now doesn't damage other aliens, so moving in large groups is no longer a disadvantage!

Thank you for reading this article and stay safe, everybody!

Road to Acheron 1.0

Road to Acheron 1.0

News 7 comments

Although the Christmas demo already featured majority of the USCM weaponry, there is still more content to be added before we can release a proper full...

Marines' Loadout Changes

Marines' Loadout Changes

News 5 comments

All four classes will be kept instead of just one.

Acheron 2017 Recap + Future Plans

Acheron 2017 Recap + Future Plans

News 2 comments

2017 was a great year during which we were joined by all the talented people that are now part of the dev team. Here's a quick recap of what we've managed...

BF2142 Acheron - The first stage

BF2142 Acheron - The first stage

Feature 3 comments

Acheron is an upcoming modification (mod) for Battlefield 2142. The overall goal of the mod is bringing the legendary weapons of the US Colonial Marine...

RSS Files
Acheron DEMO 3 [UPDATED]

Acheron DEMO 3 [UPDATED]

Demo 9 comments

The third demo version of Acheron is here! Featuring a Smartgun overhaul, the legendary motion tracker and more!

Happy Alien Day!

Happy Alien Day!

Demo 10 comments

A new demo is here. Its main feature is the kit customisation that has been added. Thanks to the master server of the BF2142 Reclamation project, the...

Belated Merry Christmas! [UPDATED]

Belated Merry Christmas! [UPDATED]

Demo 6 comments

The first demo of Acheron is here! Unfortunately we didn't manage to hit the Christmas release like planned because I really wanted the demo to have xenomorphs...

Comments  (0 - 10 of 56)
maykayman
maykayman

I'm assuming you're currently focusing on the colonial marines, and the Xeno's are almost just place holders of now?

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Sirport
Sirport

nice mod,plays nice,server and client ran great.
quirky when a dead alien shouts 'man down man down' :D
guns are great sounds are great
personal reaction would be that gun damage to the alien needs to be more

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Frosty98B Creator
Frosty98B

Cheers, Sirport! I'm happy that you had good time with it. :D
The damage to the aliens has been modified for the new version but I'm not sure how well it will turn out to work.
It's a tricky situation because I wanted to make the 16v16 battles between the marines and aliens balanced but, in the end, it looks like for the gameplay to be balanced there have to be at least 3 aliens per one marine. :/

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pureevil29
pureevil29

One of the most impressive mods I've seen in 2019 so far! Congrats on the recent release Devs!

May I suggest a few things:
- Aliens should be faster in General.
- Alien classes like:
Alien Runner : Fastest, low health, Long Jumps
Alien Warrior : Fast, medium health, can climb walls.
Alien Facehuger : Small, low speed, Jumps.
PredAlien : Fast, high health, can turn invisible.
Alien Queen : The Alien tank, slow, huge HP, can destroy Vehicles.
Wayland Yutani Androids: Protect the aliens, shotguns, AT weapons. (Only ranged unit on the Alien's side.

I know this won't be easy but keep it up!

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specopsbarton
specopsbarton

Most of this suggestions are just not possible, thanks to limitations of refractor engine.

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pureevil29
pureevil29

How about just making the aliens:
1) Run faster than a human
2) Climb Walls
3) Jump Further

I've seen other mods achieve that on the BF2 engine.

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Frosty98B Creator
Frosty98B

Thank you for your support, pureevil! <3
The reason I chose those classes is that I wanted to keep at least some resemblance to the original kits of 2142.
Now I don't want to disappoint you but in all honesty, I disagree with featuring the Predalien or any of the stuff brought into the franchise after Aliens. The reason why I wanted to also get inspired by Blomkamp's Alien 5 was that it was supposed to retcon Alien 3 and Ressurection.
Before AVP was a thing the aliens were always depicted as being quite heavy and robust and even though they were animal-like, they weren't really much faster than humans.
As for the wall climbing, I'd love to have the aliens capable of climbing walls, though I haven't had the pleasure of playing the mod that allowed for that. I'll be sure to check out how they achieved it you can tell me which mod it was.

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specopsbarton
specopsbarton

I doubt that. Links or names of those mods please?

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pureevil29
pureevil29

There you go: Youtu.be

Hope it helps!

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specopsbarton
specopsbarton

1) Not possible, on video I see they using standard soldier running speed.
2) If you meant walking on wall like xenomorphs can do, then forget about it, not possible - what I can see on video movement like this is already implemented in vanilla game.
3) Jumps on video are the same as standard soldiers.

I experimented many things in my Zombie Assault Mod during making my mod in few years, so Im know what Im saying - I have experience! xD...Not possible is not possible. That's why when I first saw this promising mod I wondered how they will do this xD

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Frosty98B Creator
Frosty98B

Like specopsbarton said. I had the chance to play Humans vs Monsters mod and they had some unique soldier skeletons which might might be usable for our alien Queen but I think making her like a walker vehicle shall give us a far better result. xd

I'm really curious what exactly we promised that made you wonder how we would do it? I'm sure pretty much all of it was already achieved in other mods, so there's no doubt it's possible.

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specopsbarton
specopsbarton

It was written somewhere I don't remember where, probably at front page, but since you changed descriptions so :P

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Frosty98B Creator
Frosty98B

I only adjusted the front side after the demo, so the "potential future goals" don't feature stuff that's already been done or teasted in the new article.
It featured nothing more than USCM weaponry replacing the EU one, the xenomorph faction, the playable queen and locations set in Hadley's Hope, so :P

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