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The Level Designers have a very important role for our
first release as we focus on recreating the layout of
the original AO maps, along with mission objectives improved
on from the original concepts, as well as some totally
new ones. We are not attempting to make an inferior sequel,
but something to satisfy all appetites for fun-filled,
alien-infested carnage. Carnage rules in the world of
AO2, but we also hope to improve on the feeling of intense
game play with a tactical mindset. If you use all your
equipment or abilities given to you, then you will most
likely live to tell your war stories. |
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Many features are in the works, and some are planed
for future releases with the help of Monolith and the
safely-guarded source code. However, it is hard to comment
on what features will be implemented without having
the ability to do exactly what we want to do right now.
Even though we have high hopes to deliver what we want
we do not want to mislead anyone with over-speculation.
What we can say is that if we released our modification
now from the features we already have implemented, it
will change the way AvP2 is played giving it a closer
AO2 feeling. However, there are more things we can do
without the source code that we have yet to finish,
as well as reconstruct more of the original maps. You
will just have to keep coming back for news about our
progress.
Our
Programmers have already started work on a staging area.
What is staging you ask? Staging was the chat room for
AO; there you would select what mission you wanted to
enter (or server in AO2) as well as see all your friends
in the chat. You also had the ability to private message
each other, or make your own private table and invite
several people to it.
We
already have new weapons in the mod, and have tweaked
most of the current AvP2 weapons. The flame thrower
is no longer an instant kill, and the smartgun has been
adjusted to compensate for its tracking ability. The
Hacking Device and Blowtorch with cut and weld ability
is also working in the game. Balancing the weapons is
something that will be an ongoing process to keep the
game as fair as possible.
New
skins are also in the works for most all of the character
classes. The skins will obviously have to be done for
the new characters and some modified versions will have
to be done for the current characters to give them the
look we desire. With the marines having more equipment
added like helmets, microphones and so forth. Just like
the weapons we must balance the classes so each character
class is fair and that no class is the obvious choice
to pick. All classes have been changed in their speeds
to better represent what they were like in AO. With
speed changes there has also been damage and hit points
changed.
The
Single-Player portion of the mod has not recieved much
attention yet, although it is in our future plans. We
are focusing all our work on Multi-Player at the moment
and once we feel enough time has gone into that then
we could start on the SP world. We do plan on giving
a very rich story driven experience within the AO2 world.
We have some excellent writers from the old community
on the staff for when we are ready to tackle that project.
During
all our work on this mod, we are trying to have the
mindset of "what would the original designers of
AO have done given the technology?" while also
trying to think of new ways to add excitement and fun
to the game. We are passionate about our mod and seeing
it become the best it can be for you as well as ourselves.
This is what we enjoy doing and in all straight-forwardness
we wouldn't want to make something that sucks just as
much as you wouldn't want to play something that sucks
either.
Things
you can look forward to from our total conversion include
all new weapons, characters, abilities, sounds, levels,
revisited levels, objectives, chat/server screen, tournament
support and much more! You ain't seen nothing yet!
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