Aliens vs. Marines - AVM

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Re: A.v.M. Aliens vs. Marines "Aliens Online Redux"

Postby Tragos » Sat Nov 06, 2010 2:37 pm

It's been awhile. Thought I'd post new screens finally. Feedback needed. Opengl is now a requirement for AvM and will be released first for Skulltag.
Last edited by Tragos on Tue Nov 09, 2010 1:06 pm, edited 1 time in total.
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Re: A.v.M. Aliens vs. Marines "Aliens Online Redux"

Postby SamVision » Sat Nov 06, 2010 2:48 pm

Well... it looks good but kind of bland :| the ogl effects are always awesome though. I dunno keep working on it.
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Re: A.v.M. Aliens vs. Marines "Aliens Online Redux"

Postby Snow Fox » Sat Nov 06, 2010 7:12 pm

Looks...creepy, i can't wait to blast aliens to pieces in long, dark corridors :P
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Re: A.v.M. Aliens vs. Marines "Aliens Online Redux"

Postby Shadelight » Sun Nov 07, 2010 12:04 am

SamVision wrote:Well... it looks good but kind of bland :|

I agree. I also have no idea where those lights are coming from, it looks really odd.
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Re: A.v.M. Aliens vs. Marines "Aliens Online Redux"

Postby Tragos » Sun Nov 07, 2010 2:34 pm

I forgot to note as in other threads that the texture quality is reduced 50% from the final versions. Where just checking placement and everything right now. The lights will have the proper decoration eventually don't worry. This is all work in progress. The maps will also make extensive use of 3d floors. Anyone know of a good way to stop slopes from stretching a texture?
Last edited by Tragos on Tue Nov 09, 2010 1:06 pm, edited 1 time in total.
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Re: A.v.M. Aliens vs. Marines "Aliens Online Redux"

Postby NeuralStunner » Sun Nov 07, 2010 3:12 pm

Tragos wrote:Anyone know of a good way to stop slopes from stretching a texture?
If you're using UDMF, scale it down in the relevant directions until it looks right.
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Re: A.v.M. Aliens vs. Marines "Aliens Online Redux"

Postby Trooper 077 » Sun Nov 07, 2010 9:04 pm

Some questions,

1.Will the aliens be fast?
2.Will they crawl on the roof (Can that even be done?)
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Re: A.v.M. Aliens vs. Marines "Aliens Online Redux"

Postby Tragos » Sun Nov 07, 2010 9:30 pm

NPC Aliens may be able to run on the ceiling, this project makes extensive use of 3d Floors. So expect danger from above, below and all sides. :D I'm not sure if a player controlled Alien could do the same, but if it can be done I will surely try to make it so! The Aliens will be very quick, about the speed of a Cheetah. This is project will play very similar to the original Aliens Online.
Last edited by Tragos on Tue Nov 09, 2010 1:06 pm, edited 1 time in total.
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Re: A.v.M. Aliens vs. Marines "Aliens Online Redux"

Postby Ethril » Mon Nov 08, 2010 5:42 am

Tragos wrote:The Aliens will be very quick, about the speed of a Cheetah.


Nobody's going to want to play as something that only moves half as fast as Doomguy, though. :P
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Re: A.v.M. Aliens vs. Marines "Aliens Online Redux"

Postby cq75 » Mon Nov 08, 2010 7:44 am

I like the older screenshots better, but I really like where this mod is going in general. Is there a release yet?
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Re: A.v.M. Aliens vs. Marines "Aliens Online Redux"

Postby Tragos » Mon Nov 08, 2010 8:50 am

Ethril wrote:
Tragos wrote:The Aliens will be very quick, about the speed of a Cheetah.

Nobody's going to want to play as something that only moves half as fast as Doomguy, though. :P


Colonial Marines are not on mega meth like the Doomguy is.... :) A more realistic running/walking speed with be used. The Dropship will be fast though. 8-)


cq75 wrote:I like the older screenshots better, but I really like where this mod is going in general. Is there a release yet?

The older screens made use of modified textures from Aliens Online, and ripped video footage. My hope is to make the graphics photo-realistic in the final release. Many of the new textures will feature some of the original AO textures blended into a variety of new ones. Me and Deimos are taking our time to craft this right, things are moving steadily along but their is no set release date yet.
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Re: A.v.M. Aliens vs. Marines "Aliens Online Redux"

Postby Ethril » Mon Nov 08, 2010 10:17 am

Tragos wrote:
Ethril wrote:Nobody's going to want to play as something that only moves half as fast as Doomguy, though. :P


Colonial Marines are not on mega meth like the Doomguy is.... :) A more realistic running/walking speed with be used. The Dropship will be fast though. 8-)


No, the ALIENS. I was talking about the ALIENS. :P

Anyway, that's cool, as long as you don't go down to All Out War speeds... (SO. FREAKING. SLOW.)
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Re: A.v.M. Aliens vs. Marines "Aliens Online Redux"

Postby DOOMERO-21 » Mon Nov 08, 2010 10:34 am

nice shots, this mod will contain a radar?
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Re: A.v.M. Aliens vs. Marines "Aliens Online Redux"

Postby Tragos » Mon Nov 08, 2010 3:16 pm

DOOMERO-21 wrote:nice shots, this mod will contain a radar?


Yes, the USCM will have a motion sensor. I'm working on several different ways to do it, the Aliens will also have a radar of sorts to simulate the hive awareness of the Aliens.
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Re: A.v.M. Aliens vs. Marines "Aliens Online Redux"

Postby DOOMERO-21 » Sat Nov 13, 2010 3:12 pm

Tragos wrote:
DOOMERO-21 wrote:nice shots, this mod will contain a radar?


Yes, the USCM will have a motion sensor. I'm working on several different ways to do it, the Aliens will also have a radar of sorts to simulate the hive awareness of the Aliens.


yeah i know i guess, is not easy create the script for the sensor ....
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