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File Download

Note: Other websites, please link to this page, rather than the files directly. Thanks.

Date: August 2, 2001
Name: Gold Edition Level Pack for Aliens Vs. Predator
Size: 39.4 MB (41,289,660 bytes)
Source: AvPNews.com
ftp.bluesnews.com AvP_LevelPack.zip
3D Gamers* Page
FilePlanet* Page (registration required)
PlanetMirror (Australia) File
   
  *Denotes multiple mirrors available.
Description:
ALIENS VERSUS PREDATOR GOLD EDITION PAKS (Assembly by Eldritch)
===============================================================

In this zip file you will find 29 new Aliens versus Predator multiplayer maps.

******* INSTALLATION ******************************************
Please select all contents of the zip file and extract them into a root directory where Aliens versus Predator Gold Edition was originally installed. By default the root directory path is: C:\Program Files\Fox\Aliens versus Predator\

Important Note: You should extract the files from the zip file using 'folder names' so that the files will be placed in the proper folders.

******* LEVEL DESCRIPTIONS ************************************
AZURE - Single room arena with a large rotating blue crystal in the centre. An incredibly deep pit below the crystal will kill all three characters (although the alien may be able to fall a considerable distance before clinging to the wall and having to climb out). Colourful moving light features make the level strange but attractive to look at.

BANE - Two floors, first floor with two main rooms connected by close corridors, a set of stairs lead up to the second floor with its two small rooms and a wide corridor that runs the length of the level to a waste disposal sink well which in turn connects back to the rooms on the first floor by a series of air ducts, most traversable only by the alien (except the main air duct between the bottom of the sink well and the first floor rooms).

BIOSPHERE - Single, large room battle arena set in an Aztec-style botanical garden. Held in the third Lagrangian point (L3) between two moons . Precipitous paths forming an endless loop constitute the only barrier between the player and certain death.

BLEAK - Minimalist in appearance with dirty grey walls showing signs of previous conflict. Two levels, well connected with a sweeping 'C' shaped corridor giving a view of the starfield outside. The level is completely symmetrical. Off white dim lighting in most of the upper level whilst green and amber lighting dominates the lower level.

CONFLICT - A simple design of claustrophobic corridors allowing for large multiplayer numbers and intense skirmish action. Three main close quarters fighting arenas with a maze of connecting corridors and alien ducts. Ship corridors with Alien hive erosion in places.

ETHEREAL - Predominantly stone, with Celtic-style swirls in places, and some rusted metal for pipes. Two main big rooms with strange twisted corridors between them. Two huge shafts at the extremities with big fans which are lethal to all. Very large in scale to give the sense of not belonging. Inspired by the works of H.P.Lovecraft in his dreamscape passages (such as the much maligned "Quest for Unknown Kadath" and "Celaphais").

FLESH BOX - A giant battery powered by the souls of dead people with a bleeding heart in the middle. Hollow, large expanse featuring fused metal into flesh. Heavy industrial nightmarish sci-fi style.

FOSSIL- Ancient spaceship inspired by the original ship on LV-426 in Alien. Biomechanical in appearance throughout with intricate patterns of bone ribs and piping. Long dead space jockeys sit in the upper level and still-living cocooned people are trapped in one of the smaller tunnels.

JUNGLE - A series of forest clearings connected by leafy tunnels; giant tree trunks penetrate the thick leaf and vine canopy above. Ancient stone ruins punctuate the vegetation. A waterfall, is guarded by an old stone statue. This map should make the predator feel quite at home with platforms close to the canopy ideal for sniping unaware marines.

LAST STAND - Large "X" shaped room surrounded by a perimeter consisting of ramps leading up to four elevated posts with a blue mounted light source. Each elevated post contains an assortment of Marine pickups. Main room contains vents accessible only by Aliens which allow access to different areas of room.

NEON - A techno voodoo style walls with combinations of Predator typography. Two main close quarter fighting arenas with connecting corridors that give impressions of vast expanses and distorted architecture.

PIRANESI - Grimy stone and wood with a medieval church sub-basement/dungeon kind of feel. Main influence being 'arena' style levels, and seventeenth century architect Piranesi (whom the level is named after) who did a series of "impossible prisons" sketches featuring strange architecture along the lines of Escher, with platforms and stairs going in all directions. Designed for a satisfying, uncomplicated blast.

REACTOR - An abandoned industrial site or factory. Level is fairly freeform, i.e. a largish outdoor area split into different areas by walls pillars. Hazardous natural environment is natural to this level. Influenced by Quake III Arena in the way it manages to create a claustrophobic environment from what appears to be an open space.

STORAGE - Extremely large single room arena with three layers of combat accessible through intricate network of stairs and ramps. Many opportunities for open face-to-face combat coupled with an assortment of platforms and pillars to duck behind. Multiple ledges on which players can perch and see entire level.

STORAGE XL - Just like the original release. But here in the office we had so much fun with the original extra large version we decided to through in this level as an extra level. It contains more hallways and connecting rooms.

******* USING THE LEVELS ***************************************
After extracting the package into the AVP directory you will notice that you've received alot of new files. 29 level files have been copied to AVP_RIFS/, Fastfiles for each new level has been placed in FASTFILE/ together with an up-to-date FFLINFO.TXT, and you have three .BAT files in your AVP root dir. These three .BAT files are the key to playing these new levels.

1. If you decide to play Cooperative game style you should start PAK-COOP.BAT. You will be prompted with a list of levels. Browse the two lists available and make your choice (by using the number keys designated in the list). When you've chosen, start up AVP.EXE and make your way into the Multiplayer Setup. Choose Cooperative as Gametype and JOCKEY as the level. This will start the game on the chosen new level.

2. If you decide to play DM, SDM, TAG or LMS games you should start PAK-DM.BAT. You will be prompted with a list of levels. Browse the two lists available and make your choice (by using the number keys designated in the list). When you've chosen, start up AVP.EXE and make your way into the Multiplayer Setup. Choose any Gametype (except Coop) and JOCKEY as the level. This will start the game on the chosen new level.

3. If you decide to play Skirmish game style you should start PAK-COOP.BAT. You will be prompted with a list of levels. Browse the two lists available and make your choice (by using the number keys designated in the list). When you've chosen, start up AVP.EXE and make your way into the Skirmish Setup. Choose JOCKEY as the level. This will start the game on the chosen new level.

After playing, you might want to restore the backups of Jockey.rif and/or Jockeycoop.rif. This can be done by running PAK-RESTORE.BAT, or manuall renaming Jockey.bak and Jockeycoop.bak to their original names.
Requirements:
(Minimum)
Aliens Vs. Predator (original retail)
(Recommended)

All efforts are made to screen files for malicious content. However, these files are provided by outside parties not affiliated with Blue's News, and no support, warranty, or help can be offered. Please address any issues to individual authors.

 

 

 



Copyright © 2001 Stephen Heaslip. All rights reserved.
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News script copyright © 2001 James "furn" Furness & Blue's News.
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