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Second Wave: An Alien Swarm Expansion
Second Wave Each Weapon has a description, as well as any stats that are necessary for the weapon. A comprehensive Alien Swarm Mod, with new campaigns, weapons, equipment, characters, and more. New Weapons! The Power Ammo Case This weapon provides a drop that refills a user's Autogun/Minigun/Chaingun/Medigun/Immunobooster/Sentry Gun ammunition.
The Immunobooster (Medic Only) Tired of pesky infections killing your squad before you can heal them? The Immunobooster injects anti-parasite medication into the target, killing infesting parasites faster than the standard medigun. However, the capacity for healing has been greatly reduced, and as opposed to the healing beam of the Medical Gun, the Immunobooster is an injection, so be careful with your shots!
M868-B Chemical Sprayer A variant of the M868 Flamethrower, the Chemical Sprayer has been outfitted with liquid nitrogen canisters to freeze the swarm instead of burning them. The spray also acts as a handy impromptu fire extinguisher as well, enabling you to douse your flaming comrades in the heat of battle.
M27 Avengers (Officer Only) Distributed to NCOs that favor closer range tactics than the Vindicator can provide, these Vindicators have been modified for dual wielding and a wider spread for close quarters combat.
Drone Launcher (Tech Marine Only) Hacking and welding can often leave your squad's Tech Marine unprotected - until now. With the Drone Launcher, your Techie can create his own personal defenses while he hacks your way through to the objective. These hovering gun turrets only last for a bit before their batteries run out though, and they will also disengage if they run out of ammunition. What's more, the signaling device can only support three drones at a time, so keep an eye on your robotic defense to make sure you complete your mission.
Mark IV RPG This high-powered explosive device is the perfect solution to any swarm issue. With a high AOE and the ability to punch through Shield Bug armor, the RPG comes special issue to the special forces. Be wary though- ammo is scarce and exceedingly hard to come by, so watch your shots so they hit their mark each time.
IAF Chaingun (Sp. Weapons Only) This mobile variant of the IAF Minigun and Autogun is a respectable alternative to the others. The gun's ammunition is smaller, dealing less damage, but also more lightweight which enables the Marine to carry more of it. The drawback is that the gun itself is smaller, making the clips themselves smaller.
New Gear! These new pieces of equipment are here to give the Marines a fighting chance against the swarm. Stasis Field Need some breathing room? Deploy a Stasis Field Generator, which expands an electrical field in a circle around itself. This field repels the swarm, but only for 20 seconds: Enough time for some reloading and healing before picking the fight back up.
Magnetized Clips These new Magnetized Clips slide right into place, reducing the time it takes to jam in a new mag and keep pumping lead (or electricity, or fire, or grenades...) into the swarm.
New Characters and Stats! Thats right: Reinforcements have arrived! A whole new squad is at your disposal. In addition to this, these characters also have access to two NEW stats.Stats Gear Bonus The Gear Bonus skill provides additional item uses to players. For every point a character has, they receive an additional Gear Use, and their squad-mates receive one for every two points they have. Status Bonus The Status Bonus skill provides greater status effects when using weapons that inflict them: Enemies stay on fire longer, stay frozen longer, stay stunned longer, ect. Characters Rex (Officer)Rex operates like clockwork - He knows the goal, and he maintains his team to achieve that goal. However, he is new to the leadership corps and has yet to earn the trust of his team, but to him that is simply another mission to him.
Hawke (Sp.Weapons) Hawke is meticulous, inspecting every round in his loadout for imperfections prior to deployment. Originally a gunsmith, he joined with the IAF to see his works in action and is extremely proud in his handiwork. He likes to see everything working the way it should: including the targets in front of him being taken down.
H.A.L. (Medic) H.A.L., or Helpful Automated Labtech, was originally designed for researching the swarm. After the lab was overrun, he was commandeered by the IAF to go into field combat. His emotionless temperament and deadpan statements often help keep his allies alive even when they're freaking out.
Glitch (Tech) Mieko Hara was the product of a glitch in the system: Her internship was the result of a computer error that awarded the coveted scholarship with the IAF's Technician Division to two different applicants, and it was clear that her skill was somewhat of an overlooked part of her. The overly optimistic and perky 23 year old may be new to Special Forces, but she fights like a veteran.
New Class: The Psyker! That's right: An entirely new class for you to play as. Psykers are imbued with potent psychic forces, either through genetic mutation or implants. In any case, this is the IAF's secret weapon against the swarm. This increases the total characters playable to 15: 5 Marines to a squad. This also means that if you're using this mod, you'll be able to create a team of five. However, all campaigns that are in this mod will still be completable with four players.Stats Resonance This statistic affects the damage dealt with Psyker weapons. Control This statistic affects the number of creatures that can be controlled by the Psyker. Each point is another creature that can be controlled. Larger creatures, such as Boomers or Shield Bugs, are immune to this effect. Characters AdamFresh from the Academy, Adam's latent abilities and exceeding proficiency with the psychic arms earned him a spot on the team. He's somewhat self-centered, often finishing other's sentences to get to the end result faster, but he keeps close to his squad-mates to ensure their mutual survival.
Eve When the IAF Marines came in, they found Eve half infested during a sweep for any survivors on her colony. The medic on the squad was able to cure her of the physical damage, but the mental scarring took it's toll. Now, she's out for revenge against the swarm for killing her family, and the all consuming hatred of the swarm fuels her pleasure for watching it collapse from within.
Craig A former Marine, Craig was a late commer to the Academy's Psyker program. His talents aren't as refined as the other Psykers', but neither is his personality. He is gruff, unkempt, and often wild: but that wild nature has saved the life of more than one soldier, and ultimately one less pair of tags he keeps with him.
Weapons All the weapons below are restricted to Psykers, but they are all valid weapons in their own right.PsyCarbine Standard issue to IAF Psykers, the PsyCarbine fires small bolts of physical psychic energy into foes. It does less damage than the weapons of a standard soldier, but it pulls ammunition directly from the Psyker's internal mental reserves, creating a seemingly neverending amount of ammunition.
Telekinetic Shotgun Firing pre-made custom shells that are amplified with the Psyker's mental energy, the shotgun deals devastating close range damage. The drawback is that the rounds die out after a certain distance as the Psyker's concentration falters, making long range combat impossible.
Control Array This weapon enables a Psyker to link their will with that of an alien, in effect making the target adopt the cause and drive of the Psyker and turning it against the swarm. To ensure that aliens of the swarm are not being smuggled by rogue Psykers, the IAF implemented a failsafe: Targets linked die after sixty seconds, their brain being fried by the electrical impulse from the connection dart. The Psyker may also terminate their targets at will while using this weapon.
Gear Psykers also have some nifty special gear only they can use. Telesthetic Plating This armor contains a non-newtonian fluid that hardens when mental energy passes through it, creating a strong barricade. However, the fluid breaks down after a number of uses and becomes inert.
Impulse Generator This beacon creates a Beta Wave pulse that messes with the alien's mind, causing it to direct it's aggression towards the source of the wave rather than the squad.
New Campaigns and Unlockables! Alright, the real meat of the mod. There are five new campaigns, each one with their own unique setting and concept.Desolate On an abandoned mining world, the swarm has both come and gone. But orbital survey's suggest that maybe the swarm left something behind that can expose a weakness in the endless onslaught and stop it once and for all.
Overgrowth The Swarm has struck again, but this time you're in position to stop it before it starts. The jungle world is teeming with life and ripe biomass for the swarm, and the trees can often hide dangerous parasites from view. Stay sharp.
Civil Service The urban landscape is in ruins now that the swarm has arrived. But intermittent signals suggest that survivors may have been successful in creating a resistance. Support them and take back this planet.
Squadron Stronghold The swarm has interrupted one of the longest running civil wars in history of humanity. Both sides have put up an armistice for the time being and have requested our aid to repel the threat so they may continue their endless deathmatch.
Space Hulk Investigate the distress signal coming from a derelict mining vessel and discover what happened to previous IAF crews sent to investigate.
Unlockables! One unique thing that we now offer you is the ability to unlock certain things. Hidden on certain maps are pickups that when collected, give you side missions, new weapons, and even the ability to play as certain characters that you may recognize. However, we're keeping these a secret for now: And if you are privy to our vault, don't go spoiling the fun!Want to help? Got skills with Hammer? Think you've got an artist's touch? Want to contribute ideas and concepts? EVERYTHING is welcome! Just go to This thread (which is on our own forumspace courtesy of Bluecat) and post an application. Credits Team Leads Korias GameMosquito Nickesty Design Team RareCarpet Kilarai Doomwaffle inerg josiahct Last edited by Korias: 07-23-2010 at 06:29 PM. |
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#2 |
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I would like to suggest a new kind of ammunition crate (I dont really know if it can be created):
HAS (Homing Ammunition Supply): An ammo crate filled with one magazine(for each player) of homing bullets,after these bullets are shot out of the magazine they automaticly home on the closest target. The fit any kind of weapon except weapons that do not use shells or bullets(flamethrower for example). All the magazine stats remain the same such as the damage and etc(depending on the weapons itself) Uses: 2 Capacity Per Magazine: Number of bullets in the magazine(depending on the weapon) X 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - And about the "Impulse Generator",I think you should a Self Destruct function. Which will make the generator explode when ever the deployer wishes and killing the aliens in an area of effect of some sort,a little smaller then the one of the damage amplifier. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - About the "Drone Launcher",I think you should reduce the max number of drones to 2 and reduce the ammount of ammo slightly,to 50 or so,since as a tech most people can hack something in less then 6 seconds,wich makes the Drones a bit too much. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - As a person that playes a lot as a medic(and a good one :P)a Syringe Gun would be great. Damage: 0 Fire: 0.5/Sec Reload: 3/Sec Capacity: 5х3 Notes: HOT (Heal Over Time) AltFire: Inject Self Health Gain: 10HP/Sec (Not sure about this) Last edited by HiddenWalrus: 07-22-2010 at 06:13 PM. |
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#3 |
![]() Join Date: Jan 2010
Reputation: 9
Posts: 270
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Great, ported the thread over.. If you don't mind, I may post some WIP screens in here later tonight. =]
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#4 |
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Looking forward for the release very much.
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#7 |
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Banned
Join Date: Jul 2010
Reputation: 37
Posts: 139
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damn already?
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#8 | |
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Quote:
Then in relation to your needle gun thing I think its a good idea but 10hp per second is to much seeing as the medi gun heals roughly 10-8hp per second maybe a bit less. I think the syringe gun would be better with probably 5hp per second with a max of 25 health roughly. |
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#9 |
![]() Join Date: Jan 2010
Reputation: 9
Posts: 270
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I think I forgot to blink for nearly 10-20 minutes.. My face hurts now.
Spore Bomb Sculpt - I'll most likely add to it a little bit later, maybe flailing tentacles. http://img.photobucket.com/albums/v6...ore_Mine01.png Edit: Why is the IMG code turned off? :< Last edited by Kilarai: 07-23-2010 at 01:07 AM. |
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#10 |
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Maybe wait for some coherent concepts and themes to appear before diving straight into modelling? Just seems that if the mod wanted to go in a different direction with the rest of the aliens it'd be wasted work.
On that note I'd be willing to help out with character/weapon modelling. But I'd wait for some concepts before proceeding. ![]() Oh, and is there a coder on board? |
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#11 | |
![]() Join Date: Jan 2010
Reputation: 9
Posts: 270
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Quote:
We know the theme, it's an expansion. Can you show example work that you've done? And yes we have coders. Last edited by Kilarai: 07-23-2010 at 08:23 AM. |
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#12 |
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When I say theme I mean more along the lines of a style for the art.
For example if I took Gigers alien, some Tyranids and Bugs from StarShipTroopers then put them all into one game, they wouldn't look right together. A well thought out plan for the art style/design is always a must. If everyone just rushed ahead you wouldn't have a mod, you'd have a compilation of individual efforts. Regarding previous work, of course. http://i89.photobucket.com/albums/k2...ris-render.jpg http://i89.photobucket.com/albums/k2...-Construct.jpg http://i89.photobucket.com/albums/k2...eba-render.jpg I'll provide more if needed.
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#13 | |
![]() Join Date: Jan 2010
Reputation: 9
Posts: 270
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Quote:
My sculpt may not look like it would specifically fit in right away, but with the right textures and materials, it'll match perfectly. As far as your work is concerned, you seem very knowledgeable and skilled in character design, you'll need to speak with Korias as to what he'd like from you and how we can fit you in. =] Edit: Just in-case this hasn't been cleared up, Second Wave is an addition to the known official content, we will be using the same aliens, but we'll be adding in quite a bit of our own as well to expand on the characteristics of the Alien race. So for instance, that Spore Bomb is technically another form of the Egg, it looks a bit younger/is smaller and wanders/speed seeks.. But it does not spew Infection, it just explodes. Any additional aliens we'll be adding will be created to fit the known universe. As for the characters, we WILL be re-skinning and possibly remodeling them, I will absolutely be remodeling the female version to look more feminine. Last edited by Kilarai: 07-23-2010 at 10:14 AM. |
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#14 |
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I'm looking forward to everything here... except the Psyker. It seems so out of place in this game. But hey, if you do it right, maybe it'll be a fun addition.
I'm guessing your main inspiration for the Psyker is Mass Effect 2? |
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#15 |
![]() Join Date: Jan 2010
Reputation: 9
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Sorry if I'm not pushing out content as quickly as I can, currently I'm working 12 hour shifts for the week, so I get about an hour to do a model a night.
Tomorrow is my last day for my work-week however, will boost into gear afterward. =] I'm not the only guy spewing out content either, so you guys should get a few presents soon. ^^ |
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