Author |
amckern |
Date of release |
v3 - February 2005
v2 - 2004
v1 - 2003 |
.bsp filename |
sc_avp* (10 maps) |
Download mirror(s)
Garompa's edit & fix:
SCMapDB
Bonus alien and facehugger models
SCMapDB
enuze's edit:
SCMapDB
Original:
SCMapDB
⚠️ Community edits are recommended due to bug fixes, but they may not play entirely the same as the original.
There are many ways you can help!
- Provide honest, constructive feedback. »
- Upload some nice screenshots.
- Insert videos of the map.
- Share this map with your friends, and on other sites and forums.
There are many ways you can help!
- Provide honest, constructive feedback. »
- Share this map pack with your friends, and on other sites and forums.
Description
After being cut off from the rest of the world, your commander has ordered you to get to, and kill, the empress alien, the story gets deeper at each MOTD.
There is a ripent version floating around that makes the 3rd map arena much more an arena, you CAN NOT Download this as a map, as its a server side mod.
Additional info
1-4 players recommended - more makes it much too easy
sc_avp2 is an updated version of sc_max. Original story for sc_max:
You're inserted into a new level in Max Payne to fight the Half-Life grunts acting as NYPD and thugs.
Additional credits
Thanks have to go out to the SC Community for the support - and you the player for getting this map. Also, and of course, to the Sven Co-op team for making the mod :)
These people I want to pay a personal thanks to
JJ45 - For his boss monster ideas - if you need one, ask him
BMTWig - Wise words, big man - Just one awesome Forums admin
Goanna - For Putting the set on your sever, hosting, and pushing me to go on, with supper comments
ClanBBB - For Hosting
DralTheImplar - For his mirc AusNS Chats
XP-Cagey - for fixing the bug, in p13, that was causing leeks in sc_avp10, and the p15 tools with in built planes optimasition
Svensluts - With out Mazzda, some long term issues would not have been fixed - Big thanks to the play test in update3
All the members of the Ex {KOAR} Clan, Big Thanks to GC - and Juggers' Little Brother for getting addicted to the set :D
SKY
LMcity_ by Remedy Soft's assassin team
This sky came from by version beta 2, of Oprea.
MODELS
357
For BMIS - Model by jankuranis
hgrunt
hgruntT
Oprea MOD
woodgibs
scientist
Rewolf - Gunman Chron.
bigbluetruck
Snarkpit.com
SOUNDS
break_wood_box_01
Door_slide
police_alert_01
police_alert_08
police_alert_09
police_noise_04
security_access_denied
security_access_granted
target_found
terimante
By Remedy
car1
cicada3
By Barking Dog - cs_backally
locked_in1
By Gearbox - Blueshift
lockedin_bang
Valve - Tentical Monster - from Silo D
truck
Counter Strike
subhis
de_subway_b1
I don't claim anything on these resources - other then u need them for the map to work right, and other wise stated. If you use these resources then the owner of them might get pissed at you, though they might not either. These sounds are used _WITHOUT_ permission from their owners, unless stated.
Stixsmaster repacked it into a zip and provided proper .res files
Changelog
Garompa's edit:
sc_avp7:
- Removed custom models from the dead scientists on the bed. Now they are two normal scientists as they have always been.
All available download versions of these map series has been compared and checked for missing content and fixes from other people, and all of that has been merged into this version.
General changes across all maps:
- Added fixes from enuze's ripent: less or more timing on some events that were annoying
- Fixed bloat text from worldspawn entities
- Removed single player entities
- Fixed changelevels
- Fixed CFG files
- Merged and fixed file paths of all files referenced in the entities and in the text files
- Made all files and file paths lowercase
- Merged all readmes and credits into one big text file
- Fixed rubbish.mdl having inside-out faces
- Fixed some models crashing the game (hgrunt.mdl)
- Merged texture and sequence files of all models
- Changed file paths of some conflicting files
- Fixed plant_pod2.mdl crashing
- Fixed scientist and ourano models sound paths to lowercase
- Added global model and sound lists
- Changed 357 to deagle in first map to accomodate global model custom 357 on map 2 onwards as sc_max intended
- Fixed and updated all weapons to have colorable sven hands
- Removed unused files that made no sense: xen weapons with alien slave hands (toad, xenhands and shotgun hivehand)
- Added missing files for npcs and weapons
- Unified all files and file paths into the amckern folder
- Added soundlist for NYPD grunts using bodyguard and default sounds
- Replaced squadmakers for weapon_ entities with just the weapon_entities (cmon dude)
- Readded some unused models from previous versions. But discarded tree2, ouranogibs and hevcharger
- Added more weapon variety (saw, m16) since these maps were made when several weapons did not exist yet
- Fixed custom displaynames not showing up for some monsters
- Added game_text subtitles for dialogues
- Removed default models and sounds in the custom folder and fixed the file paths to them
- Changed all monstermakers and env_xenmakers into squadmakers
- Added only one xenmaker for the effect, for all the xenmakers that turned into squadmakers
- Added more npc variety using default models and the custom models from sc_avp itself (where it made sense, aliens are still only in the last map)
- Removed some custom npcs and weapons from ent files and added them as global replacements
- Added globals to cfgs
- Painstakingly hunted down unactive squadmakers and reactivated them
- Reduced monster spawn numbers in a couple of squadmakers that was resulting in annoying spawn fest at player spawns
- Fixed Dr. Feal Good and his soundlist
- Added a model for the final boss (kind of didn't make sense having a big mom sorrounded by xenomorphs)
- Changed the what_body.wav so it doesn't have the "freeman" part, and made it .ogg so it doesn't conflict with original
- Copied a brush model for the escape chopper (you are in space, you need a spaceship, not a chopper)
- Added a Predator jungle boss
- Added short bits of music for each boss
- Changed plants from monster generics to item generics
- Fixed Dr Feal Good model so it can use the m16 with grenade launcher, as it was hinted at in his soundlist file, but the model didn't have the correct weapon subgroups for the new weapons of SC5.0+
- Moved the burning cars trigger_hurt a bit so it is not so unforgiving, not killing players a hundred feet away from the cars as an invisible killer wall, but rather having a more logical collision very near the cars.
- Fixed spawn point names, triggers and game_texts
- Disabled trigger_hurts used to respawn players, and changed them to a simple trigger_respawn
- Added more spawn points to stop telefragging on all maps, and moved some to stop doorblocking
- Added triggers for doors without names, and added names, so the doors could open and close together
- Moved some brushes that were clipping or were badly positioned
- Changed skyboxes of maps to better fit the atmosphere and lighting of each map
- Added pink xenmakers for race x, green for xen aliens and white for xenomorphs
- Added keep inventory in all maps
- trigger_randoms now have the unique and reusable flags, so they do not repeat that often and randomizing is shuffled properly
- Fixed elevators so buttons are not spammed by several players. Buttons for elevators now trigger all together at once (sc_avp and sc_avp9)
- Changed available weapons in cfgs according to what previous maps had (no more magically getting a shotgun if it didn't exist in previous maps)
Individual changes:
sc_avp:
- Changed sc_avp.bsp intro to have more time to wait for players, plus a text indicator
- Disabled the healing trigger_hurt right before the apache in sc_avp, and placed some medkits instead
- Moved the glass door that was clipping through the vent by 1 unit (lel)
- Used something that was existing to create a secret easter egg. maybe you can find it!
sc_avp2:
- Added the custom weapons from sc_avp2 and sc_avp10 to almost all maps
- Readded some unused sounds from sc_max to sc_avp2
- Fixed button and door sounds in avp2
- Moved some ambient generics in avp2 to be more properly placed
- Fixed bad spawns in avp2
- Fixed capture and respawn fade in avp2
- Removed game_end
- Added a door to stop people from rushing the ending before killing the boss
- Added a weaponstrip after the players get captured, and the corpses of the captors, and weapons to progress at that point after that first respawn
- Added proper monsterclip flags to aliens at the second spawn so they do not spawncamp and use the monsterclip that was existing at the subway exit
- Added a hint to where to go next near the roof vent in avp2
sc_avp3:
- Fixed several monster repel entities in avp3 and their spawn timings that were resulting in not repelling
- Fixed the changelevel entity. It was located at spawn and being triggered remotely… for no reason. Now it replaces its trigger in its position.
sc_avp4:
- Map architecture was really fucked up. Specially a floating tunnel. Pieces of sc_avp5 are present in this map. To not let it get to waste, and to make the map not too short as it was, I reused the unused map brushes to create a barricade at the end of the tunnel for players to destroy and continue
- Several decal and light entities outside the map were deleted
- A beverage button of a vending machine that does not exist, floating outside the map, was reused as a secret teleport
- Used the fucked up tunnel as a secret easter egg. Maybe you can find the entrance!
sc_avp6:
- Fixed sc_avp6 changelevel so it is near the actual door
- Added extra elite enemies and obstacles to make the map longer
- Fixed orientation of spawns and added more spawnpoints
- Gave the friendly police some models and names in the vein of the name "Oats" that was already there
- Fixed the monsterclips so enemies cannot spawncamp that much
sc_avp7:
- Made sc_avp8.wav way louder and clearer, with subtitles now
- Made tv add sounds louder, they were barely heard
sc_avp8:
- Added extra ladder for extra cascade in avp8
- Added a monsterclip so the garg does not spawncamp
- Made houndeyes have monsterclip too so they do not get the doors stuck
- Gave a rotating door damage
- Turned the rotating door near the houndeyes to a breakable. It was clipping through the wall when opened, and moving it created a see-through gap. Making it breakable was the only way.
- Gave the rivers some monsterclips and catwalks so npcs can reach players and not get stuck in the water
- Turned the waterfalls into func_illusionary to stop the water from glitching the bullet tracers
sc_avp9:
- Fixed angles on spawnpoints and npcs
- Moved some dogs from the dog pens, so they are not instantly with the players inside the vents, and also made all npcs in that area gagged and activated only when seen
- Removed the rpg being spawned by the breakable wall behind Dr Feal Good, and moved it to the cave nearby with extra explosives where it made more sense, near the assassins
- Fixed elevator buttons so they are all triggered at once when calling the elevator
- Fixed soda machines sounds and moved them one for each soda machine
- Moved the randomized train sounds to their respective engines and fixed the radius
- Added a lot of health to the player murdering pool of Ichys, as they were easily killable, and players had nowhere to go when falling inside. The idea most probably was that the Ichys are the trigger_hurt ;)
- Added an extra monster_clip on top of the ichy pool and gave all npcs on top the monsterclip flag so the npcs don't fall into the pool (this probably didn't happen when the maps released as npcs avoided falling from edges, but now its not the case)
- Added a new aliens(tm) custom sentry model
- Fixed the xenmakers for the effects of the secret teleport areas
sc_avp10:
- Changed shocktroopers from avp10 into aliens
- Added more alien variety in avp10
- Removed unnecessary custom precache in avp10
- Added different globals for avp10
- Fixed portal effects
- Added a couple more sentry turrets (there was only 1) and they now use a custom aliens model
- Made aliens spawn in groups. previously all aliens in the map spawned at once, mostly.
- Gave new models to the garg and alien queen
enuze's edit:
Japanese Translated:
- In the audio scene from Dr. Texture at the beginning of sc_avp, it was corrected so that the audio would play 30 seconds after the start of the map.
- As soon as the map starts, the voice is cut off, so everyone other than the first person who entered the server This is a measure to prevent all players from hearing the doctor's voice. Based on the original, the point that everyone dies with trigger_hurt after the voice ends remains the same.
- When the sc_avp2 grunt model is displayed, it crashes due to a bug, so it has been deleted.
- Changed the time until enemies appear in the sc_avp3 square from 100 seconds to 15 seconds.
- Sc_avp4 to sc_avp8 are judged to have no problem and are left as they are.
- Changed the time until the door of the last container of sc_avp9 opens from 300 seconds to 180 seconds.
For this ripent, we added sc_avp10_b2 (DL from Mr. amckern's HP), which is not well known in the public. Following sc_avp10_b2 fixes and things I noticed
- Delete unused files in the map (weapon sound files, etc.).
- Add nextmap sc_avp10_b2 to sc_avp9.cfg to move from sc_avp9 to sc_avp10_b2.
- All unused and problematic files have been deleted throughout sc_avp.
Tags
2003 community-edit rcbot recreation series size:large walkthrough
edit tags
sc_avp10_b2.bsp
Missing file "sound/sc_avp10_b2/sc_avp10/oicw.txt" referenced in: sc_avp10_b2.bsp —> "" (squadmaker)
Missing file "sound/weapons/glock/clipin.wav" referenced in: sc_avp10_b2.bsp —> "" (squadmaker) —> models/amckern/avp10-guns/pistol/v_9mmhandgun.mdl
Missing file "sound/weapons/glock/clipout.wav" referenced in: sc_avp10_b2.bsp —> "" (squadmaker) —> models/amckern/avp10-guns/pistol/v_9mmhandgun.mdl
Missing file "sound/weapons/glock/slideback.wav" referenced in: sc_avp10_b2.bsp —> "" (squadmaker) —> models/amckern/avp10-guns/pistol/v_9mmhandgun.mdl
Missing file "sound/weapons/oicw_clipin.wav" referenced in: sc_avp10_b2.bsp —> "" (squadmaker) —> models/amckern/avp10-guns/oicw/v_9mmAR.mdl
Missing file "sound/weapons/oicw_clipout.wav" referenced in: sc_avp10_b2.bsp —> "" (squadmaker) —> models/amckern/avp10-guns/oicw/v_9mmAR.mdl
Missing file "sound/weapons/oicw_deploy.wav" referenced in: sc_avp10_b2.bsp —> "" (squadmaker) —> models/amckern/avp10-guns/oicw/v_9mmAR.mdl
Missing file "weapons/glaunchready.wav" referenced in: sc_avp10_b2.bsp —> "" (squadmaker) —> models/amckern/avp10-guns/oicw/v_9mmAR.mdl
I have uploaded the repacked version from http://w00tguy.no-ip.org/scmapdb/log.html#&by%20amckern&222222211 with a few additional files that where missing, and the ripent version of sc_avp9 by enzure
If it ends breaking sc_avp2 again please revert my edit, and send me a DM.
I think sc_avp broke, the intro sound of the scientist speaking is not working anymore
Can someone please post a clean version of the readme in the ripent version? The one in the download seems to not be in the correct encoding.
This map crash my server sc_avp2
Play a short time and crash. (Linux)
cosmoline.at
The problem is models/max/hgrunt.mdl is missing its parts (hgrunt01.mdl, hgrunt02.mdl and hgrunt03.mdl). While looking around I found that this model comes from a Half-Life mod called "The Opera" and its missing parts were there as well.
For convenience, I updated the zip file with all missing files and removed unused ones. Download here:
http://scmapdb.com/local--files/map:avp/sc_avp_v3_fix.zip
This should be revised since both scmapdb and wootguys repack files as of now have the problematic hgrunt.mdl anyways.
A quick recompile without external textures or sequences should fix it.
EDIT: The hgrunt model from R4to0's file works fine and doesn't crash the game. Could use that and replace it in the main file so we dont have lots of files all over the place
for me is missing models/max folder =(
yes not folder !!!
you Download file http://scmapdb.com/map:max
added maps sc_avp10_b2 !!!
http://www.svencoop.com/forums/showthread.php?t=29459
oooo i like very much…. Thanks
Yeah sorry - the maps are fun to play, but i did not want to be 'foxed' so i ended up keeping the maps the same name, but changing it to 'aliens vs players'
I only tested it by myself and i couldn't remember what you type for cheats (its like sc_god or cv w/e Idk) so I didn't get passed the first bot spam, but i was disapointed that there weren't any new bots only thing in common with avp was the misson breifing audio.
Technically the monsters used from HL are aliens…or predators…so technically it is a new type of AVP…its not the exact AVP you would expect…and overall it is pretty damn fun to play with friends…