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 Fourth beta released, and a sneak preview on beta 5

We released the fourth beta build on 2008-07-25; several issues were fixed. Also, Windebieste started to work on a new map.

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The following issues were addressed in beta 4:

  1. Flag spawn time interval
    The main problem with the original set-up was that if the flag was dropped in an endless fall area, you'd need to wait two minutes until it respawned. Now, if a player carrying the flag falls in one of such areas, the flag is respawned instantly. The two munutes timer is still used, for all other cases when the flag is dropped.
  2. Flag status
    The implementation in beta 3 had the flag status re-set each time one of the players respawned. This build attempts to fix this issue; the only way to verify this would be when running an online testing session.
  3. Species prefix for the runner
    A minor issue in beta 3, the runner was missing it's (A) prefix.
  4. Class change counter visible in the F1 screen
    It's self explanatory: in the F1 menu you'll see how many class changes are you allowed to make.
  5. Friendly fire fix
    With Friendly Fire set to Off, you shouldn't be able to headbite your team mate. (needs testing)

For beta 5, we have several issues ligned up:

  1. ALT-FIRE issue for several weapons
    Perhaps you've noticed this in the previous beta versions, hitting the ALT-FIRE for some of the weapons would cause the weapon to block, and the weapon chooser not to function. This is fixed for the upcomming beta.
  2. The Heavy Smartgunner
    We'll be adding a smartgunner as a second heavy weapons, to see how the game feels.

Meanwhile, Windebieste started working on a new assault map:

  


The title is "Blue Collar", and as you can see, it is set in the industrial side of a town. More details when the map is finished.

-- Herr_Alien

Post comment Comments
aengelius
aengelius - - 37 comments

Love AvP2, will be watching this mod. :)

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Herr_Alien Author
Herr_Alien - - 342 comments

Well, we have 2 free beta testing positions. If you want, you can take a closer look at the mod, by signing up to the closed beta:

Avp2fortress.co.nr

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