The one thing I fear is that it will feel like another zombie source mod. It has to feel like BrainBread. Gibbing system is a must.
The one thing I fear is that it will feel like another zombie source mod. It has to feel like BrainBread. Gibbing system is a must.
Wait, the description says it's Counter-Strike: Source but all the videos and images are Counter-Strike 1.6 in HL1. I'm very confused?
As far as I know, SP's not a concern right now. Multiplayer first, and there's still a lot to be done.
AN UPDATE? Thank the lord.
Whoa what the hell, this is from 2013? People are still making maps for this? You have my utmost greatest respect, sir.
Is this on the Steam workshop?
Here's the sample panel from that guy, figured it might be a treat - hope you don't mind, Silver.
Img69.imageshack.us
Is this map still in progress? I keep checking this mod every so often specifically so I can play Backstab again.
This is a very impressive mod, but is Backstab complete yet?
I would advise you to hold the mod hostage as unreleasable until you get someone to code in a map and inventory. I want to play Alchemilla as much as anybody, but those things are incredibly important and necessary not only for the aspect of keeping with the design of Silent Hill, but for the pure gameplay of the mod. I don't mean to be abrasive about the subject, but I cannot stress how important it is for the sake of everybody who will play the mod.
I just tried the demo. It's very well made and I liked the puzzles, but I agree that it was not entirely clear of what to do. The mod also DESPERATELY needs an inventory and a map, as I was never sure what doors were locked or which ones I had opened already. The numbers did not help. Please implement a map and inventory, I don't care if it takes another year. It is very much needed. I played the demo for about an hour and eventually got stuck because I couldn't keep up with the rooms and which ones were locked/unlocked and what was in each room. The map is so important, and I need the inventory to keep track of what I have on me. There was a point in the demo where I randomly clicked on an object and something popped out of my inventory and completed a puzzle that I don't even remember picking up. I would also scrap the HUD entirely, the Half-Life 2 stamina bar and health counter with the ugly font are very distracting and do not fit with the game. Otherwise, I am very impressed.
I think the problem is that animating and coding are two of the most difficult skills to learn in this kind of toolset.
Anton is very clearly stealing these models from other games. This girl is Emma from Alan Wake's American Nightmare. Images.wikia.com
He also used Ellis' torso and hands on this model with edited textures: Indiedb.com
Images4.fanpop.com
And a lot of the military models are from Call of Duty. I don't really give a damn if you use models from other games and you likely won't get into trouble for it unless you intend to sell this, but you shouldn't be giving Anton credit for something he didn't make and that professional modelers spent a lot of time and effort creating.
Really happy this is still being worked on. However, I think you guys should make it a priority to fix those ugly low poly boots on the cowboy models! Doesn't take very much time to add a few edge loops in there. Have you tried experimenting with Source's jigglebones as well?
Love the faster gameplay as well, much better than the last time I played.
The Good, The Bad and The Bot sounds like a really interesting gamemode, I must try it immediately.
Dang, I am so happy this is still being updated. Every single person who works on this mod is so dedicated and professional. Keep up the good work!
(buried)
Is that what I think it is? Did you finally tone down the dumb phong and rimlighting on the zombies and characters? I'm tired of having everybody look like they were dumped in kitchen oil.
I think it would be a bit strange if Max grew a beard during Max Payne 2, considering the events take place over a night.
Good lord, I never would have thought that PEvo would have such drama in the comments section. Looking good, Silver!
Great model, but the phong in his .VMT files need editing. A lot of mods make this mistake. (Zombie Panic Source, No More Room in Hell, GoldenEye Source) His pants and hair shouldn't so shiny. I'd also recommend fiddling with the phong on the jacket. Leather jackets can be shiny, but currently it looks wet.
Any news regarding the mod? Progress is coming along smoothly?
I was lucky enough to play a test version of the mod a few months ago, as I contributed some content from Max Payne 3 as well as feedback for the mod. In my opinion, it's the best Max Payne mod I've played; bar none. There is a ton of content, and it's a blast to play. If you can't manage to get a copy of Max Payne 3, this is the next best thing. I can only imagine how much better it is as The_Silver has been tweaking, updating, and adding some amazing details since the last time I've tried it.
It's not very difficult to change the projected texture limit. Many mods have done this.
Euphoria isn't itself an engine. Either way, it's impossible to implement it into Max Payne 2. Especially since you would actually have to pay for licensing from the developers of Euphoria, Natural Motion. Even if you did, there's no way to implement it alongside Max Payne 2. A nice thought of course, but physically not possible.
DrDean
Dean joined
Congratulations, it's a boy!