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 We released version 1.1.2!

1.1.2 brings several fixes on two of our maps, integration with the new master server (1.5) and a new loading scree.

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If you're wondering what does the 1.1.2 version has to bring, well, the picture above already gives you a hint. But since hints are usualy not enough, here's the list of things changed:

  • Acro32 added sentries and a lobby system to his 'Crepuscular Hecatomb'. The same map also got some of it's sound FX-es ... fixed. That'swhy his map is featured on the left side of the above image.
  • Gps fixed some issues with two of the teleporters in 'Enterprise'. And yes, you've got it, his map is the one on the right.
  • We've integrated our mod with the master server patch v1.5.
  • I added one sound file that was missing; now, when grabbing the red flag, you'll hear our announcer saing "Alert! Red flag taken!".
There are two ways to reach version 1.1.2 on our mod:

DOWNLOAD v1.1.x_to_1.1.2 PATCH!

or

DOWNLOAD THE FULL VERSION INSTALLER!

Aditionaly, if you already have versions 1.1 or 1.1.1, you can also use the update mechanism.

So, grab it while it's hot, and meet us Saturday (any Saturday!) at 20:00 BST.

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