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This mod from FBV86 attempts to give a deeper single player experience. I makes the game more difficult via various means. Features new effects, new textures, new sounds and more.
Expand Full Description & Credits
Expand Full Description & Credits- File Instructions:
- Author: FBV86
Readme File:
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** AVP2: COMMANDO **
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-Started 08/06/2008
-Finished 22/05/2009
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//Intro & Got to know stuff
==============================
FBV86 is back in business with a brand new MOD!!
AVP2 Commando's gameplay is a crossover between realism and arcade style, its main purpose is to offer a deeper single player experience.
Multi player got some add-ons, and is enjoyable too, overall, this is a big-sized MOD, but surprisingly, the file weight is lesser compared to Time Raiders.
Contents quickstart...
- New butes.
- New sounds.
- New Fx effects.
- Modded and tweaked weaponry.
- Huge skinning job on almost every playable character and active AI characters.
- Tweaked AI for a more challenging Single Player experience.
- Is also strongly reccomended to play this MOD on "Training" difficulty the first time, especially on Predalien's and Predator's campaign.
- Also, watch out for the PDA's and PC screens, some of those, contains additional information about the modified weapons, and Xenomorph fighting.
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//Ooooh...now what???
==============================
In order to play this MOD, you have to...
1- Unzip the Commando.zip file in your main Aliens versus Predator 2 folder
2- Double click the AvP2.exe
3- Access to the options menu from the launcher
4- Set the following parameters in the command line -rez AVP_Commando.rez
5- Run the game
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//Known bugs, thanks & disclaimers
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The most severe glitches were ironed out during the beta developement, thanks to KingKenny.
-Thes sprites in the single player menu can be shown properly only with a 1024x768 resolution, or higher, this is not a big deal though.
-If anyone can find other (severe) glitchesbugs, please, report me.
All soundsskins has been done by myself or rippedinspired directly from the movies, any resomiliance with other modders's work is purely casual.
If you want to use any component of this MOD for your own, even for public use, feel free to do so, just give me credit in your readme file.
If you have any question, you can either leave a message on fileplanet forum or on my youtube channel (i hate MSN Messanger & Co.)
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**ADDITIONAL CHARACTERS AND WEAPONS GUIDANCE
******************************************************
**NOTE**
Most of info below cannot be readen trough training messages, so, if you want to know what kind of freaks are you going to face off, you'd better read this.
Weapons info can be readen through training messages.
If you want a big surprise, skip this part.
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//NEW FACES
=================
===========
//Overall
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Enemies's strenght has been increased a LOT, in order to make the single player more...difficult.
Loads of basic AI characters has been turned into an unique character. (now we have 6 different guard classes instead of the classic single one)
Now, most of the AI characters, sports edited Model_Butes parameters wich allow them to sustain more damage when they receive an head-shot.
The point above applies to the non-AI characters too.
Predalien has been totally overhauled!
Now Queen and Praetorian does have limb-loss (their body parts can be destroyed)
Added few new characters for the M.P.
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//AI_Aliens
===============
-Facehuggers and Chestburster (Standard_AI and Simple_AI)
Group: Lol.
They sucks, but multiple facehuggers could stirr up some trouble even to skilled players.
-Wild Runners
Group: Light enemy unit.
Wild Runners can be found almost everywhere (locations) but they are pretty rare to see (appearance), they are the less fierce Alien form to face off.
Most likely the cannon fodder.
-Fiend Drones
Group: Average enemy unit.
Fiend Drones are one deadly Alien form, they can be found mostly in medium to large groups, and their resistance is almost crazy as their speed, you're gonna hate them!
They represent the most fearsome alien form to face off, since they can pursue you anywere, and they may also take your nerves by dodging your attacks.
-Predaliens
Group: Elite enemy unit.
They are rarely found in large groups, those big guys sports awesome resistance and a respectable speed, making them very dangerous.
The Predalien is also the main alien character in this mod, you can play through AvP2 with it, just like in Primal Hunt but with the lack of the headbite attack!
And it got a nice tex, sound, and phys overhaul, i really worked hard on this alien character!
Also, the AI controlled Predalien, has smaller dimesions than the Human controlled one, it can fit into cramped spaces, without crouching.
(very fundamental for the sucky AVP2 AI -_-)
-Ultra Predaliens
Group: Heavy enemy unit.
Very rare Ai's (you will find these guys only one time in the game) but Ultra-Strong, don't hesitate to use your full strenght and resources to match them!
-Ghost Praetorians
Group: Heavy enemy unit.
Same as Ultra Predalien's. (praetorian is a sort of mini-boss now)
I've pulled out a sort of transparent skin for these guys, but personally, i don't like how it turned out: it still looks nice, but is not enough transparent.
Hints will be appreciated.
-Queen Minor
Group: HeavyBoss enemy unit.
Now Queen Minors can be found everywhere a Preatorian was found, lol, glitchy bithces! Sometimes, they're invincible, sometimes they can be killed with a stick.
But at least, the AI controlled queen, can pursue you through small doors.
-Queen Major
Group: Boss enemy unit.
The Queen major is the true queen, the grand mama, the big cheese, well, you got the idea...
She also got an HP boost....AND I MEAN IT!!!
==================
//AI_Predators
==================
-Scout Predator
Group: Elite enemy unit.
This guy is pretty quick, and sport a respectable resistance, is the weakest Predator class to face off.
-Enforcer Predator
Group: HeavyBoss enemy unit.
Replaces the Scout Predator Mini Boss in the Alien Story, the Enforcer gains in resistance but lacks a bit of speed.
-Hunter Predator
Group: Heavy enemy unit.
Pretty tough to take down, and fast as the Scout...
-Commander Predator
Group: HeavyBoss enemy unit.
The terror of enemy races (aliens and humans) the Commander Predator is like an armored tank on legs: he can take lot of damage before being killed.
And is also pretty fast for its mass.
================
//AI_Humans
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-Basic Exterior GuardPOC Basic Guard
Group: Average enemy unit.
These guys can be distinguished by their uniform, the exterior guard wears a dark orange gear, the poc guard a dark purple one, apart that, they are identical in terms of resistance and speed, they carry random weapons, and rarely, heavy weapons.
-Generic Mercenaries
Group: AverageElite enemy unit.
They can be found everywhere when something underhand is going on (alien queen abduction, predator outbreak) they're slightly stronger than basic guards.
But overall they're not too hard to kill.
-2nd Grade Apesuit
Group: Elite enemy unit.
These guys are unique to the Forward Observation PODs and the nearby regions, they are very strong, but fast as Basic Guards. Usually they doesn't carry heavy weapons.
They cannot be set ablaze or facehugged, yet they're still organic and can provide food for the aliens.
-POC Guard Synthetic
Group: Elite enemy unit.
This class of synthetic is unique to the POC (Primary Operation Complex) they are quite hostic, and faster than humans, obiviously they cannot provide food for the aliens.
-Heavy Guard Synthetic
Group: EliteHeavy enemy unit.
Similar to the 2nd grade apesuits, but even stronger, they operates only into the PODs, and nearby regions, the CFG affects them like normal Humans.
They cannot be eaten by aliens, facehugged or set on fire.
-Mutated Guard
Group: Heavy enemy unit.
Naughty mutated officers taking duty only into the PODs, they sports an awesome resistance and a pretty high speed for a human, they provide no food for the aliens.
-1st Grade Apesuit
Group: Heavy enemy unit.
Specialized enforcer units, wich can stand a face to face with an alien pretty cool, normally, they're found in groups of 2.
Their default weapons are Flame Throwers and Pulse Rifles, and occasionally, Particle Cannons or 45mm Mags.
-Commander Synthtetic
Group: Heavy enemy unit.
Heavy armoured androids wich carry heavy weapons such as ParticleCannons, Chain Cannons and Railguns, in some occasion they may come by with lighter weapons.
-Commander Guard
Group: Heavy enemy unit.
These guys are spread into POD's and POC's grounds, they can be found in group of....ONE, but they are TOUGH!, no need to say they hardly bite the dust.
Usually, they carry 45mm pistols or Pulse Rifles with engaged Pulse Grenades.
-Ivan Exosuit
Group: Boss enemy unit.
Extremely resistant and pretty fast enemy, you'll have to dump several magazines over its Exosuit to take him down.
-Rykov Exosuit
Group: Boss enemy unit.
Same as for Ivan.
=================================
NEW AND MODDED WEAPONS
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//HUMANS
==============
- Knife
Tweaked to bust predator's net in a single swing instead of the original three, however, it still the last resort weapon in the human aresenal.
It also get an ALT-FIRE wich can land a powerful stab, normally this kills a human in a single hit, but you'll need to be really close to your victim!
- 44mm Magnum
The old 9mm -pea shooter- has been replaced with this high-caliber magnum, it has a though punch, mercyful recoil, and a modest fire rate.
It's way the best choice against medium groups of Fiend Drones, and does good against other enemies too.
- 13mm Auto Shotgun
This Automatic Shotgun is a multi-purpose strategic weapon, but it can be engaged into close-quarter battles too, however, it has a limited ammo guage.
The best weapon to deal with those Predaliens into close distance, it's also pretty accurate in the mid-long distance if engaged with slugs or solid-tip projectiles.
Solid tip projectiles are commonly used to break lockers within a shortmid range, this kind of projectile will cause minimal damage to your enemies.
- Pulse Rifle
Just tweaked a bit: now it has less ammo stocks, and the pulse grenade fire rate has been decreased a bit.
Good for covering fire, until you find something better.
- Grenade Launcher
The grenade launcher trades its prox and spider mines with a couple of new gimmicks...fire rate is unchanged.
- Grappling grenade, cool if you combine it with a wisely-placed prox mine, and it's useful to stun enemies for a short while, giving you precious seconds to attack or escape.
- Flash grenade, brightens up dark rooms in a eyeblink, and its flash may stun human enemies for a split second, but it's not designed to hurt too much.
-Flame Thrower
Tweaked FX effects, fire rate, and splash damage.
- Chain Gun
Replaces the Smartgun, it's pretty hard to handle due to its bitchin' recoil, but it gives a good ammo backup to the human arsenal, however, it has a slight punch.
Good for light-medium armored enemies harvesting.
- Chain Cannon
The -evilution- of a Rocket Launcher, the Chain Cannon fires and reloads in a flash, and its punch is pure class, but it has very limited ammo stocks.
Good for -tight alley parties- and for get rid quickly of heavy-armored enemies.
- Particle Cannon
Replaces the Minigun, this futuristic-schemed weapon looks like a Smartgun, but has nothing to deal with it: has not auto-aiming, and packs some serious power.
Fits good into every situation, but the wise player may prefer to spare it for special events.
- Railgun
There is no weapon wich can do more damage with more precison and speed than this one on the single hit, but is pretty hard to handle and has a quite slow fire rate.
Awesome for boss-slaughtering and long-range-owning, but not too good into fired-up situations, now the scope is locked and fast sniping is not possible anymore.
- Prox Mines
These explosives replace the flares (flares are not needed anymore since you can use flash grenades), you can drop a prox mine by pressing the flare key.
If used wisely they can save much troubles for you, just remember to run away after you've placed one of them, and not all surfaces are suitable for placing a prox mine.
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//EXO
========
- Shocker
Replaces the default laser weapon, it has different damage attributes and amount, but it works in the same way as the old one.
It needs less ammo pool, and recharges as fast as the old one, it has new FX's too.
- Flamethrower
Same modification as for the portable Flamethrower.
Works as the default Flamethrower does.
- Heavy Particle Cannon
If you think the portable Particle Cannon is hot stuff, wait to see this one, it has insane fire rate and fires bloody fast projectiles wich causes a tiny splash damage.
Works as the default Minigun does.
- Hellfire Chain Cannon
Fires classical high-yield rockets at high rateus, not spectacular as the other weapons, but effective as hell!
Works as the marine's Chain Cannon...sorta.
=================
//PREDATORS
=================
- Wristblades
Mainly unalterated, good for getting rid of small groups of weak enemies, the Alt_Fire gains power, but not enough for some heavy armored enemies.
Wristblades are recommended while fighting humans within a close range, primary fire does good against a small group of basic guards too.
- Combistick
Gains a slight faster rate and a more accurate Alt_Fire, sometimes, predators can land a powerful frontal strike, cool for dealing with mid/heavy armored enemies.
Combistick does better against aliens, does not shine against commander synthetics and commander guards or groups of basic guards.
- Plasma Rifle
Tweaked on a Plasma Pistol chassis, it has tremendus fire rate, like a human assault rifle, the alt_fire can land a overpowered, faster, most accurate plasma bolt.
This weapon is a total blast against most of the enemies kind, just, do not waste your ammo!
Ammo Pool changes from S.P. to M.P. in order to discourage plasma spamming.
- Speargun
Mainly unalterated, alt_fire has been powered-up but needs more time to engage all 6 bolts.
Perfect foraction, the alt_fire is not too good into fired-up situations, but grant a really powerful punch.
- Shoulder Cannon
Has lesser splash damage for each fire step, and has new FX's...projectiles does not home in target anymore, but they travel pretty fast.
Does not shine against the strongest human (synthetic) enemies, but is very good for getting rid of small groups of Fiend Drones at once, and facehuggers.
Ammo Pool changes from S.P. to M.P. in order to discourage plasma spamming.
- Disc
Just new skin, sounds, and FX's.
Now, it's very underpowered, therefore, -throw and cover- strategy is mandatory if you want to put this weapon to good use.
Seems to be way more powerful in multiplayer, but you'll need more energy to fetch or telereport it.
- NetGun
It gains an Alt_fire wich engage an highly venomous harpoon, this thing is very useful against strong enemies, and those with long range weapons who are out of reach.
Ammo Pool changes from S.P. to M.P. in multiplayer you need at least 3 ammo in order to fire the venoumous harpoon.
- Mechanical Hotbombs (Mecha Huggers)
Smart mines enhanched with motion sensor and skin camouflage that makes them really hard to spot, they works exactly as the hooman-built spidermines.
They won't explode until they get caught into an explosion or within the activation range. They also set ablaze enemies.
These mines are not too fast, they are merely meant to distract the enemy, thus the predator can finish it off from a strategic position.
Most of the time, a skilled player can dodge a Mecha Hugger very easily, but the < stoopid AI> will run into them very happily....wheeeee mecha-huggers!!!
- Pred Shocker
Built into pred's wrist computer, this is a last-resort weapon, useful when you are disarmed and need some fire backup, but it drains almost all pred's energy and cloak.
To unleash a thundering bolt, press ALT-FIRE when you're using your wrist computer, and be aware, you also need to be really close to the target.
It's meant to be useful only into the --Unexpected Allies-- chapter of the Predator campaign.
============
//ALIENS
============
- Standard Claws
Slighty reduced fire rate, tweaked range and power within the species.
- Ultra Predalien Claws
The Ultra Predalien can land randomly an outstanding stomp with its upper claws, usually this attack can destroy any enemy (but a queen) in a single blow.
- Tail
Only the queen can impale with a single hit, all other aliens have a 3-step charging attack, now the tail requires more accuracy to be used properly.
- HeadBite
Mainly unlaterated...it has a decreased range.
- Pounce
Is not cheap as in the un-modded game... it deals less damage.
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//CHARACTER CLASS INSIGHT
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**The following descriptions matches only to Multiplayer Character Classes**
============
//ALIENS
============
**Note**
All aliens has been basically sped-up, then, tweaked a bit to generate different gameplay sensation for each one.
PredAliens can be spotted also with the predtek vision, this comes in handy, especially from the long distance, the ultrapredalien lacks the EM camouflage.
According to the standard attributes aliens can: wall-walk, pounce, set ablaze, netted.
- Wild Runner
Has top class speed, but lacks control, resistance and power, cannot descend or climb ladders, has limited head-tilting range, but sports a wider field of view.
- Fiend Drone
Has cool top speed, cool control, cool resistance, cool power....well, i think you got it...it hasn't got any evident flaw.
- Predalien
Has the special ability to gain more health by clawing dead corpses, and cannot be spotted too easily with the E.M. view mode.
Is fairily fast and very tough, his power is top class, and cannot be netted as the smaller specimens.
- Ghost Praetorian
Can resist to many attacks such as small caliber projectiles, napalm, nets, and stuff... has also a tad extended claw attack and got a speed boost when crawls on four limbs (praetorian's limbs are pretty large) but is the worst handled alien character along with the runner, cannot wall-walk or pounce at all.
- Ultra Predalien
Is even more powerful than a regular predalien, but pays this with the lacking of the E.M. camouflage ability.
================
//PREDATORS
================
**Note**
All preds got a slight speed-boost (just to make them evidently superior to humans in terms of pure speed)
Other attributes like spring jump speed, ladder and crouch speed may change as well.
Weapons addsignement has changed a little too.
- Scout
Good for sniping and strategic support with mechanical spidermines, has good speed, and good handling too, but is slightly weaker than the Hunter.
- Hunter
Has versatile arsenal, and is the best specimen around...'nuff said.
- Enforcer
One of the most hated MP character, it's not noob-friendly anymore since homing projectiles and spammy pistol ammo pools are gone :-P
Physically, is slighty stronger than the Hunter, but has worse handling too.
- Commander
Engaged with both meele and ranged weapons, it's like an armored tank on legs, but is the worst handled of the predator characters.
- Executioner
This is like a Commander predator whom works out, it's handling is a little bit improved, but has meele and throwing weapon only.
===============
//MARINES
===============
**Note**
All humans got a very slight speed decreasement, but now, they have differentiated attributes, these differences are not obivious as the aliens's or predators's ones.
Weapons addsignement has changed a little too.
- Johnson (engeenier)
Hers versatile arsenal makes her pretty dangerous in terms of offensive power, and she moves fairly good too.
- Ichiro (sniper)
Has lmited arsenal, rules in wide open areas, but can be overpowered in narrow spaces, he moves fairly good.
- Jones (artilliery)
Has heavy arsenal, and can provide good covering fire against heavy-armored enemies, but he's the second worst handled of the marine characters.
- Harrison (1st grade private)
Trained to fit good into any situation, his backup resources are priceless, and he's the best handled of the marine characters.
- Duke (alien exterminator)
Trained specifically to fight aliens, its the worst handled of the marine characters, but has over-standard resistance and versatile arsenal.
=================
//CORPORATES
=================
- Dunya (lieutenant)
Mostly like Ichiro from the marine team, but a bit faster.
- Ivan (bloody bastard)
Trained to fit good into any situation, his backup resources are priceless, and he's the best handled of the corporate character.
LOL...Harrison clone character for the corporates.
- Rykov (General)
He has a very balanced arsenal, and handles fairily good.
- SG2 (Synth Guard MkII)
Built specifically to fight against predators, he's the worst handled of the corporate characters, but has over-standard resistance and versatile arsenal.
Cannot be set ablaze, facehugger, or eaten by aliens.
- Mordred (mutated guard)
This freak carries heavy weapons, and has over-standard speed and resistance attributes.
Mordred is not "tasty" as other humans are...aliens has been warned.
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//CHEATS, EASTER EGGS & XENO FILES
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Cheat codes can be earned by accomplishing the three single player campaings, you will see the code during the final debriefing of each campaign.
These cheats can be used to play again a sp campaign with the bonus characters, each of those are tweaked to grant a different gaming sensation than the basic ones.
Easter eggs are really rare to come by in this MOD...but if you can spot the details, you may notice some references to other FPS...of course, i don't know anything.
Also, keep you eyes peel for every PDA and memo you can spot, it's very rare, but some of those may contain extra cheats or Xeno Files.
The Xeno Files listed by finding order...
00 - Chestburster
01 - Fiend Drone
02 - Facehugger
03 - Wild Runner
04 - Ghost Praetorian
05 - Predalien
06 - Ultra Predalien
07 - Queen Minor
08 - Queen Major
...want to find them all? It's all up to you, soldier.

File Name: commando.zip |
Author: Admin |
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File Size: 100.62 MB |
Files Added: 9,383 |
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Downloads: 1,073 (3 last week) |
Author Downloads: 16,173,694 (85,408 last week) |
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Posted: 04.06.2009 |
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