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Alien Swarm - Mods


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Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
20 May 2013 at 09:45
Over 12 years ago


#1

I have been looking into mods for Alien Swarm and found this map pack, that apparently contains some really good campains to play through. Another map pack here, too :-)

Also check out the Wiki that links to pages containing a Pulse Rifle sound effect, better AI and more mods.

Lastly, looky here for a first-person mod for Alien Swarm. Looks interesting.

Maximus Avatar 
Maximus
2157 posts
Chosen One
20 May 2013 at 10:38
Over 12 years ago


#2

I didn't realise there were mods out for it cool might be worth having a look at.

With a 1st person mod it will surpass ACM by leaps and bounds.

I did enjoy are little play through on Saturday it is a great little game and free :-)

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
20 May 2013 at 12:13
Over 12 years ago


#3

Originally posted by Maximus:
With a 1st person mod it will surpass ACM by leaps and bounds.

I think it surpasses ACM in practically every way, even without 1st person mode.

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
21 May 2013 at 08:12
Over 12 years ago


#4

Well that was good fun last night - and we only tried one of the many new maps for it. Looks very promising!

Think our load-outs worked quite well too. A shame the AI (especially on custom maps) is so bad, but three of us seemed to do well enough anyway.

Going to have to run through some of the other maps and find some good ones for us to play next time :-)

Maximus Avatar 
Maximus
2157 posts
Chosen One
21 May 2013 at 08:18
Over 12 years ago


#5

Yes it was a good laugh and (fingers crossed) for once Greg's nads didn't cause problems.

So many new maps endless fun but yes we will have to go through as there may be some naff ones.

Gregory Avatar 
Gregory
2617 posts
Chosen One
21 May 2013 at 08:28
Over 12 years ago


#6

That was a good mod yesterday. I think perhaps we should have adjusted our technique to all carry a really powerful second weapon for that big squid thing.

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
21 May 2013 at 08:39
Over 12 years ago


#7

Originally posted by Gregory:
I think perhaps we should have adjusted our technique to all carry a really powerful second weapon for that big squid thing.

Apparently, the highest DPS weapon in the game is this, believe it or not!

Gregory Avatar 
Gregory
2617 posts
Chosen One
21 May 2013 at 09:13
Over 12 years ago


#8

I had those for a bit and they seemed rubbish.

I did really enjoy the AI running about showing the ammo box to the aliens.

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
21 May 2013 at 09:19
Over 12 years ago


#9

Yes the AI was amusing. Er, here is an ammo crate Mr Alien, bur? :-) Just thought I would point out that they do not recommend using those weapons as a primary assault weapon as they burn through ammo too fast - so like you say, they are rubbish:

True to its name, the K80 is an excellent defensive weapon, but it should not be used as a primary assault weapon as it will burn through its magazine in less than 3 seconds at full auto, giving the Swarm an opportunity to close the gap. Used cautiously, the K80 is excellent for Medics or Techs who may not always be fighting, but when they do, they can contribute a lot to the squad's firepower.

I also found out that the flamethrower's alt-fire is actually a fire extinguisher - I didn't know that and it could prove to be very useful!

Last edited 21 May 2013 at 09:21.

Gregory Avatar 
Gregory
2617 posts
Chosen One
21 May 2013 at 09:30
Over 12 years ago


#10

Tits, that would have been handy.

I am really pleased that here are so many campaigns to play though. It is such a good game it would be a shame to get bored playing the same levels over and over.

I need to sort out that reload function and the sound levels for mumble, when all the guns were going off I couldn't really hear what you guys were saying.

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
21 May 2013 at 09:41
Over 12 years ago


#11

Originally posted by Gregory:
I need to sort out that reload function and the sound levels for mumble, when all the guns were going off I couldn't really hear what you guys were saying.

Yeah that reload bar is especially helpful. Create a file (if one does not exist) in your cfg folder called autoexec.cfg and shove the stuff below in it:

asw_marine_labels_cursor_maxdist 1000
asw_camera_shake 0
asw_ignore_need_two_player_requirement 1
asw_fast_reload_under_marine 1

...that will ensure it sets all that stuff up whenever you enter the game (that's what I did).

As far as Mumble goes, I generally just turn the master volume of any game down enough so you can hear Mumble over it. Alien Swarm is no exception.

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
21 May 2013 at 10:07
Over 12 years ago


#12

Oh and I just uploaded this little cfg for all of us to help with adding and removing bots.

Execute it using "exec jbom.cfg" in the Alien Swarm Console, or add it to the autoexec.cfg so it gets loaded automatically.

Last edited 22 May 2013 at 09:00.

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
22 May 2013 at 21:05
Over 12 years ago


#13

Tried a few more of those campaigns and there are some really good ones in there. It's a nightmare to play them with three bots though - they seem to be even more stupid than normal on the new maps.

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By James (Jimbobslimbob) Compton