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

Post news Report RSS A big "thank you" for our testers

Beta 5 was tested by our testing team. The bugs they found helped us to refine CTF, so, thank you!

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I'll keep this brief, to the e-mail I sent them:
Hi guys,

I have very strong reasons to belive I found the source of all the crashes last night. A new beta will be uploaded Sunday morning (08:00 GMT), but there's no scheduled test for it, yet. Most likely I'll set up a server Sunday evening, for 30 minutes of CTF.

I want to thank you guys for showing up, you opened my eyes on some of the remaining errors in the CTF game mechanics. For example, here's a case I forgot to cover for CTF gameplay: let's say a player (Boobicus Maximus ;)) manages to take the enemy flag, then he decides to leave the server. In all beta versions up to the upcomming beta 6, the flag would have beed permanently lost. The game would be ruined.
Thanks to your input however, this case is now covered: when leaving a server, the flag will simply be dropped in the place where the player was last seen.

So, again, thank you.

Herr_Alien

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