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AVP2 DESIGNER CUT

Oct 23rd, 2019
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  1. These are the raw notes I drafted in 2001 to create a "DESIGNER'S CUT" for AVP2. A lot has evolved in general gameplay expections since then. For example while Achievements didn't exist at that time the Predator class was given a Trophy counter achievement. A lot of the ideas mentioned expand player choice options similar to games today.
  2.  
  3. AVP2 STORY EXPANSION
  4.  
  5. HIGHLIGHTS
  6. Note Change “Corporate” to “Merc” in game
  7. Note Vulcan Minigun (Predator movie) to replace 3 barrel Minigun
  8. Pod Roof
  9. Small ship fighter
  10. Adding Map Table of Pods and Hive Sites
  11. Molt into Queen and fight Empress for position
  12. Plug outlets for Deployable Sentry Guns and their Comm.Link (Singleplayer)
  13. PDAs about Bethany and Kenji/Brother
  14.  
  15. ALIEN PLAYER
  16. A8S1 level
  17. Molt into final Queen
  18. Note PDAs in previous missions denote this special species (player)
  19. Get to... ?
  20. Kill Empress to become Empress
  21.  
  22. PREDATOR PLAYER
  23. P8S1 level
  24. Get to the Colony to retrieve the Artifact
  25. *previous levels need PDA hints with Convicts
  26. *previous levels need PDA hints about Artifact – reason Predators are there
  27. Old canyon ridge level scaled up to fit APC width
  28. Outdoor KeyFrame event
  29. Jump on WY APC w/Iron Bears
  30. Ricther just escaped
  31. Rain decloaks Predator
  32. *REMOVE pickup item from inventory?
  33. Random Convict AI Sadar’s APC
  34.  
  35. P9S1 level
  36. Power Core level
  37. Hanger LWO model
  38. Traps (vision vs. sniping convicts)
  39. *netgun for Convicts (marine/corps)
  40. Find new pistol? Wrist rocket?
  41. Wildlife AI bullpens set loose
  42. Hunt down Convict leader
  43. Predalien ExpansionPack Hero boss
  44. *Predalien Hero needs unique marks on texture
  45.  
  46. P+S1 level
  47. Reverse old P1S1 level
  48. End in Jungle LWO model
  49. Multiple convict boss fight
  50. Convict leader is descendant of Dutch
  51.  
  52. MERC PLAYER
  53. EXH4S1 level
  54. Takes place prior to M3S1
  55. Bunker cinematic (Dimitri & Dunya)
  56. Routine duty in nearby Tunnel system
  57. *Dimitri radios?
  58. Security goes down
  59. AI Buddies
  60. *Corp officer
  61. Uses old-old canyon Hive exterior? Uses old-old Jockey-Hive?
  62. ---alt. EXH4S1
  63. Recover Artifact from fallen POD 5
  64. Level is all skewed, rotated, collapsed
  65. *Artifact discovered to repel Aliens
  66.  
  67. EXH4S2 level
  68. Cinematic level
  69. M3S1 encounter with Dunya expanded?
  70. Who calls Dunya on her radio?
  71.  
  72. EXH5S1 level
  73. Pod 2 – Pod Roof cinematic with small ship fighter (loss of Dimitri)
  74. *previous levels need KeyFrame small ship fighter
  75. Rykov radios – get Artifact and free Richter
  76. Ending Cinematic with WY APC (& Richter) entering tunnels
  77.  
  78. EXH6S1 level
  79. Pod 2 – Start in M3S1 Comm Station
  80. Radio search for Rykov
  81. Overhear Tomiko and Harris talking
  82. Cinematic
  83. Chekov says Rykov’s dead
  84. Security’s funky – place is going to blow.
  85. He suspects Richter is going to alt. landing pad and’ll meet Dunya there
  86. Corp officer breaks in on scene and takes last small ship fighter
  87. Tomiko reacts to room TRIGGER. Kills Player!
  88. GAMEPLAY: non-linear
  89. Cinematic Take Elevator UP to roof
  90. Watch Corp Officer take last small figher ship
  91. Pickup Grenade Launcher & Rope ammo
  92. Scale down POD face to Lower Pod for ExoSuit
  93. Fight off Simple AI aliens
  94. Cinematic Take Elevator DOWN to lobby
  95. Take new elevator down to Lower Pod for ExoSuit
  96. Fight off Simple AI aliens
  97. KeyFrame Elevator falling?
  98.  
  99. EXH7S1 level
  100. Canyon run with Exosuit or Sniper Rifle
  101. *research which tunnel below the pods is unused
  102. ADD small fighter ship (crashed)
  103. Simple AI aliens
  104. Enemy Corp Synths
  105. Boss Corp Officer
  106. Ends at Overrun BUNKER
  107.  
  108. EXH8S1 level
  109. Landing Pad
  110. Chekov & Ricther & White Team? [crashed dropship from P5S1]
  111.  
  112.  
  113.  
  114. LEVELS – MARINE:
  115. Modify M_Open: Add Deckard (Sadar guy) to scene
  116. Add APC to background
  117.  
  118. Modify M1S1: Add AI Buddy Shugi
  119. Sniper Rifle found near APC wreak. Limited ammo.
  120. Add wildlife AI
  121. Add small fighter ship (crashed)
  122. GAMEPLAY:
  123. Bridge is destroyed. Find alt. route around.
  124. Shugi dies (AI Predator at end, if not wildlife)
  125.  
  126. Modify M1S3: AI Buddy Blackwell (loses you before vents, meets back up at stairwell)
  127. Comm Stations to call AI buddy back to you
  128. Map Table of complex
  129. Modify Bathroom FOYER
  130. PREFAB: Weldable Door (first instance is CUT)
  131. PREFAB Disturbance Zones
  132. Plug outlets for Deployable Sentry Guns and their Comm.Link
  133. Modify Fake Doors to be Broken/Askew with false room beyond
  134.  
  135. Modify M1S4: AI Buddy Duke
  136. Modify Deckard to be Sadar model
  137. PREFAB: Weldable Door
  138. GAMEPLAY:
  139. Rescue Hall
  140. Cinematic(?) Hall & Deckard take Dropship to Verloc
  141. Modify Fake Doors to be Broken/Askew with false room beyond
  142.  
  143. Modify M2S1: Other APCs present when outside garage door opens
  144. Ichiro AI present
  145. Hack open door to 3rd Switch
  146. Resolve “magic door switch”
  147. Modify crawlspace?
  148. Non-linear door hack after bridge
  149. AI buddies that get killed?
  150. PREFAB Disturbance Zones
  151. Weld shut Spawner vents
  152.  
  153. Modify M3S1: Re-apply missing Convict speech
  154. Tweak Smuggler idlescript
  155. Check Fachugger event (change to SimpleAI?)
  156. Tomiko reacts to room TRIGGER. Kills Player!
  157. Add window to Comm Station room?
  158. Modify M3S2: UnWELD special obstruction to Open office (for Bethany PDAs)
  159.  
  160. Modify M3S4: Add Alien AIs crawling up Elevator Core, Falling fan, Guards fighting
  161.  
  162. Modify M3S5: Add Sniper Rifle with Merc equipment cache
  163. Remove Predator/Dropship KF event
  164. GAMEPLAY:
  165. Check possibility of collapsing Pod Bridge ?
  166. Check Dropship shooting gallery KeyFrame event ?
  167. Modify M4S1: Add Colony Garage topside
  168. PREFAB: Weldable Door (first instance is CUT)
  169. PREFAB Disturbance Zones
  170. Hack on Ceiling Mounted Sentry Guns
  171. Modify Fake Doors to be Broken/Askew with false room beyond
  172.  
  173. Modify M4S2: Add Map Table
  174. Add Crew Quarters ?
  175. PREFAB: Weldable Door (first instance is CUT)
  176. PREFAB Disturbance Zones
  177. Hack on Ceiling Mounted Sentry Guns
  178. Modify Fake Doors to be Broken/Askew with false room beyond
  179.  
  180. Modify M5S1: Re-apply Electric Puzzle
  181. Remove Landing Pad or ADD small fighter ship
  182. PREFAB: Weldable Door (first instance is CUT)
  183. AI Buddies (AI Predator kills them) ?
  184. Modify Fake Doors to be Broken/Askew with false room beyond
  185.  
  186. Modify M6S1: Check Tomiko audio (Verloc)
  187. AI Buddies White Team (get picked up by Dropship?)
  188. *NOTE Hall audio & cinematics on previous missions
  189. Modify Fake Doors to be Broken/Askew with false room beyond
  190.  
  191. Modify M7S1: Add Dr. Adam Post body
  192. Add Dr. Adam Post dogtags
  193. GAMEPLAY:
  194. More level to explore
  195. *clip parts from A5S1 & P7S1 Hive levels ?
  196.  
  197. Modify M7S2: AI Buddy Ichiro ?
  198. AI Buddy Dimitri cocooned (save or don’t save)
  199. Join AI McCain, Duke & Jones near end
  200. *Better Boss Fight
  201. Sniper from Dropshop ramp ?
  202.  
  203. *Why Does Tomiko Just Blow the Place up?
  204.  
  205. LEVELS – ALIEN:
  206. Modify A1S1: Widen Landing Bay to fit the Betty
  207. Modify opening cinematic for the Betty
  208. Check voice over “<ship> arriving”
  209. Modify A1S2: Add Dog AI
  210. Modify A3S*: Add Dog AI ?
  211. Modify A4S2: Re-apply Terrarium/Aquarium chambers
  212. GAMEPLAY:
  213. Non-Linear exit: Cables or Elevator Core
  214.  
  215. LEVELS – PREDATOR:
  216. Modify P1S1: Add “TrophyCounter”
  217. Re-apply Taunts
  218. Add wildlife AI
  219.  
  220. Modify P2S1: Add “TrophyCounter”
  221. Re-apply Taunts
  222. Add Dog AI
  223.  
  224. Modify P3S1: Add “TrophyCounter”
  225. Add Dog AI
  226. Re-apply Bunker interior
  227. *Energy Siphon panels
  228.  
  229. Modify P3S2 Add “TrophyCounter”
  230. *Energy Siphon panels
  231.  
  232. Modify P3S3 Add “TrophyCounter”
  233. *Energy Siphon panels
  234.  
  235. Modify P4S1: Add “TrophyCounter”
  236. Modify level to be more like POD 2
  237. Add PDAs describing Energy Labs in POD 3
  238. Add PDAs describing supply moving
  239. GAMEPLAY:
  240. Exit by hiding in crates
  241. Add ending cinematic: crossing bridge to POD 3
  242.  
  243. Modify P4S2: Add “TrophyCounter”
  244. Modify level to re-use P4S1 swapped rooms
  245. Modify Energy Lab (Lightwave Model)
  246.  
  247. Modify P4S3: Add “TrophyCounter”
  248. Use M3S5 POD 3
  249. Swap Dimitri’s head for Ivan’s head in EXOSUIT
  250. GAMEPLAY:
  251. Ride Elevator down halfway, then jump on Dropship?
  252.  
  253. Modify P5S1: Add “TrophyCounter”
  254. Change Predator ally to convict ?
  255.  
  256. Modify P6S1: Add “TrophyCounter”
  257. Modify opening cinematic to have Rykov holding Artifact
  258.  
  259. Modify P6S2: Add “TrophyCounter”
  260. Modify P7S1: Add “TrophyCounter”
  261. Modify P7S2: Add “TrophyCounter”
  262. Player decides if Rykov dies or lives
  263. *Better Boss Fight
  264. Rykov uses the Artifact to repel Aliens
  265. “I have something you want!”
  266. Simple AI comes in waves to Predator Hero when Rykov does X
  267.  
  268. ***For all levels -- add “TrophyCounter” with reward system.
  269.  
  270.  
  271.  
  272. ASSET TO-DO-LIST
  273.  
  274. BUTES:
  275. Setup the wildlife Humanoid AI
  276. Setup the wildlife Bull AI
  277. Setup the Dog AI
  278. Setup the IR Vision
  279. Setup the Motion Tracker pickup/object/placement
  280. Setup Queen Facehugger
  281. Modify Harrison MERC to have NV vision
  282. Modify MARINES to have IR vision
  283. Add 3DSound for Taunts & Predator Healing
  284. Lessen EXO-SUIT jump (or remove?)
  285.  
  286. TEXTURES:
  287. Replace the NV overlay
  288. Retexture the 1st Person Motion Tracker to 3D object
  289. Modify Facehugger texture for Queen Facehugger
  290. Improve Betty ship textures
  291. Dr. Adam Post dogtags
  292. Create Map Table for M1S3
  293. Create Map Table for M4S2
  294. Replace Sprite for Predator Hacking
  295. Small Fighter Ship
  296. Modify MARINE armor (less gamey/more realistic)
  297. Modify MERC armor (need a generic merc, maybe black too)
  298. Modify Door texture to support weld/cut zones
  299. Create Alpha Environment map Pod Window Overhang texture
  300. Create HI-REZ upper Pod face texture
  301. Create HI-REZ lower Pod face texture
  302.  
  303. MODELING:
  304. Create Betty ship interior
  305. Modify facehugger model to Queen Facehugger
  306. Modify chestbuster model to Queen Chestburster
  307. Modify drone model to be slightly varied (Queen-ish) ?
  308. Fix Dog UV textures
  309. Modify Hacking Tool pickup to be more visible
  310. Check RUNNER Model (A3 version)
  311.  
  312. ANIMATION:
  313. Transfer wildlife Humanoid
  314. Transfer wildlife Bull
  315. Transfer wildlife Dog
  316. Transfer Queen Facehugger
  317. Transfer Queen Chestburster
  318. Transfer modified drone ?
  319. Check MP/SP models for missing animations
  320. Check MP/SP models for skewed attachments
  321. Check RUNNER Model (A3 version)
  322.  
  323. VOICE:
  324. Change Smuggler voice
  325. Check Dunya voice recordings
  326. Check Rykov voice recordings
  327. Check Ivan voice recordings
  328. Check Hall voice recordings
  329. Check Tomiko voice recordings (Verloc)
  330. Check Eisenburg voice recordings (synthetic)
  331.  
  332. PREFABS
  333. Spawn Simple-AI filler
  334. Random Disturbance Trigger zones
  335. If Sentry Guns are turned on
  336. If portals are welded
  337. Weldable DOOR
  338. Cut/Weld hotspots
  339. Vent round-about alternate route?
  340. Rope Hook
  341. For use with Grenade Launcher Rope Ammo
  342.  
  343.  
  344. ENGINEERING REQUESTS for MULTIPLAYER:
  345.  
  346. MP player taunts
  347. Make the taunts play the same sounds (client/server)
  348. Make the taunt key a pop-up request for 1-5 specific sounds
  349.  
  350. Energy Sift limitations:
  351. Takes longer to sift energy (2x – 10x more)
  352. (make it so you can stop the sift before full power?)
  353. Players can get a quick full charge by raiding energy panels in level
  354. msg player energy_charge
  355. *Energy siphoning presumably only works with Sift in inventory
  356.  
  357. Predator Hacking Tool
  358. Make it possible to torch CUT (not weld) torchable objects
  359. Alt Fire for CUT?
  360. Change Sprites?
  361.  
  362. Marine Vision
  363. Link the vision to the helmet. Without a helmet, you don’t have that vision.
  364. Create a new vision for the MARINE: Infrared Red
  365. (this would become the vision associated to the helmet)
  366. (MARINES would default to IR, the new class MERCS would default to NV)
  367. Nightvision would be associated to the NV pickup, making it head attachment
  368. Remove MP default vision equipment
  369.  
  370. Motion Tracker fun
  371. Make the MT HUD region-based (origin point option).
  372. Make the MT a pickup
  373. Default players to no MT
  374. Bind the MT a hotkey toggle (similar to the Torch)
  375. Only the knife or pistol could be used during MT use.
  376. (easy to do a 1st Person model)
  377. Set up the MT to appear on 3rd-Person models
  378. Modify the Motion_Tracker_Object Hide/Unhide with Multiple instances
  379.  
  380. Marine Grenade Launcher
  381. Make it possible to throw grenades by hand with hotkey
  382. Return to previous weapon after one throw
  383. Set up Predator Net for optional Grenade Launcher Ammo
  384. *Arcing deployment vs. Projectile deployment
  385.  
  386. Marine HUD
  387. Make the Torch Icon show up, when it’s in inventory
  388. Make the Hacking Icon show up, when it’s in inventory
  389. Make the Motion Tracker Icon show up, when it’s in inventory
  390. Remove the Flare Icons when inventory is empty
  391.  
  392.  
  393. Extra AI (can sense all species and are enemies to all)
  394. Setup the wildlife Humanoid AI
  395. Setup the wildlife Bull AI
  396. Setup the Dog AI
  397. MARINE friendly version & MERC friendly version
  398. Setup EVENTCOUNTERS for more canned responses?
  399. Setup DAMAGE messages for players who shoot AI allies
  400.  
  401. Status bars
  402. Modify the boss bar/water meter for an event meter
  403. *torch cut/weld
  404. *hacking
  405.  
  406. Misc
  407. Add Species Flags to TRIGGERS (default TRUE)
  408. How do graphic levels affect HH Weapon Textures?
  409. Check MP difficult settings (for AI difficulty)
  410. Fix TIMER object?
  411. Re-apply Eisenburg “I’m a synth” speech
  412. Create new class: MERC (Corporate)
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