Allied Assault Friendly Faces Demo
Posted: Wed May 03, 2006 4:21 am
Screenshots are linked at the bottom.
THE DOWNLOADS
http://rapidshare.de/files/19492851/All ... s.zip.html The primary file.
http://rapidshare.de/files/19493316/AAF ... c.zip.html Ambience and music.
THE DESCRIPTION
Have you ever wanted to experience Allied Assault with teammates, the way it was meant to be? ... No? Well, that's what you'll get, anyway. This mod- dubbed Friendly Faces- will be based entirely on the player getting allies on the single player levels. Each level will be more than just a change of terrain, however. I'm going to try to mix around the way teammates act. Sometimes, the player will get a commandable squad (thanks to Lizardkid's squad script!) and other times, the player will just get a bunch of charging teammates that won't follow any particular orders.
This demo supports m1l1 (1st level) and m1l2a (2nd level). Although m5l1a has enemies and allies that constantly respawn and are meant to charge around, allies will stand around oddly and the level will be overly difficult.
THE OBVIOUS CHANGES AND FEATURES
Music and ambience will be added to some levels. Not every level will have its own song, like on this demo. Most songs that are added will be from other Medal of Honor games. The music volume is blasted really high compared to the original songs to ensure that the songs could actually be heard in-game.
A new enemy is featured on the first and second levels, called the Super Soldier.
Enemies will never fall down for more than a split-second. Sorry, it was annoying.
Many levels will feature a squad that can be commanded, and most levels will contain a friendly medic, irrelevant of commandable squads. I intend to make it so the health of the medic and other important, uncommandable characters can be seen. But not in this demo.
Major Grillo is invincible and he can't aim. Done so he wouldn't run straight into danger and get himself killed. All allies that are invincible will be completely unable to aim, with the exception of the first level.
The first two levels are given huge amounts of enemies. This will happen in every level to ensure the levels are actually difficult.
Enemies have painfully large amounts of health. The theory is that the player and his allies will be shooting the enemies repeatedly, so the large amounts of health seem like nothing.
SQUAD COMMANDS of Lizardkid's Squad Script - Only for the second level right now.
DEL: Follow - Makes the squad follow the player. ALWAYS DO THIS AT THE BEGINNING OF A LEVEL, AND WHEN A NEW SQUAD MEMBER IS ADDED! Otherwise, allies will follow weirdly close, and allies that are added will not follow you.
PGDN: Regroup - Makes the squad move to the player, but not follow him.
PGUP: Advance - Makes the squad go to where the player is looking.
HOME: Hold Position - Makes the squad stand still (and not shoot at anything?)
END: Covering Fire - Makes the squad fire at where the player is pointing. Point near the feet of your allies (somewhere between them) when they're standing really close to eachother. Or point at the sky. It's hilarious.
THE INSTALLING
Just extract the download(s) into your Main folder. The actual mod, and the music/ambience for it are a different download (because the music and ambience are big downloads). Music and ambience won't play inside of .PK3s, so they're in folders. To get rid of them, delete the BROADUS ambience sound in amb_stereo and delete the BROADUS folder. You'll not be able to hear any music on the first two levels, or any music/ambience on the m5l1a if you don't download the music/ambience.
You'll doubtlessly notice that the normal mod file comes with some player models and a soundfix. The soundfix is so... Sounds are fixed... And the player models are for the AI in the mod that use stuff from the player models.
Only one of the player model .PK3s will actually come with a player model. The others will only be data, so you won't get a bunch of unwanted player models in your menu. The player models (mostly just data) were made by Hardgore and Sgt. KIA.
THE PLAYING
Start up the game and play the very first level like you normally would. After beating the first and second level, that's the end of the demo. If you want, you can play the first level of Mission 5 by starting Mission 5 normally, or typing maplist in the console and double-clicking on "m5l1a". Once you beat that level, that will ALSO be the end of the demo.
There's a change to Omaha Beach, but the only change is that there's some sad music (same music as on m5l1a), and the appearance of the friendly soldiers will be changed a little.
THE PROBLEM
Yes, there is a problem. Sometimes, AI will stand completely still and they won't do anything. They'll try to aim at enemies through friggin' walls that they can't possibly see. It's stupid and annoying, and I'm not sure how to fix it. This problem never occurs on the first level, occurs sometimes on the second level, and is just a huge, obvious problem on m5l1a.
Because of this problem, you won't really be able to beat m5l1a, because you'll constantly be attacked by huge masses of enemies, and your allies will be way back in the beginning, constantly staring at nothing and being useless. TO THE MAX!
Also, on the first level, when you blow up the barrels the enemies are standing next to in the beginning, there may not be an explosion, because a bunch of enemies will spawn right when the barrels explode. Sorry, but I couldn't figure out a better way to make the enemies spawn when the player gets near the town, and it won't be fixed unless someone tells me of a better way, so don't just wait around for these problems to fix themselves.
If you'll notice, the squad names on the squad list are way far away from their health numbers. Well, I plan on moving them so they're closer together... I just haven't, yet.
THE SCREENSHOTS
http://img138.imageshack.us/img138/4130/ff19gv.jpg
The soldiers on the first level are all tan, and behind the soldiers is the medic.
http://img315.imageshack.us/img315/6738/ff24zb.jpg
Clearly, there are more enemies than usual. The new Super Soldier enemy is sitting there, though it's hard to tell (because he's shooting at me).
http://img315.imageshack.us/img315/1214/ff32ep.jpg
Notice anything different? What? You don't? Come on! Major Grillo has a British airborne uniform! There's some soldiers and a medic right there! There's even a list of squad members! You don't see it? You've got to be kidding me. Forget it.
http://img138.imageshack.us/img138/2078/ff47hy.jpg
The prisoner guy! Featuring the brand-new... BLACK PEOPLE! Sure, prisoners shouldn't have grenades or knives on them, but what are you gonna' do? Take them from him? Another ally is added to the squad list on the HUD, too.
http://img19.imageshack.us/img19/8363/ff57uq.jpg
Charging allies on m5l1a! And, look! More black people! God, I'm so terribly racist.
Give me any feedback and tell me what you think!
THE DOWNLOADS
http://rapidshare.de/files/19492851/All ... s.zip.html The primary file.
http://rapidshare.de/files/19493316/AAF ... c.zip.html Ambience and music.
THE DESCRIPTION
Have you ever wanted to experience Allied Assault with teammates, the way it was meant to be? ... No? Well, that's what you'll get, anyway. This mod- dubbed Friendly Faces- will be based entirely on the player getting allies on the single player levels. Each level will be more than just a change of terrain, however. I'm going to try to mix around the way teammates act. Sometimes, the player will get a commandable squad (thanks to Lizardkid's squad script!) and other times, the player will just get a bunch of charging teammates that won't follow any particular orders.
This demo supports m1l1 (1st level) and m1l2a (2nd level). Although m5l1a has enemies and allies that constantly respawn and are meant to charge around, allies will stand around oddly and the level will be overly difficult.
THE OBVIOUS CHANGES AND FEATURES
Music and ambience will be added to some levels. Not every level will have its own song, like on this demo. Most songs that are added will be from other Medal of Honor games. The music volume is blasted really high compared to the original songs to ensure that the songs could actually be heard in-game.
A new enemy is featured on the first and second levels, called the Super Soldier.
Enemies will never fall down for more than a split-second. Sorry, it was annoying.
Many levels will feature a squad that can be commanded, and most levels will contain a friendly medic, irrelevant of commandable squads. I intend to make it so the health of the medic and other important, uncommandable characters can be seen. But not in this demo.
Major Grillo is invincible and he can't aim. Done so he wouldn't run straight into danger and get himself killed. All allies that are invincible will be completely unable to aim, with the exception of the first level.
The first two levels are given huge amounts of enemies. This will happen in every level to ensure the levels are actually difficult.
Enemies have painfully large amounts of health. The theory is that the player and his allies will be shooting the enemies repeatedly, so the large amounts of health seem like nothing.
SQUAD COMMANDS of Lizardkid's Squad Script - Only for the second level right now.
DEL: Follow - Makes the squad follow the player. ALWAYS DO THIS AT THE BEGINNING OF A LEVEL, AND WHEN A NEW SQUAD MEMBER IS ADDED! Otherwise, allies will follow weirdly close, and allies that are added will not follow you.
PGDN: Regroup - Makes the squad move to the player, but not follow him.
PGUP: Advance - Makes the squad go to where the player is looking.
HOME: Hold Position - Makes the squad stand still (and not shoot at anything?)
END: Covering Fire - Makes the squad fire at where the player is pointing. Point near the feet of your allies (somewhere between them) when they're standing really close to eachother. Or point at the sky. It's hilarious.
THE INSTALLING
Just extract the download(s) into your Main folder. The actual mod, and the music/ambience for it are a different download (because the music and ambience are big downloads). Music and ambience won't play inside of .PK3s, so they're in folders. To get rid of them, delete the BROADUS ambience sound in amb_stereo and delete the BROADUS folder. You'll not be able to hear any music on the first two levels, or any music/ambience on the m5l1a if you don't download the music/ambience.
You'll doubtlessly notice that the normal mod file comes with some player models and a soundfix. The soundfix is so... Sounds are fixed... And the player models are for the AI in the mod that use stuff from the player models.
Only one of the player model .PK3s will actually come with a player model. The others will only be data, so you won't get a bunch of unwanted player models in your menu. The player models (mostly just data) were made by Hardgore and Sgt. KIA.
THE PLAYING
Start up the game and play the very first level like you normally would. After beating the first and second level, that's the end of the demo. If you want, you can play the first level of Mission 5 by starting Mission 5 normally, or typing maplist in the console and double-clicking on "m5l1a". Once you beat that level, that will ALSO be the end of the demo.
There's a change to Omaha Beach, but the only change is that there's some sad music (same music as on m5l1a), and the appearance of the friendly soldiers will be changed a little.
THE PROBLEM
Yes, there is a problem. Sometimes, AI will stand completely still and they won't do anything. They'll try to aim at enemies through friggin' walls that they can't possibly see. It's stupid and annoying, and I'm not sure how to fix it. This problem never occurs on the first level, occurs sometimes on the second level, and is just a huge, obvious problem on m5l1a.
Because of this problem, you won't really be able to beat m5l1a, because you'll constantly be attacked by huge masses of enemies, and your allies will be way back in the beginning, constantly staring at nothing and being useless. TO THE MAX!
Also, on the first level, when you blow up the barrels the enemies are standing next to in the beginning, there may not be an explosion, because a bunch of enemies will spawn right when the barrels explode. Sorry, but I couldn't figure out a better way to make the enemies spawn when the player gets near the town, and it won't be fixed unless someone tells me of a better way, so don't just wait around for these problems to fix themselves.
If you'll notice, the squad names on the squad list are way far away from their health numbers. Well, I plan on moving them so they're closer together... I just haven't, yet.
THE SCREENSHOTS
http://img138.imageshack.us/img138/4130/ff19gv.jpg
The soldiers on the first level are all tan, and behind the soldiers is the medic.
http://img315.imageshack.us/img315/6738/ff24zb.jpg
Clearly, there are more enemies than usual. The new Super Soldier enemy is sitting there, though it's hard to tell (because he's shooting at me).
http://img315.imageshack.us/img315/1214/ff32ep.jpg
Notice anything different? What? You don't? Come on! Major Grillo has a British airborne uniform! There's some soldiers and a medic right there! There's even a list of squad members! You don't see it? You've got to be kidding me. Forget it.
http://img138.imageshack.us/img138/2078/ff47hy.jpg
The prisoner guy! Featuring the brand-new... BLACK PEOPLE! Sure, prisoners shouldn't have grenades or knives on them, but what are you gonna' do? Take them from him? Another ally is added to the squad list on the HUD, too.
http://img19.imageshack.us/img19/8363/ff57uq.jpg
Charging allies on m5l1a! And, look! More black people! God, I'm so terribly racist.
Give me any feedback and tell me what you think!