Missions are levels with a set of objectives to complete within a time limit.
Missions first appeared in Carmageddon II, as the final level in each tier. They mainly involve destroying a number of targets, such as certain pedestrians, radar dishes and generators. Extra time is normally not awarded.
In the games
The Playstation version had missions of a similar vibe - At the end of each tier, the player is given a level where they must destroy all zombies, or one where they have to race through all the checkpoints. Completion of each mission rewards the player with a video, showing a guy in a television, a cow on wheels and stuff falling out of the air.
Carmageddon: TDR 2000 expanded on the idea, including multiple objectives in any given mission level. Despite many missions involving the collection of bomb parts scattered around a level, others showed more variety; destroying certain opponents, racing across an obstacle-strewn bridge, and stealing a tank to escape from an area, among others. Every other race was a mission, and the player still needed to complete the last mission on each level in order to move to the next.
List of missions
These are the navigation boxes used in the wiki.
|Missions in Carmageddon II (cat)|
|Boulder Dash · Eye of the Beaver · Outbreak! · Trucking Hell · In Cold Blood · Fair Grind · Control Freak · Hard Core · Oil be Blowed · Carpocalypse Now!|
Carmageddon TDR 2000
|Missions in Carmageddon (PlayStation) (cat)|
|China Krisis · Checkpoint Stampede · Car Crusher · Snow Way Out · Pick-Me-Up · Desert Storm|
|Missions in Carmageddon 64 (cat)|
|Beaver Patrol · Eye of the Beaver · Truck Me! · Outbreak · Fair Grind · Air We Go · Revenge of the Exploding Dead! · From Rust 'Til Dawn · On The Piste · Carmageddon!|
Carmageddon (Game Boy Color)
|Missions in Carmageddon (Game Boy Color) (cat)|
|Eye of Beaver · Outbreak · Trucking Hell · In Cold Blood · Control Freak · Hardcore · Oil be Blowed · Carpocalypse|
- Neil Barnden (aka nobby) wrote in Carmageddon.com's Carmageddon II history section that the game's missions are too hard because they were a late addition. They had little time to test it, so their difficulty was calibrated using his skill.
-  "They were a late addition to the game design, and I had to very little time to implement them all and even less time to test them. (...) And I made the missions do-able by my standards."