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
We're organizing a CTF tournament. The competition starts Saturday, 2010-03-20. The winners get a copy of IG Warlord.
1.1.2 brings several fixes on two of our maps, integration with the new master server (1.5) and a new loading scree.
The third and last part of our series of articles, covering mod launchers and update agents.
Continuing with our launcher & update module, the second part brings the finished product. And yes, there is also a third part in the works.
Christmass is comming, and to celebrate it in it's true spirit, we're going to give all of you modders out there a gift!
The update consists in a corrected mod launcher. The compatibility is preserved with version 1.1
We follow up on the test of 2009-10-16. As usual, a podcast, a video file and what's left to be done.
In this podcast we talk about Assault, checkpoints and Hostile Appetite, a new SP map from Windebieste.
We've added a hints system, to help ease the learning curve. We're displaying from general hints, to class specific hints.
We had a little test Saturday, and we'd like to share our findings with you.
We're doing a skinning contest, to change our medic class. The prize consists in serial numbers for Iron Grip: Warlord!
We finally get a good netcode, that ends up triggering a need for re-ballancing characters and weapons. And we have a weirder piece of audio just for...
In this podcast we talk about the lobbies made for two of our maps. We also discuss Windebieste's upcomming map.
We had a second test, using basically the same netcode. The article follows up on that test.
That means one thing only: we're getting very close to finish the much awaited netcode improvements!
We got the entity interpolation right, only to find bugs in the hit validation part.
We finally had a go with a new netcode. While hit detection was stamped and approved as OK, lerping (entity interpolation) was not.
After we had the test session Saturday evening, we once again had a Skype discussion about the mod.
We implemented the simple triggers and they turned out to be a success, and I get to make a bet ...
The last two weeks added several features that caused AvP2 Team Fortress to take a leap forward.
Team volumes and spy hacking sentries, they both rely on two new damage types. We also define a TODO list.
For this beta, we introduced a new feature, one that we expected to both enforce better teamwork AND cause some grief: delayed spawning.
The Modcast is back for another week of news, features and releases for you all to enjoy. In this weeks episode Brian is back as well as the new face...
This week we continued changing weapon and character settings in order to acheive a better balance. We also created a news feed for our site.
Since last week was quite busy, there was no time to spply a new beta version for yesterday's game session. Instead, we took the opportunity to just play...
From the original game modes, we decided to keep the Evac. This rises the count of the mod's game modes to 6.
We tested the Domination game mode this weekend. Guess what: domination is a keeper!
Ok, we did more than several tweaks. This resulted in one of the best test session from AvP2TF history.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.