The three most ferocious species in the universe in a bloodthirsty battle for the ultimate prize: survival. Take your pick: be a Colonial Marine, a Predator or an Alien. Fight through suspense-filled environments: from starships and space stations to colonial bases and eerie planetscapes. One wrong move turns you from hunter to prey.
Visual error fix for all deathmatch maps. This fixes areas in the default maps being unviewable and showing up as white in the predator's green vision. The maps now play smoother in green vision and areas load without visual errors. Compatible with AvP Classic and AvP Gold Edition. Backups of original maps included for reversion. Incompatible with Redux mod.
The multiplayer maps of AvP have suffered for a long time with shoddy module-linking work. What this means is that there are many, many areas that the player simply can't see. The levels do not load every segment (module) of the map at the same time. Rather, only a selection of them are viewable at any one time, and they must all be connected in the AvP editor individually so the player can see them. In 1999, it made sense to construct the maps this way because loading every module simultaneously would be a serious drain on the computer's memory. Because of this method of construction, a lot of modules were not actually connected, hindering sight. Moreover, many, many modules were not connected because it was assumed that player would not be able to get himself in a position to see the unlinked modules. This was probably the result of laziness and time constraints. Nowadays, computer memory is so much larger that the memory issue isn't a problem anymore, and we can now begin to overcome this long-standing problem.
Module-linking errors present two problems to a serious player of AvP's multiplayer. First of all, in many areas the player cannot see around corners or in rooms that he or she should be able to see. In some extreme cases in the actual released maps, the player cannot see directly in front of him or her. Certain areas in Hadley's Hope demonstrate this issue well. In any vision mode (other than the predator's green mode called "PredTech"), the unlinked modules show up as black, empty space. Geometry will not be loaded in unlinked modules. In certain other cases, the lighting will be wrong. The second problem occurs when the player runs throughout the map in the predator's PredTech vision mode. In this vision, the unlinked modules show up as stark white. The problem with this is that other predators show up as white in PredTech vision, so in predator vs predator fights, the player will be looking out for other objects that are white. This is a major issue in maps such as Hadley's Hope and Subway, where there are literally hundreds of module-linking errors each. The player may not be able to verbalize the issue but will no doubt notice this sub-consciously while running throughout the maps, to say nothing of crouching, jumping, and falling.
With this mod I have released my modifications to the official deathmatch levels in an effort to fix every module-linking error that I could find. They have been touched up to the best of my abilities. In this pack is every single standard multiplayer deathmatch map for AvP Classic (the original AvP and Gold Edition maps), as well as the two coop-specific maps (Stranded and Trapped). The "hidden" map lockdown4 has also been fixed and is now placed in a folder that makes the map playable. This release also contains the original maps as back-ups in case you want to revert back to the originals. If you don't know what to look for, before you add the maps to your game, run through all or some of the multiplayer maps in Deathmatch mode in the predator's green vision mode and look for the flashes of white. I can guarantee that you will see them as soon as you start looking for them.
What else this changes: There are no other map changes except for one thing. In Subway, certain windows on the sides act as actual objects that draw the tail to home in on them. This feature has been removed, meaning the alien's tail will no longer attack the windows. This was very clearly an oversight on Rebellion's part. Aside from that change, nothing else has been touched aside from the maps' modules now linked together.
These map modifications were conceived from the beginning to be legitimate for competitions and tournaments. The changes here are cosmetic only. They make the maps run smoother and let the player actually see everything he or she would need to see. I feel that this is as close to a patch that we will ever get for these maps.
v1.01 Notes: Added a few module-linking fixes that would only be seen when jumping or spear-jumping to Compound, Elevator, Hadley's Hope, Leadworks, Massacre, Nostromo, and Statue.
v1.02: Added substantial additions that would only be seen when crouching or falling to Sewer, COmpound, Massacre, Elevator, Hadley's Hope, Jockey, Lab 14, Leadworks, Nostromo, and Statue.
v1.03: Removed a module-linking fix in Hadley's Hope because it allowed the player to see the vent outside the map and consequently see aliens through the wall. Minor fixes to Sewer, Massacre, Statue, and Subway.