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[MOD] Aliens:KillingFloor

We want to promote team work over anything else. So there isn't any plans for giving recognition to kills.

In other news, Facehugger gets a make over...
2012-11-26_00001.jpg
 
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Weapon Info

Weapon Info

Some information on the current weapons in the mod.

Weapons

WY-Pitbull
sidearm3rd_Tradercopy.png
Standard issue side arm of the USCM. Came in last minute replacement. Manufactured by Weyland Yutani under contract. This particular weapon has been fitted with a laser sight to aid hip firing at fast moving targets.

USCM MK17
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Some designs never get old. This weapon has change little over the last century and remains a tried and tested back weapon of choice for the USCM.

M41A - Pulse Rifle
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100 rounds of 10mm explosive tipped caseless ammunition combined with an over and under 30mm grenade launcher make this weapon the ultimate bug stomper. Standard issue for all USCM Riflemen.

Ithaca Model 39
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Strictly non-issue this weapon is often carried in by specialists as a back up. They tend to find it handy for close encounters.

USCM Breacher
Trader_USCMKSG.png
Be it doors or bulkheads there is nothing that the Breacher can't get you into. Smart ammo and barrel rifling allow for either a tight or loose spread giving the specialist tactical options.

M56 Smartgun
SmartGun_Trader.png
The M56A2 is a 10mm general purpose automatic squad support weapon effective to 1,500 meters. The pulse-action system employs a free floating recoil dampened motorised rotating breech mechanism chambered for the 10 mm x 28 caseless round. Integrated optics allow for operation in lowlight and poor visibility conditions.

M240 'Incinerator' Flame Unit
Trader_Flamer.png
The M240 Flame Unit is a lightweight, carbine-format flamethrower designed for use in close combat at the squad and fireteam level. Using pressurized, ultra-thick napalm fuel as a base ignited by a nozzle burner, the M240 can shoot flame at targets up to 30 meters.

USCM X4
Trader_USCMM32.png
The X4 is a lightweight 40 mm six-shot revolver-type grenade launcher. Useful for saturation and crowd control. In close quarters it can be as much a threat to the user as the enemy.

UA 571-D Sentry Gun
Trader_Turret.png
The UA 571-D is a man portable automatic perimeter defence system currently deployed by the Colonial Marine Corps. Only properly trained Specialists can operate these units.

Equipment

Portable Hand Welder - Gas powered cutting torch and spot welder. Uses compressed hydrocarbon fuel contained in a refillable internal reservoir bottle. - Standard issue for all marines.

TNR Shoulder Lamp - The TNR lamp runs off a rechargeable internal battery and incorporates a carrying handle so that it may be detached and used as a hand torch. - Standard issue for all marines.

Motion Tracker - The modern motion tracker is a simple surveillance device originally designed for use by rescue and police services. Essentially, it is a high-powered ultrasound scanner that uses doppler-shift discrimination to filter out moving objects from stationary background.

K52 Medical Kit - The medical kit comes in a hold all containing a full field medics supplies that any marine can use to patch his wounds. A stimulate delivery system is also available that is capable of pumping enough drugs into a wounded marine to make him continue as if he were unharmed. Due to it's unstable nature only trained Medics are also equipped with the system.
 
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We want to promote team work over anything else. So there isn't any plans for giving recognition to kills.

In other news, Facehugger gets a make over...
2012-11-26_00001.jpg

looks like love at first sight to me...

Good to see the mesh worked. I didnt make it too yellow-ish thank god. Watch this space as Im going to render some alien classes tonight.

These are the current ones :

- FaceHugger
- QueenFaceHugger
- AlienDrone
- AlienWarrior
- AlienRunner
- RiggedAlien
- StalkerAlien
- Preatorian
- SpitterAlien
- AlienQueen

I remodelled them all last week and they look 1000% better then before. The facehugger was done last night as you can see lol. Girly bits! Girly bits everywere!
 
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Girly bits! Girly bits everywere!

lol... yeah. I wasn't going to say anything about that but since you brought it up, I want to point out something that I noticed. It seems to me that the Facehugger's "mouth" looks a little off center from the rest of the mesh and texture. Going by the photo, it seems like it should go to the right just a tiny bit more and then down about an inch. That way it is more centered with the vulva ridge and more inline with the **** opening at the bottom. But that's just me and my 2 cents. I know it's not a gameplay issue and only a matter of aesthetics, but was curious if it seemed that way to others.

As always, I anxiously await for the next update.
 
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lol... yeah. I wasn't going to say anything about that but since you brought it up, I want to point out something that I noticed. It seems to me that the Facehugger's "mouth" looks a little off center from the rest of the mesh and texture. Going by the photo, it seems like it should go to the right just a tiny bit more and then down about an inch. That way it is more centered with the vulva ridge and more inline with the **** opening at the bottom. But that's just me and my 2 cents. I know it's not a gameplay issue and only a matter of aesthetics, but was curious if it seemed that way to others.

As always, I anxiously await for the next update.

The reason it looks off centered is because the mouth moves around as it releases the alien inside you,hope that clears it up.
 
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The reason it looks off centered is because the mouth moves around as it releases the alien inside you,hope that clears it up.


Thanks for clearing that up. I haven't played this mod on the WPC servers and was unaware that the "mouth" actually moved around in-game while it was attached to the player model. Admittedly, my observation was strictly limited to just that one screenshot.

@Whisky --> I am well aware of the Aliens Facehugger and what they do. I wasn't trying to criticize merely point out what I believed at the time was just an aesthetic issue. Interesting pics you added also. I am familiar with the Giger one, but have not seen the other ones before. Have you by chance seen the Giger picture that was of the Prototype for the Queen? Not sure why they made the changes that they did, the original looked absolutely wickedly evil.
 
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To date I think that the animations in the AvP2010 game had the aliens moving right.
I dont think so. They are moving like a reptiles in this game. Too sharp motions when they need to be smooth. Its not correct.

My previous post was only the question. I am not intended to talk something about how you need to make this. Just my opinion, and yes - I dont like playing mods, I'm too accustomed to playing in modded servers with my statistics, perks and specific balance. But maybe I'll take a look at it sometimes.
 
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I dont think so. They are moving like a reptiles in this game. Too sharp motions when they need to be smooth. Its not correct.

My previous post was only the question. I am not intended to talk something about how you need to make this. Just my opinion, and yes - I dont like playing mods, I'm too accustomed to playing in modded servers with my statistics, perks and specific balance. But maybe I'll take a look at it sometimes.

Sorry I think something must have been lost in translation.

I was not implying if you don't like it don't play it. I simply outlined why the animations are the way they were. I hope that you would give it ago and enjoy it.

For me the way Aliens moved in AvP2010 was spot on, the way the flowed from surface to surface, with fluid movements. The problem is besides the game the only media that shows aliens moving was Aliens Resurrection and setting aside the backwards knee was the only piece that showed the full alien in movement. Whether or not you take that as the way it should be, I suppose is another topic for debate altogether.

@Sanguivore
That wasn't meant to sound harsh, it was more meant as a sarcastic comment. My bad.
 
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