The Scenario "Second Chances" is impossible to beat. The target is clipped inside of the truck it's being carried on and when you hit it, it takes the truck with it wherever it goes. Could you fix this please? Very much appreciated. These scenarios are great overall. Thank you.
I was actually under the impression that pretty much all of these scenarios were hopelessly broken, but I'll look into it. Maybe something has changed in a more recent update?
Any chance of seeing an update to this? I played it a few years ago and it was quite fun, but this thread seems to indicate that it's all broken now. I really enjoyed the idea so just hoping it might get revived...
This one's a very old project, and has long since been broken by several updates' worth of code changes and content. I invite anyone who wishes to fix this mod if they so choose, but I don't plan to update it myself.
You know, whenever I think back on my modding career, I always forget about Crash Junctions. Which is weird, seeing as it was one of my biggest projects. This project is abandoned, well and truly. If I were to start working on it again, I'd probably be starting it from scratch, and I don't think I'll ever have that kind of time or interest. So in the spirit of the eulogy, I'd like to share my [admittedly pretentious] plan for what was supposed to happen with it: Spoiler: Crash Junctions 1.0: What Might Have Been (probably for the best that it didn't) So, as you can probably tell, the scenario pack/campaign was becoming more and more story-focused with time, including the disappearance of Chuck and the emergence of the pseudo-villain, Mark Freeland. The next major update was supposed to support this further by adding a prologue chapter set at the Crash Club HQ, a junkyard on the outskirts of the city. The prologue would also introduce the Crash Club's founder and president, "Coach" Sohni, a serial shyster who, through highly contrived means, profits off of the passion of motorheaded misfits and anti-establishment rebels. Picture Fight Club, but replace the fisticuffs with car crashes, and replace Tyler Durden with Stan Pines. All the descriptions for all of the released scenarios so far would therefore be retconned as being instructions from Coach. Since Coach is doing something highly illegal, he relies on his ear-to-the-ground, Chuck, to keep him out of trouble. So when Chuck disappears, and the Freeland Conglomerate begins to move in to the city, Coach gets suspicious and shows signs of remorse for Chuck's unknown fate. Freeland himself would also occasionally issue missions to the player, though they'd be scored differently. Where Club missions are focused on clipping various vehicles, driving off ramps, and generally doing something akin to plausibly victimless stunts, Freeland missions would be focused on doing brutal amounts of damage to only one vehicle, which has unnerving implications. The first of these would have you push a one-lane backup into the path of a speeding ambulance. The second act was to be pockmarked by suspenseful stealth missions assigned by Coach, to investigate Freeland. The Freeland Conglomerate is a holdings company, basically one of those faceless executive companies that essentially makes money by... making money, essentially piggybacking off of the success of whole industries in order to keep themselves perpetually in the green (I'm not an economist, I'm sure there's more minutiae than that and my definition is probably eight different shades of wrong). So when they buy up a humble construction company after its owner dies in an ambulance wreck, the mystery for the whole second act is why a company made purely of money is trying to squeeze into a less profitable industry. The answer is... contrived, and I'm not sure it would have qualified as meaningful character motivation. Freeland Holdings was founded by Mark Freeland's grandfather, then handed down to his father, then handed down to him. Mark has been taught the virtues of legacy through business his whole life, about building a future for the next generation, but he just got his test results back, and, whoopsie! He can't have kids. The creeping feelings of ineptitude and uselessness to society at large (okay, maybe there was more Fight Club DNA in this story than I thought, dunno why) cause him to become impulsive and erratic. No matter how much money you make, that money will only bear your name until the next person gets it. Build a castle, that'll keep your name for centuries. So, in lieu of just going to fucking therapy, Freeland decides to use his money and influence to transform the cityscape as his own personal legacy. Over the course of the campaign, ordinary streets would begin to disappear to bike lanes, streetcar lines, and pedestrian centers, and a massive bridge that would connect the city to greater trade opportunities would emerge in the background. It also turns out that Freeland has been secretly protecting the Crash Club from exposure, encouraging the car crashes to sour the automobile in the public eye, and to frame Coach as the ultimate fall guy. Additionally, Chuck resurfaces as a turncoat: he threw in his lot with the Freeland Conglomerate, but to add an extra twist to the narrative, he's also looking to betray Mark Freeland. Freeland's right-hand man, Burl Reed (the man-in-black-looking MF'er from the balcony), senses Freeland's fall from grace is forthcoming and conspires with Chuck to take over the company. Chuck also holds a lasting disdain for Coach, and during an ill-fated rescue attempt by Coach and the player, tips off the police to take Coach, the player, and the Crash Club out of the picture, who all narrowly manage to escape. In the climax, Freeland has nearly secured a massive trade deal with whatever civilization is located just beyond his bridge. He plans to drive a new model of streetcar train over the bridge to finalize the deal in person. If the player chooses to ally with Coach, they must attempt to derail the train car-by-car and outlast its escort before it crosses the bridge's midpoint. If the player allies with Freeland, they must escort, and possibly throw objects from, the train to protect it against attack from the hostile takeover and Crash Club zealots. In the epilogue of Coach's ending, both Coach and the player are on the lam for countless crimes. They part ways before fleeing the city, but not before the normally irreverent Coach earnestly thanks the player for sticking up for him. In the epilogue of Freeland's ending, Freeland invites the player to take over the spot Reed has left behind. He expresses a sort of calm at knowing that his legacy is secured and that he's had a profound, if perhaps underhanded, impact on the world. He also states that he looks forward to the player's contributions to Freeland's next plans. It's probably better that it didn't materialize, of course. The Crash Junctions were at their best when that's all they were, rather than have a complicated story that 24-year-old me composed bolted awkwardly onto the side. Still, I can't help but admire the gumption I must've had back then to dream that big.