Hey, I'm Str|ke A little while ago i came up with this great idea for a HL2 modification. I was thinking with HL2's graphics, and modding possibilities it would be great for a mod that includes... Aliens. Aliens as in Xenomorphs. Fierce creatures living in a hive society with a queen. The Aliens that need living hosts, humans, to evolve. Why?: Well, first off. I'm a fan of the Alien movies and recently when playing HL2. I was thinking... Boy how scary this game could become if you changed the setting to a deserted base on an other planet with your motion trackers. Walking down dark hallways with broken pipelines steaming randomly.. "Hssssssss". It's only the pipeline.. or, is it? Your motion tracker starts beeping, nearly giving you a heartattack. You move towards the signal... 10 Meters... 7 meters.. 5 meters... 3.. 1... You stand, facing a half closed door. The signal is dead ahead. Standing still... You move to open the door.. The room is empty. It was just a paper flickering in the wind of a fan. You exhale relieved. You turn around to continue your patrol only to see the teeth of an Alien shining in the dim light. Your friends hear a burst of pulserifle rounds go off, then nothing. I think it would be a very cool idea to introduce these horrific, scary monsters to the HL2 engine. -:-:-MULTIPLAYER-:-:- ::::Team concepts:::: ::MARINES:: United States Colonial Marines (USCM) are some of the best men the human race can offer against anything. They are intelligent, well-trained and armed to their teeth. Armed with motiontrackers, infra-red vision pulserifles, flamethrowers, grenadelaunchers, handguns, smartguns, grenades and other powerful guns they make a great threat against any enemy of theirs. CLASSES: There will only be one class. Wich is your average GI, General Infantry. However, each player has the ability of becoming a commander, but fear not.. this won't be your regular NS top-down overview drop ammo\health commander. This commander will be stationed in a command post located in either a sealed room or an APC (Armoured Personell Carrier). He will be equipped with the ability to view a live video feed from his soldiers, showing health status, supplies and motion. He will also be able to see a map overview with moving symbols so he can locate the different players. Any motion the marine detects will show on the commanders map. He can then be able to see whatever the marine in the field sees and be able to guide him through waypoints and give him targets. The live video feed will help the commander in seeing what the situation is outside the APC so he can order placements of mines and\or sentry guns. The commander will receive money regularly but at a rather slow rate. However, if marines attack and\or kill aliens they will be rewarded with cash bonuses. This money he can use to purchase upgrades, such as motion trackers, new weapons, better armour, health kits, ammunition, automatic turrets and so on. He can choose a place to build the turret and a player can be assigned to pick up the turret kit outside the APC. Now the player with the turret kit can ONLY place the turret where the commander has assigned it to be set up. Once in the constructionzone, the player has to select the turret kit and press fire to plant it (Much like how the bomb is planted in cs). This of course will take a while, so be sure to guard the player building the turret. WEAPONS: --Knife-- Standard marine weapon, used in close combat or to cut through slime. Effective against Chestbursters and Facehuggers. Ammo Left click will slash, right click will stab. --Socom MK23-- Standard marine weapon, effective against weak armour and smaller Aliens. Ammo 12 round clips. --M-4A1 Pulserifle-- A very rapid firing standard issue rifle. Has two fire modes; Left click fires 10mm projectiles at a very quick rate. Right click fires a 40mm grenade, pump-action (pump then shoot). Ammo 10mm magazines with 30 rounds (can be upgraded to 95). 40mm grenades max 2 (can be upgraded to 6). --Remington 870 Shotgun-- A very powerful weapon ment for close-combat. Deals alot of damage and can also be used to damage several enemies at once. Can also be armed with slug rounds, very effective against few enemies. Slow fire rate, Pump-Action. Ammo ShotgunShells-Buckshot 4 shells (can be upgraded to 8). Left click fires, left click again pumps it. ShotgunShells-Slugs. 4 shells (upgrades and firemode same as above) --M240-A1 Flamethrower-- Yet another very effective close-range weapon. Firing a huge flameball of napalm, burning at 2000 C this is a very deadly weapon. Fires a flameball about 7 Meters in any direction, although it has very limited ammunition. Ammo Napalm cannisters wich empties when fired for a total 10 seconds. --M56 Smartgun-- Probably the deadliest marine weapon of them all. This gun is quite unique as it has a fully automated aiming device. The carrying handle (with the trigger on it) lets the gun itself rotate beneith within the marines field of view. This combined with a deadly firing-rate of 1200 rounds per minute can be quite scary. This is also the heaviest weapon of them all as it is the marine support weapon. Ammo 7.62 X 51mm. 500 rounds. Right click switches between lock-on mode and manual aiming. --Grenade-- Very high explosive device with a 5 second timer. Exellent for clearing out a place you don't wanna go to. Ammo Grenades. 0 grenades (can be upgraded to max 1 grenade). --Proximity Mine-- Small, powerful mines used for sealing off areas. They are resistant to each others's explosions. Can be placed anywhere except on slime. They detect vibration signals and detonate when the target is in a 2 meter radius. Deals alot of damage. Cannot detect small Aliens such as Facehuggers or Chestbursters. Ammo Proximity Mines. 0 Mines (Can be picked up once commander has purchased them. Max 2 mines). --Automatic Turret-- A rapid firing automated turret. Like the Smartgun, it aims after movement. It must be deployed by selecting the kit and constructing it on a specific location given by the commander. Deploy time is about 10-15 seconds. Fires quite fast and can take on several enemies without problems. Disadvantages are that it needs to be reloaded. Ammo is collected from a special box containing turret magazines. It also only rotates 180degrees. Anything attacking from behind will be untargetable. They will have animated ammo counters on them so you can keep an eye on the magazines. Ammo 7.62 X 51mm. 700 rounds (can be upgraded to 1000). Ammo Drums. 3 Drums. Each player can carry 3 drums. EQUIPMENT: --Flashlight-- Useful for lighting up things to make them easier to see. Ammo Auto recharging Batterypack. Slowly drains power from battery (can be upgraded to last longer) --Motion Tracker-- Very useful for detecting moving objects such as incoming enemies. Has a radius of 25 Meters and only covers 180 degrees. A beep will notify you each time motion is detected. The beep gets louder and louder as the object gets closer. Ammo N/A First it only detects movement in a 90 degree field. Can be upgraded to a 180 degree field. --Night Vision-- Much more effective than the flashlight and keeps a lower profile. Although viewdistance is blurred a little it still provides a detailed, full screen view of the dark spots. Unfortunately it drains the battery quite quick compared to the flashlight. If combined with the flashlight it can make seeing in the dark even easier. If you look directly into a bright light such as explosions, sparks or daylight it will create a flashbang effect whereas the player will be blinded until he removes the nightvision goggles. Big letdown is that using the nightvision disables the motion tracker. So stay alert! Ammo Auto recharging Batterypack. Drains power from the battery at a medium speed. (battery can be upgraded to last longer). --Welder(maybe)-- A player can use the welder to weld any objects such as tables, lockers, chairs, doors and other stuff together and make barricades. Welder can also be used to ovverride door operating panels for opening/closing doors. Ammo N\A ARMOR: --Light armor + helmet(Standard)-- Light armor designed to handle small projectile impacts. Protects the player's Torso and upper legs. Easy to manouver in. --Medium armor + helmet-- An upgraded version of the light armor. Can handle alot more than the light armor. Covers the same areas as the light armor too. Being heavier than the light armor you'll move slower. --Heavy armor (suit)-- This armor is the toughest and the heaviest of them all. This armor could almost handle being driven over by an APC. It covers the whole body to give the player the ultimate protection. Manouverability is very bad as the armorsuit is extremely heavy. VEHICLES: (maybe) --Exosuit-- A mechanical suit loaded with rockets, miniguns, flamethrower and lasers. This exosuit is a human tank. It has a very low speed as it walks like a human. Operator has nothing but a "roll cage" for protection and some thick armor behind him. Downside is that this thing can get flipped over. Once it's down, There's no way of getting it back up. If the exosuit is abandoned when lying down it will auto-destruct itself. Another downside is that it will take about 5 seconds to climb in/out of the exosuit. ::AL|ENS:: (Xenomorphs) The Aliens (Xenomorphs) are probably the most lethal killing-machines ever seen. They have a parasitic lifestyle and live in a hive society with a queen. They start off as an egg. These eggs carry a Facehugger. The egg hatches when a lifesign is detected within 3 meters from it. Once hatched, the facehugger will escape and try to attach itself to someone's face. If successful, the facehugger will stick on the persons face for a while and plant an Alien Embryo inside the victim. Once the task is complete, the facehugger will crawl off and die. Now the alien embryo will feed on the hosts blood and evolve. The host will wake up as if nothing had happened unknowing of the alien inside him. Once the embryo has evolved, the next gruesome stage of the lifecycle begins. The embryo (now evolved into a Chestburster) will bite it's way through the hosts chest. Once the ribs are broken, the chestburster will crawl together in a small circle, and propell itself out of the hosts chest. The host, of course, will die. The chestburster must now hide and feed on whatever is etable. Once ready, the chestburster will start evolving into an Alien Drone. This process won't take too long, but when evolving the alien is very vulnerable. Once evolved to a drone, you have 1 task. Protect and serve the hive at all costs. A Drone's task is to kill threats and collect hosts for the facehuggers. Hosts can be glued (with slime)to the walls and stored for later. The Aliens have an automatic healing ability. If damaged the alien will heal itself at a very slow rate, however, if the Alien headbites/eats victims he will heal quicker. CLASSES: --Facehugger-- (Only available in Lifecycle mode) They respawn inside eggs and have to evolve for a certain amount of time. Once finished, they can hatch whenever they want (preferably close to an enemy). Once hatched, they must find a victim to make them a host. The facehugger has to be quick as it can't handle any damage at all. Once they have a target, they need to jump onto the victims head. Then the rest of the process will begin. If the facehugger can find an Animal cage, it can crawl inside it to facehug the animal (Cat/dog). Armor = N/A Weapons = Leap\pounce (aim for a victims head) Special Abilities = Wallclimb Speed = Fast --Chestburster-- (Only available in Lifecycle mode) The Chestburster is planted into a host by the facehugger. Once planted, it needs to evolve for a certain amount of time. Once evolved, the player can choose when to "hatch" out of the host. Once begun, the host will be paralyzed in pain, incapable of doing anything. After a short time, the chestburster will fly out of the host's chest. Once outside the host, the chestburster must hide and eat. The more he eats, the quicker the chestburster will be ready to evolve. Once ready, the chestburster will slowly evolve into a full grown Alien. When evolving, the alien will sit down with his hands around his legs inable to defend himself. Armor = N/A Weapons = Bite (very little damage, deals alot of damage in vital parts such as the head) Special Abilities = N/A Speed = slow/medium --Alien Drone-- The drone is the most common alien of them all. With only two tasks: Protect the hive (queen) and serve it. Drones will preferably surprise it's victims and try to capture them for the hive. If this proves impossible, he will have to kill any intruders or enemies. It also has very dark skin wich is exellent for hiding in dark places or in the hive. The drone has a tail which it can use to stun enemies with. 1st Strike will make the victims' vision blurred and movement crippled. 2nd Strike will make the victim nearly blind. 3rd Strike will make the victims collapse unconciouss, barely alive. Once unconciouss the Alien can carry the victim to the hive and glue him to the wall/floor/ceiling. The Alien drone is also equipped with a long tounge with teeth. It can use the tounge to bite off/through peoples' heads. This counts as a one-shot-one-kill weapon and will help the Alien heal. Armor = Medium carapace Weapons = Claws(deals alot of damage), Tail(deals some damage and stuns the victims) Special Abilities = Wallclimb, headbite, Pounce (High damage, long range) and carry+glue Speed = medium/fast (runs faster when crouched : fast) --Alien Runner-- The runner is the result of a facehugged animal (cat/dog). This alien always runs on all four and is very fast. It has the same objectives as the drone, but is too small to carry a person. The tail is also less stunning, but deals more damage. color is often brown/orange and easier to detect than the regular Drone. Armor = Light/Medium carapace Weapons = Claws(deals alot of damage), Tail(deals much damage, hardly stuns). Special Abilities = Wallclimb, headbite, Pounce (High damage, short range) Speed = Fast ROYAL ALIENS: --Queen Facehugger-- (Only available in Lifecycle mode) If the queen dies, a random player will be selected to spawn as a queen facehugger. The queen facehugger has the same abilities as the regular facehugger, except it jumps alot longer. It can handle more damage than the regular facehugger aswell. You can tell it's a queen facehugger by the spikey back it has. Armor = Light Weapons = Leap\Pounce (Aim for victims head) Special Abilities = Wallclimb Speed = Fast --Queen Chestburster-- (Only available in Lifecycle mode) Hatches with legs evolved and a bigger head. This chestburster is alot faster than a regular one and can deal medium damage. Armor = Low/medium Weapons = Bite (medium damage) Special Abilities = N/A Speed = Medium --Queen Empress-- Evolves from a Queen Chestburster to the biggest, most deadly Alien of them all. This is the mother of the aliens. She has an additional 2 hands and an extremely long tail. Her task is to keep the hive running, and defend it. She can lay eggs at a rate of 1 egg per 5 seconds and a maximum of 1,5 eggs per player (if there are 10 alien players, she can lay 15 eggs). If she dies, the hive is at stake. When playing with Lifecycle mode, the first player to join the Alien team will become the queen. If a queen player disconnects, a random player will be selected immideately to take control of the queen (with same health status etc. as the player who disconnected had when he left). Armor = Very Heavy Weapons = Claws (v.high damage), headbite and tail (one hit kills, very long range) Special Abilities = High jump, egg laying. Speed = Very Fast. --Royal Guard (Praetorian)-- If a drone/runner player kills a certain amount of people without dying, he will be able to evolve into a Praetorian. The Praetorian has the same characteristic look as the queen but is only half as big. It's task is to protect the queen at all costs. Armor = Heavy Weapons = Claws (v.high damage), headbite and tail (very powerful, no stun) Special Abilities = High jump Speed = Fast ::OBJECTIVES:: Marine objectives: Seek and Destroy, Upgrade Equipment and gather specimens. Marines must cooperate in finding and destroying the Alien Infestation. Once all Aliens are eliminated, they win. The more aliens they kill, the more money the commander gets. In addition to this, they can collect eggs and some dead aliens (facehuggers and chestbursters) and drop them off by the APC so they can be sent for research. You will recieve the most money for collecting eggs, as this is the most risky job as you only find eggs close to the queen. Eggs could also contain a little surprise for the carrier. They must protect the landing beacon powersupplies so the dropship can continue to fly in reinfocements. Alien objectives: Evolve, protect the hive and kill any intruders. Aliens must evolve and protect the hive at all costs, without the queen they cannot respawn. They need to help and protect eachother when evolving and eventually attack the humans. To stop the humans from reinforcing, they need to disable all landing beacons. Landing beacon powersupplies are stationed several places throughout the map. Once the Aliens reach the Commanders Room\APC they must breach the doors to get to him. This is the marines' final stand. If they can manage to destroy the doors, they can kill the Commander. The doors can't be repaired either. When all Marines are dead and cannot respawn, the Aliens win. ::MISC:: ::Door control panels:: Can be overridden by a welder so the door will shut. Door must then be destroyed to be re-opened. This feature is useful for sealing off areas to either defend yourself or make the enemy take a detour. Takes a while to override the panel so the one welding should have a guard with him. ::Power Supplies:: If the map includes a powersupply. It can be disabled and enabled by both teams. Aliens can pull out the plugs on the generators to make certain places of the map dark. A marine must then insert the plug again to restore the power. ::Cocooned Marines:: If a marine finds another marine stuck to the wall, he can untangle the stuck marine. This process takes a while, so he should make sure someone is covering his back. But the Marine untangling the other one needs to be aware of something else aswell. If a chestburster bursts out of the stuck marine, it could kill the marine trying to untangle him. ::How things work:: ::Stunning Marines:: When an Alien Drone uses it's tail on an "unarmored" part of the marines body, he will be stunned. The stun effect increases with each strike of the tail. 1 Strike will make the marines vision blurry, much like the effect of a flashbang in CS source, just not that bright. Effect wears off after about 5 seconds. 2 Strikes will make the marines vision almost blind and slows down movement. Effect wears off after 10 seconds+. 3 Strikes will almost kill the marine and totally blind him. He will also fall to the floor unconciouss as a ragdoll. All weapons in hands are dropped. But he isn't dead so he cannot respawn. The effect will wear off after a long time, up to max 30 seconds. The cool/exciting part about being stunned like this, is that you don't know what's going on while everything is black. Maybe you'll wake up infront of an opening egg? Maybe your teammates find you lying around completely fine, until you feel something move around inside you? ::Carrying Marines:: Once the marine has been stunned and become a ragdoll an Alien Drone can press "use" on him. The marine will "weld" together with the Alien (same code/idea wich garry has used in his mod (GARRYSMOD) to "weld" things together. If the marine wakes up during the carry, he will detach from the Drone and be able to use the pistol from his holster. ::Sticking marines to walls:: When carrying a marine, the player can use either an assigned button or a "weapon" to "weld" the marine to the wall. Once welded, a model of slime will appear on the wall behind him and sortof cover him inside the model. Now he can't move or fight, only see what's going on. A facehugger can now easily attach itself without any risk of being killed. ::Proximity Mines:: Pretty much like the HL2 mines, that have small legs that attach to anything. ::Flamethrower:: Will only light organic things on fire. Aliens are very vulnerable to flames. It will make their vision blurred for a short while. Flames will bounce off walls and such too so if you spray some flames in the ventilationsystem, it might reach quite far by bouncing off the walls. Thanks for reading the above! It's just some ideas i had for a mod like this. Please give me some feedback about what you think. IF YOU WANT TO USE THIS CONCEPT FOR YOUR MOD please email or msn me on [email="email@example.com"]firstname.lastname@example.org[/email] for more information and ideas. I wrote all of this myself and it took quite a while, so please don't flame it if you've read 4 sentances .
sounds awfully similar to avp2
I felt AVP2 was missing alot of things, and the netcode in AVP2 is extremely bad. It even lags on lan games.
i think it sound really good i would download it!
I still want this to come true guys, problem is I have no experience whatsoever in webpagedesign and getting stuff ingame. I do know how to model, and I know ALOT about AL|ENs. I have good knowledge of the HL2 engine aswell. If someone would want to contribute with a website and a helping hand in modding. Contact me :) .
I think the first thing to do is contacting Fox and getting permission to do this, which I don't think will happen. We're talking about Fox here. Where do you think the expression "getting 'foxed'" came from?
Jeff is a missing boss
28th July 2002
i like the idea....but look at the Doom port those guys are making for Doom3...they are in some hot water
I don't spend enough time here
28th February 2005
S.T.A.L.K.E.R.i like the idea....but look at the Doom port those guys are making for Doom3...they are in some hot water
\ What are you talking about? I am just curious.
Jeff is a missing boss
28th July 2002
There is a mod team remaking the orginal Doom in the Doom3 engine....and they are getting a lot of heat for copyright laws and stuff
I didn't make it!
Wow this looks awsome. (Even though the mode names -Lifecycle mode- were ripped right out of AVP2 and everthing looks identical to AVP2...) I would jump aboard and help you, but I'm already working on mod. Hope you get this working! P.S. Fragger: He said mod idea, not "I'm making a mod" so your "Do not revive dead posts" post had some false info. Maybe he wanted some idea-less modder to take this up... -FoxFire