• Alien Swarm: Source Megathread v2 - what's in these eggs OH GOD
    913 replies, posted
On the discussion on the unused aliens and content. I think its kinda like tf2 where they were going for a much darker atmosphere and aliens prior but then made it a tad bit more lighter and less scarier (for me at least) than l4d type lighting and style. With the change they needed to change the alien concepts too. This is just my theory.
lol this is not help
[QUOTE=-TRASE-;23522048]Only stupid would be surprised by this.[/QUOTE] I'm glad my discovery was so surprising for you.
[QUOTE=awesomslayer20;23522444]lol this is not help[/QUOTE] With that attitude you're not gonna get any help. Try making yourself look friendlier and not demanding or acting like a stereotypical child over the internet.
Not like they did not announce Ep3 yet. They just have not given the release date yet. We know it exist, but they are just not done making it.
[QUOTE=Xionasis;23522029]"It isn't possible in a source game, but here is an example of it being done." Sorry, I had to point that out.[/QUOTE] It's possible to tell hammer to make the floors invisible client side.
[QUOTE=C4rnage;23519682]i am surprised there isnt a achievement_farm_exp map yet[/QUOTE] It needs to be whitelisted far as we can tell
Wait, there's a alien swarm wiki? where?
[QUOTE=hogofwar;23522815]Wait, there's a alien swarm wiki? where?[/QUOTE] [url]http://developer.valvesoftware.com/wiki/Alien_Swarm[/url]
[QUOTE=hogofwar;23520656]For the ammo-reload exploit I will say how it works, just to get it fixed quicker: You simply click the reload (r) button when you have one ammo left and are holding the ammo box in your hands which will then cause you to have 3 ammo boxes again! Edit: YAY! This has been patched![/QUOTE] I never understood why people don't like exploits in a team game. This one particularly, it helped your team out immensely.
[QUOTE=Teh_Cheese;23520503]Thank fuck for the new thread, I was tired of seeing 'Alien Swarm: [B]SOURCE[/B]'. It's not called that :colbert:[/QUOTE] Sorry about that.
anybody can help me? i cant play on offline practice D:
[QUOTE=Agent_Wesker;23522849][URL]http://developer.valvesoftware.com/wiki/Alien_Swarm[/URL][/QUOTE] I think he means [url]http://alienswarm.wikia.com/wiki/Alien_Swarm_Wiki[/url]
Goddamnit who changed the thread title to the dumb name
Is it not Alien Swarm? Is it not Source? I think the main reason for doing that is to offer a distinction between the UT2K4 version and the new version.
I'm making a survival level that will feature the queen as (obviously) the boss. (This isn't where she'll spawn I'm just showing her with decent lighting) [IMG] http://filesmelt.com/dl/output0005.jpg[/IMG]
[media]http://www.youtube.com/watch?v=K5ZuXiIV028[/media] Lol testing stuff for defend map.
Tower defense: alien swarm oh god.
Okay, I got the halo assault rifle in place of the ar as a model. How do i get it in game. how does i vpk?
does it really matter? you can hardly see the weapon model in game
Well if any of you know how to do the multi-level transparency deal, that would be a great help, though I'm not 100% serious on making a Pokémon campaign just yet (let alone the Pallet Map :P).
[img]http://img713.imageshack.us/img713/1135/nakssurvivalmap0010.jpg[/img] :v:
[IMG]http://img839.imageshack.us/img839/4811/dashlogo.png[/IMG] Experimental Campaign Mod - Dash. Concept: My friends and I were pretty angry that throughout the game, there were too many opportunities for friendly fire, and there was little consequence. So, I decided to take action and create Dash. In this 3-level (I said experimental) campaign, the team needs to be fast(hence "Dash), organized, and CAREFUL. There is only one Room-To-Room connection out of the first two maps, so this forces the player to traverse through hallways to the exit. Neither of the first two maps have any medkits or ammo drops SO USE YOUR EQUIPS WISELY. Being an experimental project, Dash levels are relatively small, and take roughly 6.5 minutes to complete, each. The density of the monsters and the small size of the map(excluding Exit) create a combination of gameplay that is difficult to complete solo. User feedback and suggestions (whatever they may be) will be the decider of this project's fate. MediaFire Link (VPK): [URL]http://www.mediafire.com/?5hp8brbldf6bxrz[/URL] Changelog: VPK file updated to newest version. To install, delete the dash.vpk from your last install and replace it with the one in that rar. Double click and you're done. Fixed radar tearing issue on the first two maps. Added third and final map, radar malfunctioning. Medkits and ammo drops in this level.
Every time I start the AS SDK model viewer/faceposer it gives me the old "Program has encountered a problem and needs to close. We are sorry for this inconvenience." message and takes me back to SDK. I just need the model viewer, and I've tried reinstalling the tool. Any help?
The chainsaw is my favorite weapon in the game. I lead a group of level one through sixes, and I tear up all sorts of shit. The only time I don't like it is in insane, because for the chainsaw to work, you have to be touching the enemy. Well in insane, the enemy can hit you before you can even get in contact.
you're gonna have to fiddle with dxsupport.cfg for that AFAIK
[QUOTE=X-Neon;23521402]As someone on Reddit said, I think the Doom maps would be good to port over because of the simple map design and the fact that the Doom engine didn't allow one room to be on top of another (A "limitation" in Alien Swarm because of the top-down camera).[/QUOTE] [url]http://i150.photobucket.com/albums/s117/Pythagoras64/alienswarm_doommap0002.jpg[/url] :v:
Is there a .cfg that makes everything run better performance wise?
[QUOTE=Lord Ivan;23525195][url]http://i150.photobucket.com/albums/s117/Pythagoras64/alienswarm_doommap0002.jpg[/url] :v:[/QUOTE] link now please
Why is it that whenever people remake the Doom maps for other games, they use the exact same textures? Why can't people add more detail and such?
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