Acheron aims to offer the players the ultimate Colonial Marines experience (within the limits of the Refractor engine).

Acheron

Development team

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

Contributors

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

A very special thanks to

  • ArmorRus
  • Mohammed_Furqon
  • Develop013
  • EnemySniper
  • Chuc

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

Dear Marines,

2021 was a tough year for all of us, including the Acheron development team. Fortunately, we have still managed to make some progress during the last 12 months, although we haven't shared
all of it with you yet. Since this is the last day of the year, what better time to go through all the new features and work in progress than now!

WEAPONS

COMPLETE OVERHAUL
The most notable changes that made it into the mod already concern the handheld weapons. They've been through lots of changes which resulted in improved recoil, deviation and damage of the projectiles.

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If you expected some visual improvements though, you won't be disappointed! We've collected a couple great-looking animations for our weapons, too! We thank for most of those to Develop013 (who has just recently returned to the modding scene!) but also to EnemySniper and Chuc.

HUD OVERHAUL
As you might have noticed on the images above, the HUD has been toned down quite a bit. Many of its elements have been reserved for specific gadgets or situations (such as ammo counter for the pulse rifle, minimap for the motion tracker or lifeline for the medical hub/when standing close to a medic).

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And since the crosshair is now gone, the player can now turn on an IR helmet sight by using the 'Q' comm rose. The same method was used to rework the Smartgun eyepiece.

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NEW GADGETS AND MECHANICS
M42A 20X Scope and Deployable Bipod
We've also done some improvements to some of the weapon/gadget models. As you may have seen the M42A has received a proper 20X ballistic scope and I can tell you that scoring a headshot to an alien from 300 metres has never felt more satisfying! Moreover, the sniper rifle can now be shot with the bipod folded or deployed.

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M240 Wetshot
M42A isn't the only primary weapon with two modes of fire (folded/deployed bipod). Another such weapon is the M240 flamethower which is now capable of firing in a so-called "wetshot" mode, when the nozzle burner is switched off and the operator can spray the target with a stream of liquid fuel which can then be ignited (even by using a sidearm!).

More Grenade Launcher Shells!
For the fans of the grenade launcher, we have some good news! All the grenades (except for the M40 HE grenade) are now used exclusively as grenade launcher shells (as originally intended) and we finally have all seven of them - the latest addition being the M230 Baton round (black cap). Although rarely issued to Colonial Marines, this low-velocity projectile can be shot directly at the target or bounced off of surfaces.

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We also have to mention the M72A1 Starshell round (white cap) which can provide illumination over a dark battlefield!

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Improved Ammo/Medical Hub
It was no secret that the ammo/medical hub models needed some quality improvements. Well, now they not only have a new handheld model but both of them also received a unique stationary model (the textures could still use some more work).

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Used Magazines
With each reload, the player now drops the (empty) magazine on the ground!

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Legendary Kits
The legendary pickup kits also finally found their way into the mod! You can now find kits of Cpl. Hicks, PFC. Vasquez and PFC. Hudson on each map. Each kit contains one legendary weapon, unique to the character that it belongs to.

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Free hugs!
That's right, a facehugger! It lacks textures and most of all it lacks an egg to be launched from but we'll get there eventually.

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VEHICLES

APC OVERHAUL (work in progress)
The APC has received a lot of attention from us lately. New LODs for better optimisation, new collision meshes for better interaction, new interior model - you name it! It still needs some retexturing but we've finally completed the model of the rear compartment for passengers. The driver's compartment is the next item on the list!

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And once again, the removal of certain HUD elements meant we had to incorporate them into the vehicle screen itself. We've taken inspiration from the sentry gun screens from the movie!

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DROPSHIP (work in progress)
There's not much to say about the Cheyenne other than that it is being worked on. You've already seen the picture but here it is anyway!

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MAPS

BRACKEN'S WORLD (work in progress)
There's no doubt that the mod could really use some new maps but at the same time, they're arguably the most time-consuming feature when it comes to their development. Of course, that hasn't stopped us from at least trying - you might remember our good old friend 'Bracken's World' from a screenshot I shared ages ago. It is a kelp-farming colony from one of the Aliens: Colonial Marines comics.

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Although being far from finished, it has turned from a vast empty field of kelp into a strange surface covered with a futuristic mega-structure. The outpost (once finished) should hide an alien hive for a new game mode (please, keep reading for more details on that).

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GAME MODES

CONQUEST: HIVE ASSAULT
We've spent some time trying to come up with a unique "aliens" twist on Battlefield's classic Conquest mode and this is what we've come up with. Conquest: Hive Assault is essentially your standard Conquest: Assault mode with the Marines attacking. The key difference is that one of the flags is a Hive where the alien Queen rests. The Hive functions as a base which can only be neutralised by eliminating the Queen but in order to do that, the Marines have to first fight their way to the Hive and then through its tight corridors packed with aliens and eggs with facehuggers before finally reaching the Queen's chamber. It might be fair to compare this part of the mode to the boarding of a Titan in the classic Titan mode. Once inside the chamber, the surviving Marines will have a choice to either try taking out the Queen to neutralise the Hive or destroying her "eggsack" (the easier target) to prevent her from spawning more eggs.

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As for the base of the attacking team, the Marines will spawn in the hangar bay of the USS Sulaco. They will be able to pick (and perhaps even customise) their kits in the Armory, board either the M577 APC or the M579, its AA variant, and use the Cheyenne dropship for a combat drop. All this is theoretically possible, we just need to finish all the assets before trying.

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We haven't been posting too much throughout this year for various reasons but we hope that you're all happy with the progress we've made nonetheless. As we have hopefully shown, there are many things currently in development which - when completed - should change the gameplay quite drastically. Let's hope that 2022 will give us enough strength to finish all these subprojects and release the Alpha build. I think you all deserve that for sticking with us for so long. Thank you for that, it truly means a lot to us!

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In the name of the whole Acheron development team I'd like to wish you guys a happy new year! May your dreams come true and your families and friends stay safe!

Third Demo News

Third Demo News

News 4 comments

There's yet another demo version of Acheron coming. This one features a couple of new items, some HUD updates and more!

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...

RSS Files
Acheron DEMO 3 [UPDATED]

Acheron DEMO 3 [UPDATED]

Demo 25 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 57)
pureevil29
pureevil29

Whats up guys!? Its been a long time since we heard from you...

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Frosty98B Creator
Frosty98B

Sorry for going dark for so long. :( Don't worry though, we have been working on the mod even during this period of silence. We know have facehuggers, a new game mode, a new vehicle and more! I'll share some of the stuff soon. ;)

Reply Good karma+2 votes
pureevil29
pureevil29

You guys should use the Project Remaster mod as a base! And be a sub mod of that! They have a great launcher and far superior graphics and stability.

As for the speed of the aliens, you can have it so that every time an alien spawns, it spawns inside an invisible vehicle. That vehicle can have increased speed and even a "limited jetpack" to simulate alien jumps etc... that would fix the "speed" issue and give you guys more flexibility. I've seen this done in BF2 mods.

You can have a mix of "Fast aliens (inside vehicles) and slow aliens (bigger models?) that spawn as regular units and don't go inside a vehicle. These "unit" aliens will have better pathfiding near buildings etc

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Frosty98B Creator
Frosty98B

Thanks to your message, Sgt_Prof offered me this option and we agreed, so thank you. I suppose you'll see Acheron as a submod of Project Remaster. ;D

I honestly wouldn't mind a solution that would have the aliens in invisible vehicles like that. The problem is it would have to look as good as when the aliens walk on foot. Could you tell me name of a mod where you've seen this work?

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pureevil29
pureevil29

It is great to hear that! The worlds of Aliens and BF2142 mix so well together!

Regarding your question, I believe it was a Chinese mod, a variant of this perhaps: Youtube.com

Its been so long I don't remember well.

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maykayman
maykayman

In my opinion, the Aliens should always be sprinting, as that derpy walk is an immersion breaker, although what we've seen are against bots and I assume It'll be far more Xeno like when players are in control. But I digress I'm very excited for this awesome looking mod.

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Frosty98B Creator
Frosty98B

I agree, the aliens should totally be sprinting or at least climbing walls. But unfortunately you can't increase the walk/sprint speed of one team only in BF2142. :/ I hope we'll at least be able to add some more indoor locations with tight spaces to compensate for the slow aliens.

Thank you for the support though and apologies for the long silence, there shall be some news soon! :))

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withgoodtastewgt
withgoodtastewgt

Nice work. I wanted someone to do this.

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SHiNiCHi337
SHiNiCHi337

Some Textures are malfunctioning and the cursor vanish when the game start
Edit: Nevermind fixed it also can you guys make the items unlockable without ranking cuz dunno why but my ranking broke and cant rank up anymore even though I play the game too much

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Frosty98B Creator
Frosty98B

Sorry for the late response. I have been thinking about such a customisation system (which has recently also appeared in the Project Remaster mod) but the customisation will likely be subject to change, so we'll see if using this offline version of it will work. Stay tuned! :)

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