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functionxl
01-04-2003, 11:12 PM
First of all, I got Max Payne and its awesome! Also, I was wondering what the best mods were. I have kungfu but I'm still looking for others. Thanks for all your help so far.

sawn_off
01-05-2003, 12:23 AM
The Qender mod and Backsteets 2. Expect a fellow by the name of Maddieman to come by suggesting the Katana mod 2.0 too. graemlins/tinyted.gif

Maddieman
01-05-2003, 08:15 AM
graemlins/ted.jpg

http://www.maxpayneheadquarters.com/dlcat.php

I would download Bladerunner, Matrixed Reality, Lightsaber 4, The Lab, all of the entries for the mphq mapping contest (check their news archive), anything by Ken Yeung, Froz, and katana is quite fun for an interactive demo...a joke compared to the new version though. graemlins/hhg.gif

Anything over 1MB is usually ok. Avoid berretta mods like the plague, though.

Bruce Hamilton
01-05-2003, 10:10 AM
Originally posted by Maddieman:
I would download Bladerunner, Matrixed Reality, Lightsaber 4, The Lab,... anything by Ken Yeung, Froz,...<font size="2" face="Verdana, Arial">I would definitely get Bladerunner, Lightsabre 4, and The Lab, as well as Ken Yeung's KungFu 2. Nothing personal against Froz, but he left a bad taste in my mouth when he gave up on Regeneration.

Maddieman
01-05-2003, 01:19 PM
He gets bored working on the same mod all the time. In a way I can sympathise with him - there are so many ideas I'd like to try with the engine, but not nearly enough time to give any of them enough justice.

Here's his new website:

Frozmods (http://frozmods.maxpayneheadquarters.com/)

He's working on a Matrix Mod at the moment. As I understand it, he has quite a significant amount of ground work done already. In fact, we've been discussing teaming up for this project ( I'm working on one too, if you recall (http://www.zer0mods.com/~maddieman/neo.avi) ), but I really don't have much faith in his dedication (hopefully the upcomming sequels will keep him going. images/icons/wink.gif ).

However, with that said; he has produced a large amount of small mods, all of which have been both orginal, enjoyable, and worth the download.

sawn_off
01-06-2003, 12:19 AM
I'm not so sure about that. His Barcode Prisoners weapon test was nice, but that model was "whack", as it were. I suppose there was some good in his Matrix dojo, but then that was Matrix.

Bruce Hamilton
01-06-2003, 10:29 AM
Originally posted by Maddieman:
He gets bored working on the same mod all the time.... there are so many ideas I'd like to try with the engine, but not nearly enough time to give any of them enough justice.<font size="2" face="Verdana, Arial">I can understand the getting bored part, but you do what Straton did with Evolution... Put it on the back burner while you work on another project. Straton did a level for Lightsabre, now he's doing one for Katana before returning to Evolution... Froz has the talent, as shown with the first half of TToEN, but he got sloppy in the second half and it probably cost him the mapping contest.

Maddieman
01-06-2003, 11:57 AM
I can understand the getting bored part, but you do what Straton did with Evolution... Put it on the back burner while you work on another project. Straton did a level for Lightsabre, now he's doing one for Katana before returning to Evolution... <font size="2" face="Verdana, Arial">I would agree with that statement, that's why I have two projects on the go. I usually alternate between them every month or so. So far I've managed to stick with it for 5-6 months, hopefully I can keep it going for another 5 - if that's what it takes to get them finished properly.

It's also why I originally decided not to include levels. I would imagine that mapping is more of a demanding task when it comes to motivation, since it takes longer to get good, playable results. You have to get the basic geometry done, enemy placement, and some basic fsm scripting written before you can even get any proper idea of how the level plays; depending on your scope, that can take a long time.

In contrast, I can put a half finished animation into the game, follow it up with enough coding to get it up and running; and that's it - playable results within an afternoon. The time consuming aspect is the fine tuning, and I would imagine that is what Froz get's fed up with. After you get a little bit working, there is very little incentive to finish it off properly.

The same goes for tcs; you get a little way into it, then the overwhelming amount of work that needs to be done becomes strikingly apparent; and that can cripple a tc.

sir_plague
01-06-2003, 04:45 PM
Originally posted by Maddieman:
Avoid [ ... ] like the plague, though. <font size="2" face="Verdana, Arial">Hey now, don't make this thread personal.
graemlins/tinyted.gif

Maddieman
01-06-2003, 05:22 PM
What? I hope for your sake you haven't made a gold beretta skin mod. graemlins/hhg.gif

Co&Co
01-07-2003, 03:47 PM
Also a very nice level: "Fighting The War" at mphq images/icons/wink.gif

tommulder
01-07-2003, 04:50 PM
yes co en co "fighting the war" was one of the first levels with geometry nearly up there with remedy (along with backstreets)... only the outside parts felt abit cramped for the hint... images/icons/wink.gif

as for maddie deciding not to do levels i dnt blame you, i have a particularly tedious way of doin it. I am constantly rendering levels and export very unfinished levels (thank your 1000Mhz) and often just got bored and stopped because i never had a good storyline so i just mad it up as i built. I really do suggest that you make a short story and plan some cinematics/action sequences before you start making the level, you have a better idea what you are doin and it will be easier to motivate.

as for my mod tho i will be posting new screenies of the final level tonight about 12-2 am and the story will be up in the next few.
check it out here (http://members.lycos.co.uk/parlipharlovsite/newpage0.html)!