Aliens versus Predator is a 1999 sci-fi first-person shooter developed by Rebellion Developments and published by Fox Interactive for PC, later ported to Mac OS and Mac OS X. It crystallized the modern AvP fanbase with fast, frightening combat and three distinct campaigns—Alien, Colonial Marine, and Predator. The game reviewed strongly and built a fierce competitive scene thanks to its multiplayer suite.
In 2000 Rebellion and Fox issued the Gold Edition alongside the Millennium Expansion Pack, adding new multiplayer maps, two extra Marine weapons, save-anywhere support and refinements to the briefings. The game's source code and tools were released publicly in the following years, fueling a prolific modding community. In 2010 the game returned as Aliens versus Predator Classic 2000 on digital storefronts, updated for modern systems with widescreen and controller support. The classic release later added native multiplayer and remains the easiest way to play today.
AvP keeps story beats largely in the background. Short intro/outro scenes bookend each campaign; the rest is told through atmosphere, level design, and environmental hints.
You begin as a fully grown Drone in a temple under human desecration. Using wall-crawling and blistering speed, you rip through marines and civilians, sabotage the freighter Ferarco, and slip aboard an escape craft that docks with the Gateway station. After stalking its maze-like corridors and clashing with two Predators, the Alien hitches a ride to Earth with a clutch of eggs in tow.
A lone private who missed evacuation awakens in a research outpost built around the LV-426 derelict. After a containment breach, you descend into the ship, fight back to Hadley’s Hope, restore power, and push through the ruined colony. An APC ride leads to the atmosphere processor where five valves must be stabilized before extraction to the Odobenus station—infested with Xenos and guarded by experimental Xenoborgs. Surviving an escape-pod crash, you reach the Tyrargo station, where corporate betrayal culminates in an arena with a Predalien and, finally, a showdown against an Alien Queen launched into space via airlock.
On the trail of a missing hunter, you follow blood-green clues into a marine complex carved into rock. Deeper inside you recover lost weapons, cut main power—unleashing captive Xenomorphs—and discover the abomination: a Predalien born from your comrade. After destroying it and triggering self-destruct, the hunt moves to Fury 161’s smelting plant and a fortified military outpost wrapped around a hive. There, after battling Xenoborgs and Praetorians, the ultimate prey awaits: an Alien Queen.
Each species also unlocks five bonus missions by meeting specific criteria. To traverse certain maps, the Marine uses a jetpack while the Predator employs a grappling hook. Cheat modes—with cosmetic tweaks and power boosts—unlock as you hit various milestones.
Six modes shipped at launch: Cooperative, Deathmatch, Species Deathmatch, Alien Tag, Predator Tag, and Last Man Standing. Servers support up to eight players with a wide range of host options. Skirmish mirrors co-op as an endless horde mode for solo play. Modern Classic builds enable cross-play between digital storefronts and include native multiplayer without external services.
Rebellion’s public release of the code and tools fostered a vibrant scene of custom maps, skins, sounds, and utilities. Community packs such as the Universal Map/Skin/Sound Packs collect the best of the era, and guides walk newcomers through level creation and mod setup.
The AvP community remains active decades later. The AvP Discord organizes games, troubleshooting, and showcases of screenshots, videos, and mods. Additional help can be found on Steam guides and the AvP Unknown forums.
— Olde
Jump into the community Discord to find matches, get help, or share screenshots and mods.
Released on 15 January 2010, Aliens vs. Predator Classic 2000 is a re-release of the original 1999 game with updates for modern systems. It includes the Gold Edition content, the Millennium Expansion Pack, plus numerous improvements like widescreen support, controller support, and unlimited saves.
Q: Where can I buy AvP Classic 2000?
A: AvP Classic 2000 is available on Steam and GOG.
Q: Is there an AvP Classic 2000 community?
A: Yes. There is a small but dedicated group that plays semi-regularly. Join the Discord here: AvP Classic Official Community Discord.
Q: The game isn't loading.
A: On Windows 10/11, launch the game in windowed mode. In Steam, right-click the game → Properties → Launch Options → type -w.
Q: The game gives a screen resolution error.
A: Set the game to a standard resolution and it should work.
Q: After I beat the Marine's Tyrargo level, the game freezes.
A: At the end screen, press Escape to restart the level, then quit to the menu normally.
Q: The game isn't counting levels as complete.
A: Check if Debug mode is on. Levels won't register as complete if it's enabled.
Q: I don't see the Multiplayer option.
A: Turn off Debug mode.
Q: I'm getting destroyed in multiplayer. Is that normal?
A: Yes. The game is very fast and veterans have mastered advanced movement tricks. Expect a learning curve.
Q: Recommended multiplayer settings?
A: For Deathmatch: Disable predator disk/pistol, set Grenade Launcher/Skeeter specialists to 0, disable falling damage, game speed 100%, invulnerability time 2 seconds, hybrid scoring off.
Q: Why does multiplayer show “No Sessions Were Found”?
A: Servers are player-hosted only. If no one is hosting, no sessions appear. Host one yourself and wait a few minutes for players to join.
Q: Should I use Steam or GOG crossplay servers?
A: Use Steam servers. They're more stable and have lower latency.
Q: Can we play the campaign cooperatively?
A: Yes. See this co-op guide for setup details.
Q: A server uses a map I don't have. Where do I get it?
A: Download the Universal Map Pack.
Q: I'm stuck in the chat window.
A: Type SAY then press Enter.
Q: Can I set up a private server?
A: Yes. On Steam you can create friends-only servers via invites.
Q: Can I play multiplayer with Debug mode on?
A: No.
Q: How do I enter Debug mode?
A: Follow this Debug mode guide.
Q: How do I spawn bots?
A: Enable Debug mode first. Use the guide above for commands.
Q: Why can't I spawn certain bots?
A: Only bots in the current map are pre-loaded. Use this model pack to load all bot types.
Q: Redux mod crashes after a level ends.
A: Run AvP_Classic.exe in Windows 98/ME compatibility mode and enable “Run as Administrator” in file properties.
Q: Where are my game files/saves?
A: Steam: Steam\steamapps\common\Aliens versus Predator Classic
GOG: GOG Games\AvP Classic
Saves: Users\YourName\AppData\Local\Rebellion\AvP Classic\User_Profiles
Q: Where can I get a completed profile?
A: Download here and place it in your User_Profiles folder.
Q: How do I unlock cheat modes?
A: See this guide.
Q: Game freezes when scrolling cheats?
A: The “Freefall” cheat requires specific levels unlocked to work properly.
Q: How do I bind commands?
A: Open console (~), type BIND followed by key and command. Example: BIND Q ID_PLAYER.
Q: I only have a few saves. Why?
A: The original had none! Classic 2000 gives limited saves by difficulty: 9 (Training), 4 (Realistic), 2 (Director's Cut). Infinite saves are possible—see this guide.
Q: I'm lost in a level. Where's the guide?
A: Full campaign guide here.
Q: How can I record the game's menu without it looking small?
A: Yes. To record the game menu at a proper resolution, you can do so with a third party program called Borderless Gaming. It will allow OBS to capture the game window of the menu at your desktop resolution if you run the game in windowed mode (add -w to the command line).
Q: Can I use original 1999 FMVs?
A: Yes. Download them here and replace the .smk files in the FMVs folder.
— Olde
Description: This is a large map with lots of circuitous, dimly lit tunnels connecting various rooms of different proportions. Two of these rooms are rather small, while one is large and contains an upper section. There is also a rather large-ish armory for marines who wish to do a bit of climbing.
Description: This map is a series of circular sections winding around an elevator shaft with a stuck elevator on floor 2. There are lots of small side-rooms housing marine weapons. Overall the corridors themselves have a good width for all species, but the sides are made out of diagonal corners. The side-rooms are either dimly lit or very dark, making it a risky move for the marine to enter them. Overall the map is much too big and getting from floor to floor takes too long for it to be a decent map. Note that there is a very extensive vent system.
Description: This is a square-ish map with two main perimeter corridors connecting mid-sized rooms with lots of objects inside. Most corridors are narrow. There are two acid holes that lead down to a basement floor, with a fan to send players back up. There is also a short but effective vent system above the main floor.
Description: This is a two-story, rectangular, industrial map. The lower section consists of a single hallway with an entrance into a very dark hive section that contains some marine pickups and an orb. Two sets of stairs on either end of the hallway lead to the upper section, which is a bright room with an open central section but with walls shielding much of the perimeter. Oddly shaped columns intrude into what could have been a more open section. An acid hole leads down into the hive area.
Description: This is a very large and somewhat confusing map that connects medium-sized areas with mid-sized corridors. Ultimately the room with the Space Jockey is in the center, with many paths leading out of it, like spokes on a wheel. The outer sections (the wheel) alternate between rooms of various sizes and corridors. To make it even more confusing, there are multiple levels, too.
Description: A rectangular map with its length much longer than its width. A long series of mid-sized rooms are connected, yet many protruding walls prevent the ability to see very far down. The ceiling is low in most areas, and there are low-hanging catwalks accessible to the alien and predator for slightly faster traversal. Basic map structure is simple but many objects like railings and chairs obstruct the path.
Description: Taking inspiration from Alien3, this map consists of three rooms interconnected by corridors on either side. The outer rooms are large-ish while the central one is between small and medium-sized, although it's very tall. There are two levels on the ground floor, one slightly above the other. There is also a very straightforward vent system with several spots to drop down.
Description: Lockdown4 is a hidden map that is playable when placed in a folder called 'custom' inside the game's avp_rifs folder. In this map, which is aesthetically connected to Vaults, medium-sized rooms are connected by hallways barred by breakable walls. In the center and raised a bit is a largish control room. Several vents throughout the map lead up to the map's largest room, a sort of arena. By default, the marine's jetpack and the predator's grappling hook are enabled.
Description: This map is a three-story mixture of staircases, hallways, and small rooms. Several branching paths lead away from a dark, open central section. These paths branch off in circular directions away from and around this central section. The central section leads to a set of stairs that go up to the map's largest room. This overlooks a darkened room with the map's only armor kit. The darkened room has two paths leading out, one toward a fan room and the other leading to a room with a pulse rifle, adjacent to the central section. A staircase nearby the central section leads to the second floor, which consists of a circular hallway with one path leading to a room with a minigun and the map's only orb. The third floor is a short semi-circle hallway. An alien hive, a room with a sliding door, and a room with a fan all correspond to an alien, predator, and marine "upper" section
Description: This map consists of three large, dark rooms, a long red truck hallway, and a bright upper office level with three small rooms overlooking each of the three dark rooms. A vent system forms a path between two of the large, dark rooms and the hallway of the office section. The three main rooms are the truck room (where the front of the truck is located), the forklift room, and the meathook room, all of which contain orbs. Catwalks provide a second level for the truck and meathook rooms. There are diagonal open doors between certain areas.
Description: Four very large rooms are connected via mid-sized, narrow passages; one room has a precipice upon which is the map's only orb, one room is blue and has a tractor, one room is red and has a flamethrower, and the other room is grey and is divided by a wall that doesn't quite reach the ceiling. There is a staircase path leading up from a passage up to a minigun and up even further to the orb. The map has a very tall ceiling throughout. Three legs of the Nostromo ship touch down in the middle of certain rooms. Two long, straight vents connect the orb room with the grey room.
Description: A flat, two-story office with computers, desks, tables, and chairs sits above a two-level basement area with a furnace. The first floor of the office is mostly open with two rooms on the left and two bathrooms on the right, while the upper area is cut in half with a series of small rooms. An outdoor area has two staircases, one leading up to the second level and the other leading down into the basement level. Another staircase is in the middle of the map. The office section is bright and has no destructible lighting; the basement area is somewhat darker but also has no destructible lighting.
Description: A dark set of dimly lit corridors, illuminated by a hazard light strip, encircle a central multi-story room; at its center is a lone flamethrower. Staircases lead from the ground floor to a second and third story, with weapons strewn around. There are no exterior rooms, only circular pathways and staircases.
Description: A giant xenomorph statue, embedded in a wall, overlooks a tall, vertical arena with several narrow platforms on either side. Across from the statue is a path that leads to a red room with a staircase leading to a higher level, and higher still to the highest. Underneath the statue is a staircase leading up to a platform. Across from this is a ledge with a medkit, armor pickup, and orb. Continuing from the initial platform are more stairs that lead to a central two-story room, which, among other items, contains the second orb and a minigun. A staircase leads up and out of this room to the top level of the map. A single path carved into the stone is used for the alien to move between the highest level of the ceiling and the path underneath the alien statue.
Description: A building with a clocktower reading EASTERN lies in an outdoor street inside a rectangular perimeter of varying heights. Staircases on either end of the street lead into a subway section, with ticket booths on one end, with a parked train on a rail track. Along each track is a floor fan that pushes players up through a vent and outside along one edge of the map.