Aliens themed mod for Battlefield 2142

Started by Frosty98B, Jun 15, 2017, 09:22:48 AM

Author
Aliens themed mod for Battlefield 2142 (Read 30,879 times)

Corporal Hicks

Oh man, that would be so freaking cool!

Frosty98B

Frosty98B

#211
Dear Marines,
this is a summary of all the progress we've made with Acheron in 2021, taken from the mod's ModDB page. I was a bit more active on the AVPGalaxy forums than on ModDB throughout the last year, so I have posted some of the things below in this thread already but there should still be stuff you haven't seen yet.

WEAPONS
COMPLETE OVERHAUL
The most notable changes that made it into the mod already concern the handheld weapons. They've been through lots of changes which resulted in improved recoil, deviation and damage of the projectiles.



If you expected some visual improvements though, you won't be disappointed! We've collected a couple great-looking animations for our weapons, too! We thank for most of those to Develop013 (who has just recently returned to the modding scene!) but also to EnemySniper and Chuc.

HUD OVERHAUL
As you might have noticed on the images above, the HUD has been toned down quite a bit. Many of its elements have been reserved for specific gadgets or situations (such as ammo counter for the pulse rifle, minimap for the motion tracker or lifeline for the medical hub/when standing close to a medic).



And since the crosshair is now gone, the player can now turn on an IR helmet sight by using the 'Q' comm rose. The same method was used to rework the Smartgun eyepiece.



NEW GADGETS AND MECHANICS
M42A 20X Scope and Deployable Bipod
We've also done some improvements to some of the weapon/gadget models. As you may have seen the M42A has received a proper 20X ballistic scope and I can tell you that scoring a headshot to an alien from 300 metres has never felt more satisfying! Moreover, the sniper rifle can now be shot with the bipod folded or deployed.



M240 Wetshot
M42A isn't the only primary weapon with two modes of fire (folded/deployed bipod). Another such weapon is the M240 flamethower which is now capable of firing in a so-called "wetshot" mode, when the nozzle burner is switched off and the operator can spray the target with a stream of liquid fuel which can then be ignited (even by using a sidearm!).

https://youtu.be/pqTpNC6Qs4w

More Grenade Launcher Shells!
For the fans of the grenade launcher, we have some good news! All the grenades (except for the M40 HE grenade) are now used exclusively as grenade launcher shells (as originally intended) and we finally have all seven of them - the latest addition being the M230 Baton round (black cap). Although rarely issued to Colonial Marines, this low-velocity projectile can be shot directly at the target or bounced off of surfaces.



We also have to mention the M72A1 Starshell round (white cap) which can provide illumination over a dark battlefield!



Improved Ammo/Medical Hub
It was no secret that the ammo/medical hub models needed some quality improvements. Well, now they not only have a new handheld model but both of them also received a unique stationary model (the textures could still use some more work).



Used Magazines
With each reload, the player now drops the (empty) magazine on the ground!



Legendary Kits
The legendary pickup kits also finally found their way into the mod! You can now find kits of Cpl. Hicks, PFC. Vasquez and PFC. Hudson on each map. Each kit contains one legendary weapon, unique to the character that it belongs to.



Free hugs!
That's right, a facehugger! It lacks textures and most of all it lacks an egg to be launched from but we'll get there eventually.



VEHICLES
APC OVERHAUL (work in progress)
The APC has received a lot of attention from us lately. New LODs for better optimisation, new collision meshes for better interaction, new interior model - you name it! It still needs some retexturing but we've finally completed the model of the rear compartment for passengers. The driver's compartment is the next item on the list!




And once again, the removal of certain HUD elements meant we had to incorporate them into the vehicle screen itself. We've taken inspiration from the sentry gun screens from the movie!



DROPSHIP (work in progress)
There's not much to say about the Cheyenne other than that it is being worked on. You've already seen the picture but here it is anyway!



MAPS
BRACKEN'S WORLD (work in progress)
There's no doubt that the mod could really use some new maps but at the same time, they're arguably the most time-consuming feature when it comes to their development. Of course, that hasn't stopped us from at least trying - you might remember our good old friend 'Bracken's World' from a screenshot I shared ages ago. It is a kelp-farming colony from one of the Aliens: Colonial Marines comics.



Although being far from finished, it has turned from a vast empty field of kelp into a strange surface covered with a futuristic mega-structure. The outpost (once finished) should hide an alien hive for a new game mode (please, keep reading for more details on that).



GAME MODES
CONQUEST: HIVE ASSAULT
We've spent some time trying to come up with a unique "aliens" twist on Battlefield's classic Conquest mode and this is what we've come up with. Conquest: Hive Assault is essentially your standard Conquest: Assault mode with the Marines attacking. The key difference is that one of the flags is a Hive where the alien Queen rests. The Hive functions as a base which can only be neutralised by eliminating the Queen but in order to do that, the Marines have to first fight their way to the Hive and then through its tight corridors packed with aliens and eggs with facehuggers before finally reaching the Queen's chamber. It might be fair to compare this part of the mode to the boarding of a Titan in the classic Titan mode. Once inside the chamber, the surviving Marines will have a choice to either try taking out the Queen to neutralise the Hive or destroying her "eggsack" (the easier target) to prevent her from spawning more eggs.



As for the base of the attacking team, the Marines will spawn in the hangar bay of the USS Sulaco. They will be able to pick (and perhaps even customise) their kits in the Armory, board either the M577 APC or the M579, its AA variant, and use the Cheyenne dropship for a combat drop. All this is theoretically possible, we just need to finish all the assets before trying.




There are talks about making the mod standalone, so that players wouldn't need BF2142 in order to play it. It is something that we might actually be able to pull off, so who knows, maybe 2022 will be a year of better accessibility of Acheron. Either way, there are many parts of the mod that might be finished during this year, so there is a real chance that the Alpha build will see the light of day! :)


I would like to thank you guys for all the kind words and support you've shown us in 2021. It is often the only thing that gives me the strength and motivation to keep working on the mod. And (perhaps with a slight delay) I would like to wish you all a happy new year! May this one finally bring all the good stuff that the past two years have failed to! ;)

Still Collating...

Thank you for continuing to work on this mod. I can't wait for the first version to be released! I certainly would appreciate if it was a standalone release. Love the work you've been showing, I just adore the dedication of some fans! In the only video I saw of the aliens, they are quite slow. IMO they need to be a lot faster, but for balance sakes, they can have less HP. And will the team be working on adding animations to the alien models or will it stay as it is? (I know that character animation is one of the hardest things so I'm not expecting it, just asking)

Frosty98B

Quote from: Still Collating... on Jan 01, 2022, 04:32:53 PM
Thank you for continuing to work on this mod. I can't wait for the first version to be released! I certainly would appreciate if it was a standalone release. Love the work you've been showing, I just adore the dedication of some fans! In the only video I saw of the aliens, they are quite slow. IMO they need to be a lot faster, but for balance sakes, they can have less HP. And will the team be working on adding animations to the alien models or will it stay as it is? (I know that character animation is one of the hardest things so I'm not expecting it, just asking)
Thank you! :) I'll do my best to explore the possibility of a standalone release. As for the aliens - this issue has been brought up several times and you are right, they are quite slow. The problem is that the AI of BF2142 was made for shooting guns and moving from one CP to another. The bots are capable of sprinting but only in very specific situations such as running away from a grenade, moving out of the way of a vehicle etc. That's why I'm afraid their behaviour can't be altered too drastically. To make up for this, I'd like to make maps with tight areas and very few open spaces. The good thing is that once the bots get close enough to you, they'll lock onto you and won't stop sprinting/chasing you until they get you (you can still get lucky and use the environment to shake them off). Darker spaces with low visibility can also help a lot, so a proper map design will be a key factor here.
Good question about the animations. Although I never tried, I do believe that it should be possible to make a new skeleton with a tail to allow for more realistic movement and perhaps even tail attacks. Unfortunately, I don't think any modder of a Battlefield game has ever tried such a thing. I'd also like to make proper attack animations for the aliens eventually but it is important to mention that there are currently two people left in our team, of which I'm the only one actively working on the mod, so I'm afraid I can't really promise anything. :(

Still Collating...

I understand, thanks for the detailed explanation. Have you considered getting inspiration from the new Free League Alien RPG and making different factions like the UPP for a vs mode?

Corporal Hicks

I'm glad to see you're still working on this, Frosty! Your dedication and the work continues to impress.

Frosty98B

Quote from: Still Collating... on Jan 03, 2022, 05:22:26 PM
I understand, thanks for the detailed explanation. Have you considered getting inspiration from the new Free League Alien RPG and making different factions like the UPP for a vs mode?
I'm sorry for the late reply, I just returned home from hospital a couple days ago. I'm not too familiar with the Free League RPG but if I'm not mistaken, the UPP is essentially a 22nd century union of the cold war communist countries? If so, then it sounds really cool and I'm definitely not opposed to the idea. That makes me wonder, how much are we told about the UPP in the Alien RPG?
I've also been thinking about having a mode where two marine factions fight each other in what would essentially be a military exercise. That way we could have symmetrical warfare with all the good stuff (tank battles, Cheyenne dogfights, etc.) despite only having one human team (at least until a new human faction like the UPP could be added).

Quote from: Corporal Hicks on Jan 05, 2022, 09:16:57 AM
I'm glad to see you're still working on this, Frosty! Your dedication and the work continues to impress.
Cheers, I'm hoping to bring you some big vehicle news soon! ;)

luckymerc

Wow, this is looking really good so far. I'm looking forward to trying it out once ready. Keep up the good work  ;D

Frosty98B

Frosty98B

#218
Rifleman kit customization HUD concept for weapon crates (or lockers on maps with Sulaco).

The heart icon represents resuscitation (working the same way as defibrillators in Battlefield games). Sorry about the low resolution of some of the icons, this was just a quick concept I made in a couple hours to demonstrate how the customisation might work.

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