modmaker's Crash_Land,  a Single player level for AvP2  

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Nickname   : modmaker
E-mail     : m0dmaker@aol.com,  modmakerdesign@aol.com
Website	   : www.avp2missions.com/news.html

Date       :  04.1.2002
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Version  : 0.9.5 
Type     : Single Player
Game     : Aliens vs Predator 2

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Install info:

Just put the rez file to your "AvP2" dir and launch the game, and under options,(on the launch screen, with the Queen) type this exactly in the command line type, and check the box,  "always accept"

-rez custom\missions4.rez

Then under Single Player,  the Custom levels should have CUSTOM\Worlds\CRAHLAND 

will show up on your list of maps. Refer to the the jpeg in the zip called place rez here.jpg
 
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Credits:

Design and Produced by: modmaker

Original Design:  Again,  basically thinking what it would be like as a Colonial Marine when the shit hits the fan,  and taking it to a logical conclusion. 

Special Thanks:  A Special Thanks to Coty.  He provided the first Area terrain as a prefab to our Missions Mod mapping team some while back. I'm happy to have been able to put it to use in this map.    And to Black Angel, for his help and support. And to Alz for answering a few of the more complicated questions.  

To Monolith for the Dedit tools, their sample levels, their prefabs, from both NOLF and AvP2.
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The QUICK details:

There are three possible ending to this level;  each one a different level of difficulty. and there are multiple paths. You have Marine AI that can assist you. Stay close. Their weapons are some of the few pickups available. But try to keep them alive. Hall is a NPC medic, she's your best chance at survival. On occasion, right at the beginning, there are many scripts happening simultaneously and the AI is hesistant to follow. There is a Note on the rock below the rear of the dropship. If you have any problems jump up towards it, it resets,  and gets the AI following as necessary. The problem happens once every 15 times,  but I'll note it.   

About the build: 

The map is broken into three sections, an initial valley and cave, a deep 
gorge,  and the digsite outside the operations complex.  The opening terrain, 
was provided as a prefab by Coty, a missions mod team member.  He ingeniously 
adapted some brushes. Ill let him explain how he did it if he chooses,  but right now,  
its a well kept studio secret. He provided considerable assistance 
with that section of the terrain,  it took four adaptations to get 
it the way it would work best for gameplay. The remaining gorge, waterfall, 
passages and digsite at the POC were all made in dedit by modmaker,  
primarily using -nosnapnocsg. 

Everything else  from gameplay to object placement,  triggers, and AI,  is my 
creation. I did use the lurch APC that shipped with the tool update,  cause I 
had already made a few keyframed objects,  floating around the level and 
there were other things to focus on. 

Main focus was to get the marine squad to move with the player  through the 
level,  give him a NPC medic,  and a few cinematics to help give a sense of 
story.  Well that only took about 900 objects,  I should note that the scripting I had used in the beginning of the level evolved into less complex scripting, by the time the level was finished,  that worked just as well. It unbelievable what you can learn through the process.

These various triggers generate random events,  so the level never plays the 
same way as the player traverses the game space. In addition there are 
considerable variables on paths and possibilities. I also wanted to emulate 
the bomb placement principal used in MOHAA and CastleWolf,  and set up a remote 
bomb that becomes available if certain events take place. In addition there are none standard pickups. They can come in handy. 

The map is definitely at the upper limit of map size.  And it probably wont 
play well on all machines.  Sorry,  but im investigating the potential for 
next generation game design  and its complexity,  so making sure it works on 
all machines isnt a priority,  the level ran fine on my system,  and that's my bench 
mark. 

One issue noticed during gameplay, is the AI marines on occasion are hesitant 
to start following. But  once they're behind you they provide good support.  
Because its an open area map,  try to keep moving,  

GAMEPLAY:

Some rules:

1. Your team probably wont make it, but if you can keep them alive long 
enough,  especially the medic/Hall,  youll be better off. 

 2. Stay with them,  and acquire their weapons,  they're practically the only pickups 
available. 

3. Keep your head down,  there's snipers out there. 

4. Watch your back always.  I've always liked the sense of realistic threat.  

5. Be careful,  don't jump into too many holes. 

Every once in awhile the AI might clip against the wall. The amount of Quality assurance testing available for a small team is limited,  and we apologize. Just keep moving,  they'll catch up eventually.  

Fast Approx processing took  18.2 minutes
Full Optimaization took      169 minutes
Processed on a P4 128 Rdram
  

Info:

This map, might play a little rough on slower machines,  though the problems are haphazard.  any Bug Reports,  comments, misc, would be appreciated.  email modmakerdesign@aol.com Give it a chance to load.  Stare at the dropship cone for the first few seconds.  It helps start things up.

And a special secret for those of you who actually read the readme.txt files. The cloaked preds will on occassion follow you down to the Egg pit.  Setup the sentry gun as soon as you get to the generator, it'll allow you to concentrate on the facehuggers,  that get tripped by your fellow Marines. There's also a grenade launcher hidden in that area, with prox,  to help you through the gorge. The rest you'll have to figure out on your own.  

Thank's, and see you online!

Professional Level design and Game design services available: modmakerdesign@aol.com
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Next map at www.avp2missions.com/news.html is  Smuggler's Run  which is SP as well. 

One more little note:  I also added my little 9 k mod's Detour,  which gives you most marine weapons for the Longest Detour level of the AvP2 game.  Just something I had floating around.  Its still a very fun level. Enjoy.