Thanks for downloading the Skinz of the Flesh (SOTF) level mod!
This mod is only meant to be available on DIXMOR HOSPITAL and nowhere else. Please do not re-upload if it's available there.
This text file is quite long, but please make sure to at least READ the INSTALLATION SEGMENT before you start INSTALLING the mod.

INSTALLATION REQUIREMENTS: 
Before we start... you're going to need to have Manhunt for Windows installed. That should go without saying, but hey. No idea if it works on PS2, let me know if it does!

------------------------INSTALLATION------------------------

First off, make sure you install Manhunt Fixer by ermaccer! 
This level mod was made and tested only on a Steam copy with ermaccer's Fixer installed. Accept no imitations. This is THE fix you want to use to get Manhunt working.
I suggest following the following guide for the most optimal results.
I also suggest installing the recommended Enhancements, SPECIALLY PluginMH - it's NEEDED for the MODLOADER.
https://steamcommunity.com/sharedfiles/filedetails/?id=2166039806

You're also gonna need the "All weapons in all levels 2021" mod by Paulie Walnuts!
SOTF spawns weapons that are NOT originally available in the Brawl Game scene. If you don't use the weapons mod, you'll get no rewards.
Read the mod's readme carefully and make sure the game is working before proceeding.
https://www.dixmor-hospital.com/mods/view/all-weapons-in-all-levels-2021

If your game is crashing on start up after installing the all weapons mod, you've done something wrong.
Do NOT report if your game is crashing on startup after installing SOTF - it's not related to this level mod. I cannot help with faulty installations of other mods.
In terms of PAKPatch (refer to all weapons mod's readme): 
The feedback I got from friends who helped test is that you don't need to replace your current ddraw.dll (should you have it) with the one mentioned in the Installation page.

Once you are done, it's time to install the Skinz of the Flesh mod!
INSTALLATION STEP-BY-STEP INSTRUCTIONS:
1. Copy the Skinz of the Flesh folder included in this package into your Manhunt/modloader folder.
2. That's all! Of course, you'll need to have unlocked Brawl Game to access this level mod.
There is an optional version of the script inside Skinz of the Flesh/extras should you be annoyed with the opening cutscene.
Place it inside Skinz of the Flesh\levels\bonus3\scripts if you wish to get back into action faster!
There is also an extra folder for those curious to see a part of the development process of this mod.

------------------------INFORMATION------------------------


MOD CONTEXT:
19 years later, Valiant Video Enterprises greenlit and released a (previously unreleased due to being lost footage) NEW scene recorded in Carcer City!
This scene has a similar setup to Brawl Game's - but set in a Skinz club. It's located in a large, gritty and dirty building, used back in the 30's by the local mafia for bootlegging, not too far from Denton's Junkyard.
Nowadays, it's been taken over and repurposed as a hangout spot for the Skinz. In this part of the building, industrial rock bands constantly play, and the place was last booked for the "Skinz of the Flesh" band.
The rules are the same as Brawl Game's - the Hoods, Skinz and Innocentz (and guest James Earl Cash) beat the crap out of each other for some juicy footage.
The difference is that, even though they are despicable people, the Skinz have a better setup than the Hoods for a spin-off of Brawl Game.
The club has a closed-in set-up, leaving no outside witnesses, plus equipment dispensers managed by unknown associates of Starkweather, meant only for his leading man.
The arena is the same size as the one in the Hoods turf. The difference is, the band didn't have enough time to move their equipment out, so they're just gonna have to make do with that fact.
Now it's time for Cash to show these scumbags what he's capable of, other than hiding in shadows, stalking people and attacking everybody with broken glass!
Lights, camera, ACTION!


MOD INFORMATION:
Brawl Game! One of the four unlockable levels in the original Manhunt. 
I've always been more of a Time 2 Die person, but I like the novelty of Brawl Game. 
The script is very interesting, but what always brings me back to Time 2 Die is just how much more diverse and replayable it is, and how it rewards you.
The vanilla script makes sure the show goes on for as long as you can survive (the current (non-OOB glitch) record on YouTube by Manhunt TV is 1180! https://youtu.be/YWLoj7IhtE4), handing you a glass shard for every 8 kills and a painkiller bottle for every 10.
Whoever made it had a great idea, but relied on the pure spectacle of the AI fighting itself for the enjoyment of the scene.
There's no real motivation to push on other than a number going up, and winning some pills and broken glass. I decided to expand on that.
My attempt was to make some simple but meaningful changes: giving direct information via posters on how many kills needed for rewards, and what you get when you do so. 
With this, the level has some actual rewards now (unless you're a console player and you already have those fancy achievements/trophies), with stuff like a nailgun with very little ammo, but can save you from a tough situation.
Since it's still a brawling mode, you'll need high kill counts for the rewards. 
I didn't add blue/red class melee weapons because, as anyone who played Manhunt before knows, they are QUITE busted in this game. A baseball bat would've made the entire thing quite easy, so I've limited the rewards to manageable weapons.

DEVELOPMENT CONTEXT:
This custom level was mainly a personal challenge to be highly productive in 3D modelling and experiment with different artstyles, and release something fresh and new for Manhunt fans to enjoy.
It might not be a full blown traditional stealth level, but we've all got to start from somewhere. For now, I am satisfied with updating the original Brawl Game, since it doesn't really require opening a can of worms.

The level theme was suggested by my longtime friend Karthoum, inspired by the movie Green Room in it's messed up nature, as well as The Warriors game that had tons of different gang areas for fighting in duels (sorry, no disco tracks here!). 
I'd say the final result is a mix of those as well as Manhunt 2 and Hitman 3.

Getting a level working in Manhunt is a bit troublesome due to the amount of different tools (you can only compile maps with Windows XP) and skills needed, but it is a challenge I'm glad I took on, and it's been a long time coming. 
But it sure as hell it wasn't a smooth ride. Absolutely worth it though.

I do hope that with future updates to the (very promising and useful) Manhunt Studio, even more advanced (and quality of life) features will be possible!
It wouldn't have gotten anywhere without the documentation and tools made by the small but passionate Manhunt community. Proper individual credits are given below for everyone and everything.

------------------------CREDITS------------------------

MAIN CREDITS:
Mega (Discord: Mega#7458)
Level modelling, props, texturing, vertex painting, scripting, testing

Karthoum (Discord: karthoum#5644)
Level theme idea pitch, and/audio related props modelling, texturing, feedback, testing

Any other custom models and/or textures that were not made by the two of us have been re-used from Manhunt (2003) only. (by Rockstar North)
This custom level was created using a combination of Autodesk 3DSMax, Adobe Substance Painter 2019+Photoshop, Magic.TXD and Renderware 3.5 SDK. Other tools listed after the special thanks.

Would like to thank my friends nasty (nasty#6722), Sli (Sli#3771) and Slash (Surasshu#8187) for testing the level and making sure it was working.
And for helping with the balancing. Let's just say it was a bit too brutal before their feedback.

SPECIAL THANKS:

Karthoum
-for always having my back and helping with invaluable opinion, practically none of this would've existed without his help. Maybe a flat plane, at most! (thank you so much for everything, and for teaching me 3DSMax almost 7 years ago)

ermaccer
-for his Manhunt: Map Modding tutorial video on YouTube (I'm only 4 years late after bothering him so much to do it back in 2017, thank you so much for doing it) https://youtu.be/eBYBZ3RC2uA
-for his Tiny Town mod that helped immensely with figuring out how custom Manhunt levels work https://www.moddb.com/mods/tiny-town
-for technical feedback and advice on getting custom levels and added props working in the best optimal ways

miauz
-for posting awesome custom Manhunt level pics and getting me in the mood to try this crazy task
-for giving me the suggestion to use the modern 2019 updated Kam's scripts for standard material import in 3dsmax 5. Hadn't thought of using it in max 5 because I really thought it wouldn't work. Turns out it did and restored my sanity and interest!

------------------------TOOLS CREDITS------------------------

INSTEditor - by ermaccer (entity instance placements - coordinates)

Manhunt Toolkit - by Sor3nt (script and text changes)
Manhunt Studio - by Sor3nt (AI path editing,obtaining coordinates for props)

Manhunt Models Compile / Decompile - by miauz (DFF unpacking to get the arcade props working)

Kam's GTA Scripts (DFF exporting)

Magic.TXD - by DK22Pac and The_GTA (TXD editing)