Total Warfare Mod 2, A Total Conversion for Tribes 2, takes place 6 years after the events of TWM 1. The Zombie Army was almost exterminated until a new leader stepped in, the zombie major brought together his troops and re-assembled them as the Fist Of Vengeance. Now Humanity must fight back against the FoV while dealing with the mysterious and still dangerous Harbinger Clan. TWM 2 Brings back some of the classic aspects of TWM that many Tribes 2 players have greatly enjoyed, as well as adding many new game types, weapons, and much more. TWM2 leans more towards the PvP instead of PvZ, but current players already find it a great hit. TWM 2 was based directly off of Construction .70a instead of CCM which opened up many more datablocks and allowed much more in the way of advanced functionality... Current Version: 3.6
We've reached the long awaited version 2.0, and have a nice large change log for our readers.
And thanks to all who are voting for us for the mod of the year, we love the support of the community.
Downloads:
Tacticaluprising.phantomdev.net
Change Log:
*Christmas Mall 2009 Map
**Decent Sized Map, Good for close and long range battles
**Sabotage, Domination
*Domination Enhancement:
**Mappers can now name areas:
**$Domination::Flag[Num(1, 2, or 3), "Map File Name without .mis"] = "Name"; (Thanks To DoL For This)
*3 More Killstreaks:
**Plasma Harrier Airstrike: 7 Kills: Airstrike with a remaining plasma harrier
**Gunship Helicopter: 9 Kills: Call in a heavily armed helicopter
**Z-Bomb: 100 Zombie Kills: Wipe out all zombies in a flashing blast
*Killstreak Upgrades:
**Added Host Streak Settings:
***1: Current Method: 3 Streaks/Player
***2: Old Method: All Streaks Earneds if Unlocked
***3: New Method: X Streaks/Player, X Set by host.
***4: No Streaks: Simple enough...
**Chopper Gunner: Renamed to Apache Gunner
***Apache Helicopter has a more powerful chaingun than the Combat Helicopter, slower RoF, but larger splash damage
**Apache Gunner and Harbingers wrath now count to your kills.
*Opened the Non-Weapon Challenges Up
**Special Event Challenges: Challenges to do on "Special" Days.
**Killstreak Challenges: Challenges completed for using killstreak rewards
*RPG-7 Enhanced
**Now Randomly Moves While Fired
**Requires Rank 50.
*Slingshot Zombie Added (Finally), Pilots Beware
*Explosive Weapons Now Can Count To Weapon Kills
*Helljump Updates
**The Transport is now invincible (bug fix)
**Players who jump too early out will be placed back in the transport
Check in here. The mod releases after V1.2 will no longer be released on ModDB.
I now have an official website. Feel free to check it out and register on the forums: www.phantomgamesdevelopment.com
The first TWM 2 release should be out in the next few days. Details inside.
Welcome to TWM2 Everyone with our first public release. To anyone without tribes 2 out there who would like to play: go to: www.tribesnext.com and download...
The Construction Mod By Construct, Mostlikely, and JackTL For Tribes 2. Features: Many New Packs to allow players to build buildings, bases, and much...
This is the final release of the original TWM Mod Based off of CCM 3.3 By Dondelium_X.
alright now I have a problem: A lot of the time the mod won't show up and sometimes when I am on the server and we switch maps, it says I don't have it, boots me out, and I can't find the game again.
Is this only online, or can it be played with AI?
AI Capabilities are in development for the AI to use the TWM2 weapons, but most of the action is online.
Version 2.0 is out, see the news post for details.
Wait, let me get this straight, you have the ability to spawn base prefabs in game without relighting the scene through the map editor? Downright amazing.
As far as suggestions go, I suggest a sustained beam weapon as a defence turret. Think the laser pointer, but it does damage.
Plasma Railgun Turrets, In your own server with super admin type /makePRG while pointing at a turret.
Is that sort of what you mean?
1.4 is out on my website.
suggestions anyone?