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Aliens
versus Predator 2: Special Edition

Name:
Aliens versus Predator 2: Special Edition
Author: [Alpha]InfamousAndy
Download:
AVP2SE.zip
Reviewed By: SirYawnalot
Introduction
Yes,
it's been a long time. No, you don't want to hear excuses
(I hope...), you want to know which mod is the most worthy
this week. Well, the most worthy two or three weeks ago
anyway. This mod has had woefully little publicity, so let's
change all that.
This
nice little mod, which won't be taxing even those struggling
56ks out there, doesn't have any custom skins or sounds.
It's made up of class changes. Don't let that fool you though,
this isn't another one of those "tiny little gameplay
balancy mods"-- these alterations are very noticeable
and change the gameplay deeply. Each of the classes now
has many differences - and not just in the weapons list
- in a similar way to the AvP2 alien classes.
Class
Changes
The
Marines and Corps basically have the same kind of classes.
Each has a regular marine, a scout (AKA sniper), "human
tank", and specialist. In addition to having their
own weapon lists, they also have a limited choice of which
weapons they can pick up.
The Scouts, Dunya and Ichiro, are bloody fast and come equipped
with a sniper rifle. They can't pick up any new weapons
at all, but Ichiro starts with an additional shotgun and
Dunya gets a pulse rifle. Oddly, Ichiro can't load up armour-piercing
rounds for the shotgun, and can't pick up shotguns he finds
lying around either. Both are extremely limited in the armour
department: Ichiro starts with and is limited to 50, Dunya
gets 75 (but as a consequence is a bit slower). A nifty
touch for these classes is the Enhanced Night Vision mode,
which doesn't drain battery power and amplifies available
light. It's pretty much the standard IR-goggles minus the
graininess and with some colour. Funkily, this vision mode
doesn't add to the file's size-- there's no new graphics
for it. Big kudos to the author for this great bit of coding!
Now, the "human tank" classes are meant to be
super-slow. As far as I noticed, this wasn't the case...
they were around the same speed as the Specialists. However,
they have the best weapons, and a truly monstrous maximum
armour capacity: 400. Nope, not a typo. As a balance, they
can only get a maximum of 50 health, presumably as a side-effect
of too many Big Macs.
Specialists are made pretty much obsolete by the "human
tank" classes. Around the same speed, but with lower-grade
weapons and a max-armour capacity of 200.
Finally there's the useful regular marine. He/she relies
entirely on pickups: regulars start with no armour at all,
and a pulse rifle. Although they can only load up to 100
armour, any weapon on the playing field is at the regular's
disposal.
The
Pred classes are great. Except for the Heavy Pred, any class
can pick up any Predator weapon. In addition, each class
starts with a different set of weapons. Most of the classes
have received a speed boost, and the Light Pred now rivals
Sonic the Hedgehog as fastest bipedal character in a game.
The Heavy Pred is no exception, and he retains his incredible
resilience. However, he can't pick up any new weapons. He's
limited to close-combat weapons: 'blades, Spear, Nets and
Bombs. This makes him the honourable player's class of choice,
and a very cool character.
All
the Aliens have their crouched speeds increased, except
for the Praetorian, who gets a tiny increase with its standing
speed. This makes PredAliens pretty damn nasty customers,
and Runners blaze over the map like little four-legged lasers.
As nearly all classes in the game get a speed boost anyway,
it's fair to give this advantage to the bugs.
Weapon Changes
Lots of
the Marine weapons have their ammo clips changed slightly,
and when firing homing SADAR rockets, you have to reload
with each shot. Shotguns are far more likely to take down
an enemy in one shot now thanks to a damage increase, and
Pulse Rifles are a bit more powerful too (as if they needed
to be...).
The Pred weapons get the most changes though. The energy
weapons now take up massive amounts of ammo-- you'll only
be able to squeeze off about four or five Pistol shots with
a full energy bar. As with most mods released these days,
Plasmacaster shots fire in a straight line... but if you
get a direct hit, you deal massive damage on the enemy,
usually an instant-kill. Secondary adds splash damage, and
of course using this weapon doesn't decloak you. The Speargun
is also altered to make it a far more useful sniper's weapon.
Bug
Report
Aside
from the human-tank classes being faster than the author
presumably intended, the Enhanced Night Vision runs into
problems with lights. Most light textures look a bit odd,
as in the screenshot. This isn't really much of a problem
though, and certainly won't stop anybody from enjoying this
mod.
Opinions
One of
the few gameplay mods out at the moment that doesn't really
go all-out at trying to balance the game. It makes a few
helpful changes to weapons, and the altered classes don't
add many new problems. One unbalance I can see is with the
PredAlien... its speed boost when crouched, while small,
makes this creature into the game's Big Gun. No need for
UT's redeemer in this game, we have an entire player class
which dominates the pitch. Having said that, skilled players
should still be able to put the PA down with a well-placed
grenade. And you've got to love the Heavy Pred.
So... another overly positive review. Well I've listed the
downsides, but I really didn't find that many, so the mark
is well deserved, in my opinion.
Finally...
Big
thanks to Infamous Andy, who's been very patient in waiting
for this review. ;)
Big sorry to everyone for the several millennia which have
gone past since my last MODOTW review, and another one in
advance because I'm about to ski off to sunny Corsica...
so you'll have to do without another review for a little
while. To give you a hint though, unless something else
pops up I'll probably be reviewing the latest version of
Bastiaan's
Realism Mod.
Final
Score:
    
Download:
AVP2SE.zip
By SirYawnalot
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