Way back in January of 2001, Defence Alliance was released for Unreal Tournament! It was about a year under development, that means Defence Alliance concept was born around 10 years ago!!
In total we released four version of Defence Alliance for Unreal Tournament, before we began experimenting on UT2003. But the community kept it alive and released a community edition of Defence Alliance.
After Unreal Tournament, we moved on to Unreal Tournament 2003 when it was just released. After that came Unreal Tournament 2004, which was much better then it's previous version. After some struggles with the motivations in the team, but extremly good reviews for our first release, we released two updates for Unreal Tournament 2004.
We then came in contact with Ramm-Jaeger, who at that time just won the 'Make something Unreal' contest and released Red Orchestra as a retail title. He offered to help us port the mod to Red Orchestra, and so we did. We released beta 1.6 for both Unreal Tournament 2004 and Red Orchestra.
Unfortunatly, because lack of staff for the Red Orchestra version, ended it's life pretty fast. Because it had a crash in it, which crashed the servers at the map rotation. Nobody was able to fix it at that time.
After about a year on hold, Ramm-Jaeger contacted us again, and suggested to port it to Killing Floor, since that player base would fit the Defence Alliance theme alot more, then the player base from Red Orchestra. Yet again Ramm-Jaeger helped us in his spare time to port this to Killing Floor and fixed serveral bugs.
Then joined Blackcheetah, who created the completly new survival mode for Defence Alliance 2. Which all lead to the recent release for Killing Floor through steamworks, which was released by Tripwire Interactive.
After an old-skool member from Defence Alliance for Unreal Tournament, CralexNS, also wanted to help out, he redesigned the survival mode, which will feature in the upcoming update, which will release soon!
A long history, with serveral releases on multiple games! Including Unreal Tournament 99,Unreal Tournament 2004,Red Orchestra and most recent Killing Floor.
Recently the site has been down for about a month, due file lose at our host. We've had a temporary site running all this time, so everybody was able to write comments in the shoutbox.
Until today the host has never retreived our database files, so I had to put up the database backups from november '09. This means that the forums are very outdated. But I reposted the most important news items on the main site.
If you registered at the forums after november last year, please have a minute and register again.
About the upcoming patch. It's almost done! You can view the changelog here. Keep in mind that this is not the final list.
I've made a basic mapping tutorial for Defence Alliance 2. In this tutorial I will tell you step by step how to make your own map with TeamConfig, Objectives, Turrets and AI path.
We're proud to announce the release of Defence Alliance 2 for Killing Floor. Defence Alliance 2 is available on steam, when you own Killing Floor, you can find Defence Alliance 2 in your gameslist. Or you could click the install link at the Steam page:
On Steam you can also find the release trailer for Defence Alliance 2:
Yes, I suppose it should have been out by now, but there are some delays with the programming. I'm still hoping that Defence Alliance 2 for Killing Floor will be released on steam at the end of this month or early september.
There have been some questions regarding the trailer from DA for Killing Floor and I'll give you all the answers here again:
Every player adds more specimens, but the more people you have, the easier it should get. Because alot of medics and mechanics could make you invincible. Medics have a health sphere around them and mechanics can built turrets and ammoboxes (which can explode, as seen in the video ).
It's possible to change the amount of specimens per player, but their health always stays the same.
Getting close to a medic will automaticly heal you. This will be indicated by an icon in the HUD.
First of all there is no trader, you just spawn with your buddies and get 30 seconds (can be changed) to prepare yourself, building up some turrets, meeting up with you team and then you just need to survive the incoming specimens.
You start with 3 lives, after your out of lives, you will become a spectator.
It's class based, so you will need a medic and mechanic to play aswell to keep you alive. When your out of ammo, an mechanic needs to build an ammobox and you can refill your weapon there.
This mod has full bot support, which can build and repair turrets and ammoboxes. When they're out of ammo, they will refill their weapon at an ammobox.
There is cross hair and some weapons have iron sight aswell.
The previous version for RO was 1.6, this will most likely be 2.0.
And you can only play as defender, so you can't play with specimens.
The mechanic and medic both own their own shotgun.
That turret you see, is shooting incoming specimens from the right side, which had aggro first, same at [0.46]. Turrets cannot run out of ammo at this point.
Turrets are AI controlled.
Snipers still cloak when standing still. And you have a great chance on headshots this time, unlike in the RO edition
And BlackCheetah is now updating the specimen survival with adjustable weapon damage! Because we'd like to give the people who find specimens take too much hits before they drop, the ability to upscale there damage.
And a Patriarch will be spawned after a certain amount of specimens have been killed, meanwhile no other specimens will be spawned.
Maybe even an achievement when a certain point in the game has been reached, for example killed the Patriarch? BlackCheetah is looking into the possibilities here..
Since the old forum was full of spam and was there for not useable anymore, I've setup a new forum. Because of this, all users have been deleted in the progress.
Please take a minute and register on our forums and leave us a message!