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Features



12 characters, 9 classes, 2 teams

You can play using one of the existing 13 characters, from the available 9 classes. Play as a red team member or as a blue team member. Don't go Rambo however: a single sniper shot can take down even the heavy synthetic unit.


Gameplay

Assault
In assault mode, the red team has to defend a certain objective inside the map, while the blue team has to destroy that item. The defending team earns points for each minute the objective is kept "alive". The attacking team scores points only if they destroy the objective. No points are gained by killing opponents. The condition to win for the defending team is to keep the objective "alive". The attacking team wins by destroying the objective.

War
In war mode, each of the teams has to defend a certain objective inside the map, while the trying to destroy the item protected by the other team. The condition to win is to destroy the enemy team's guarded objective.

Capture The Flag
AvP2 Team Fortress will keep this game mode unchanged: your goal is to infiltrate the enemy base, steal their flag and return with it to your base. Touching your own flag while carrying the enemy flag will gie you a point. After each time you score, the enemy flag respawns in their base.

One Flag CTF
This game mode is a bit more special: a neutral (yellow) flag is spawned in the middle of the map. Your job is to take that flag, then infiltrate the enemy base. You get a point if you manage to touch your own flag (yes, your flag is now in the enemy base!) while carrying the yellow flag.

Domination
The goal of the game is to maintain control over certaint areas of a map (domination point). For each 20 seconds a team controls an area, a point is awarded.


Special Abilities

The special abilities are features that have a major impact on game play, making the classes that have them needed to complete the objective. Several abilities should be considered:
- dropping health supplies
- dropping ammo supplies
- dropping armor/energy pickups
- placing sentry guns

Dropping health pick-ups
This ability is characteristic to the medic class. This ability could be implemented as a weapon placed in slot 10. When hitting the fire button, a special health pickup is thrown to the ground. ALT-FIRE can eventually cycle through several types of health pick-ups (one type for healing predators, one for humans and one for alien players) if needed. At most 5 special health pick-ups can be dropped, depleting the ammo pool (Medic_Energy). The only way a medic can replenish this ammo pool is from the base, by picking up a regular (or specially implemented) pickup. For example, the regular health pickup can be converted to this purpose.

Dropping ammo packs
The class designated for re-supplying soldiers on the battlefield is the engineer. Since the pick-up system implemented in AvP2 treats predators and human players differently, the weapon that implements this will need to cycle the type of pick-ups (ammo boxes) dropped to the ground, using the ALT-FIRE button. As with the medic, only 5 ammo boxes can be dropped before a special ammo pool (Engineer_Energy) is depleted. To recharge it, an engineer must return to base and pick up a special item.

Dropping armor or energy pick-ups
Currently there is no class designated to use this ability; as with the first two, ALT-FIRE will cycle between an armor pickup and an energy pickup. At most 5 pickups can be dropped before a third special ammo pool is depleted. Again, to fill this ammo pool, the player must return to base.

Placing sentry guns
This attribute is specific to engineers. An engineer can pick up a sentry gun (thus incrementing another special ammo pool – it could also be the same as the one used for dropping ammo packs) and place it at any place wanted. The sentry gun will have the following characteristics:
- it will be oriented towards the point the engineer was facing when placing the turret
- it will have a detection range of 768 DEdit units, making it good for choke points, but not the best defense for long range
- it will have a scan angle of 270 degrees (135 degrees to left, 135 degrees to right) in horizontal plane, and 90 degrees on a vertical plane (45 degrees down, 45 degrees up)
- it will attack only enemy players
- it cannot detect cloaked predators.
An engineer can carry/drop only one sentry gun.

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