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nephilim

Us colonial marines

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Here's the working link (you made a mistake in the linking):

SR-71 Page

wink_o.gif

Oh, thanks, I fixed my own link now...

But it still doesn't work. Either the site is down or then it's something wrong with my PC.

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Well, I got some stuff from Neph, so I'll start texturing, and hopefully she can show off some more stuff....

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Do this mod have a website?  smile_o.gif

@ neph ...... *quietly whispers in ear* pssssssttt ..... do'nt worry about a web site .... spend the time on this mod biggrin_o.gif lol

<span style='font-size:8pt;line-height:100%'>Dam! Its gunna be SO cool playin with this mod ....</span>

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No, we don't but if anyone wants to make one, well, I will give you bar of candy!!! tounge_o.gif but no all updates should be posted here so don't worry.

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Just wanted to say...

This mod is looking fantastic,this will indeed be one of the best mods for this game,don't rush with it,take your time...and,

Would it be difficult to make a Colonial Marine soldier with a deployable robot sentry gun that has it's own AI imbedded in it?kind of like an M2 gun with a soldier that can't get out

don't stop this mod...it's looking great

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no its not difficult

ull even be able to carry the sentries in special cases as soldiers

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good work on the mod so far, i was just wondering, will the dropship/apc have custom pics in the bar at the bottom, cos the screenshots released so far dont, and many people just forget to add them.

thx in advance!

Supadan

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im thinking should agree with kyle that sounded somewhat rude to these ppl who are making this for your enjoyment so no rude comments would be appreciated

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I think friendlyfire is like 5 so i wouldnt be to hard on him. tounge_o.gif

Any chance of seeing some updated pics of the marines? smile_o.gif

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Quote[/b] ]bet they wont be automated though

crazy_o.gif you cant automate the pics in the unit bar, you can make them look different, but no moving or shit like that crazy_o.gif

Wildo

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Hes talking about the sentry guns (I think) but still friendly fire just take my advice and shut up for once.

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hey calm down before this thread gets closed...

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Some ideas for a classic ALIENS campaign / missionpack some guy posted on the AVPnews forum.

Maybe can't be done in OpF directly, but can still give ideas.

Quote[/b] ]

Level 1A

Hicks (Pistol, Pulse Rifle)

Secure main colony.

Following the vein of the first AvP2 levels, there will be no encounters. The distant wind, dripping water and general eerie ambience would be here though, along with the hamsters that'll set off your tracker.

Level 1B

Hudson (Pistol, Pulse Rifle)

Locate and activate CPU.

Much like the last level. More focused purpose though, plenty of journeys to different sub-levels by yourself to hack different terminals in dark places.

Level 1C

Ripley (None)

Locate survivors (Newt).

A no weapon level - you simply must keep Newt's signal on your tracker as she scurries under the floor/through vents 'til you have her cornered.

Level 2A

Hicks (Pistol, Shotgun, Pulse Rifle)

Locate colonists in Atmosphere Processor.

Navigate through the (extremely complex) hive with the aid of the fabled red dot on your tracker. Unlike the film, there'd be a few threats to deal with en route in the form of facehuggers, a few chestbursters and a couple of Aliens.

Level 2B

Vasquez (Smartgun)

Escape to APC/provide cover for escaping marines.

The shit hits the fan. First part of the level would have a swarm of Aliens offing most of your team in a cut-scene before leaving only you, Drake, Hicks and Hudson. Keep up with your team-mates whilst keeping any pursuing Aliens off their back. This would be the only level in the game where you have the Smartgun at your disposal.

Level 3B

Hicks (APC Cannons)

Defend APC until your escape.

Not sure if it would be at all possible to implement this sort of level into AvP2, but it would put you in control of Hicks manipulating the APC's cannons. It'd be a pretty short level and not particularly hard, just a moving shooting gallery.

Level 3A

Vasquez (Pistol, Pulse Rifle, Flamethrower)

Escort party back to Operations.

Picking up after the drop-ship crash, escort the group (including the wounded Gorman who'll slow you down) back to the main colony complex.

Level 3B

Hudson (Pistol, Pulse Rifle)

Setup perimeter defenses.

Make haste sealing doors/setting up sentry guns within a certain time limit between each approach point. If you're too slow, you'll have to deal with a few Aliens entering the perimeter and must hunt down and eliminate them before they kill any of your party members.

Level 4A

Bishop (Pistol)

Locate uplink assembly.

A lonely level, picks up after Bishop emerges from the pipe. You're armed only with a pistol with 2 clips. Any Aliens you come across generally ignore you if you crouch and walk. They'll still attack if you get too close though.

Level 4B

Hicks (Sentry Guns)

Defend perimeter.

As opposed to the automated guns from the film, you'd be put in control of one of the sentries where the assault is most intense. Blast the Aliens that are advancing on your position from two angles.

Level 5A

Ripley/Hudson (None/Pistol, Pulse Rifle)

Escape Medlab.

Another short filler-type level. Attempt to break the window to no avail before searching the room for a lighter to turn on the fire alarm - the location would change each time. There'd be countless drawers/openable hatches you'd need to check before the time limit is up and two facehuggers are spawned in the room. If you're really unlucky, you'll open a hatch to have a hugger jump out at you. Once everyone arrives to help, you assume control of Hudson who must kill both huggers before they manage to get ahold of anyone.

Level 5B

Hudson (Pistol, Pulse Rifle)

Capture Burke.

Burke the rat has panicked and armed himself with a shotgun. Similar to Level 1C, except you're getting shot at - since realism as far as damage from firearms go when humans are concerned, he can often kill you in one or two hits, so you'd have to tread carefully and be ready to take cover. Pursue him through the corridors avoiding his fire before you have him cornered. You've been ordered not to kill him however, so it's game over if you get annoyed and shoot him.

Level 6A

Hicks (Pistol, Shotgun, Pulse Rifle)

Defend Operations.

Probably the most exciting level - holed up in a corner of Operations with Hudson (who dies approximately halfway through the level) and Vasquez, blow the shit out of all the Aliens that are crashing through the ceiling/emerging from the floor. On Vasquez' cue, flee down the corridor to Medlab and torch the lock open.

Level 6B

Vasquez (Pistol, Pulse Rifle, Flamethrower)

Escape Operations.

The vent level. More running backwards, blasting any pursuing Aliens. You'll need to keep track of which way everyone's going though and there'll be plenty of junctions/vertical shafts to keep an eye on. The cinematic of her and Gorman dying would be activated once a certain point is reached.

Level 6C

Hicks (Pistol, Shotgun, Pulse Rifle)

Locate Newt/Escape to dropship.

Navigate through the now compromised complex to find Newt. Once found, she'd be snatched whilst you're torching through the grate - after which you need to haul ass to the elevator.

Level 7A

Ripley (Pulse Rifle/Flamethrower combo)

Descend to hive/Locate Newt.

Armed with a modded pulse rifle/flamethrower, navigate through the hive once more (from a different approach than last time) and find Newt. You'd be allocated 8 flares that when activated last 'til the end of the 'episode' - placing them wisely is essential to finding your way out.

Level 7B

Ripley (Pulse Rifle/Flamethrower combo)

Destroy egg chamber/Escape to dropship.

Go trigger happy on all the eggs you can find until a certain quota is reached, then flee back the way you came to the main elevators.

Level 8

Ripley (None)

Rescue Newt/Kill the Queen.

'Course, a powerloader mod is a bit of a far stretch, so this level would be similar to the last level of AvPGE. Except you have no weapons and must manipulate various controls from other rooms to finally eject the Queen from the hangar. First though, you'd have to find an alternate way into the underflooring and escort Newt to safety.

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sorry dr.

but we cant do this

or else we get probs with fox...

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)rStrangelove @ Mar. 01 2005,16:12)]Maybe can't be done in OpF directly, but can still give ideas.

I know that of course. IDEAS is what i was aiming for.

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Well, as far as mission design, if I could work a tutorial on the ds, then there would be no problem.

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Hey, this post will be a year old tommorow!

btw. Neph, you rock and i love you for making these aliens and marines.

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Well I came up with a mission idea, but it's pretty poor, so let me know what you think

Starting in the Dropship throttling down form some immense height, you arrive at your LZ... which you promptly secure with sentry guns (You cannot allow this area to be overrun) taking the APC, you have to get to a building (either a bunker or colony complex) and retrieve some information.. then fight their way back to the LZ and escape. Obviously it doesn't go to plan, the APC breaks down and you've got to tab the last 2k on foot.Then a quick hop into the Dropship and home for tea and buscuits!

What ya'll think?

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