View Full Version : Combat improvements
Johnny Akimbo
09-10-2002, 11:46 AM
Max Payne really captured the mood of a John Woo gunfight almost perfectly. From the flying debris to the (most importantly) dives and slomo, everything slipped perfectly into place.
However, I fear that by MP2, this might become a bit monotomous. Not boring in any sense of the word, but still, when practically all of the fights become dive and shoot, get up, dive and shoot again, and carry on until all guys are dead, it can be a bit tedious.
I really think MP2 could benefit from some sort of addition to the gunfights. Still have the bullet time, but add another move to break up the strategies some. One idea I had would be something like from Winback. Be able to stand with your back to the wall, turn around the corner to squeeze off a few shots, then turn back to the wall.
This could even be fleshed out more. If there's a doorway, and you're standing off to one side, add the option so that you can swing around to shoot, then continue across and end up with your back against the opposite side of the door. Or start the move, go out shooting, and end up diving down behind an overturned table, crouching with your back against it.
There's another thought. Be able to throw over tables or do similar things to create cover. It would definitely add more immersion and strategy to the game!
My last thought about changes to the combat involves the AI more, I suppose. The gunfights would be more intese if they lasted longer. Have suppressing fire play a larger role, in that the enemies take cover when you blindly fire in their direction. Hell, they should do the same to you to try to nail you down.
So what do you guys think, should bullettime be good enough to carry through into MP2 alone, or does it need some backup to be more interesting?
Maximum
09-10-2002, 01:23 PM
It would be pretty cool to be able to hug a wall, then bend over a little and let some shots go, then let some more go. and the others that you mentioned, but i wonder how hard of a time youd have with button combos to get all this to happen and the programming it would take. but i think this should be merged with the Real-Life games Topic images/icons/wink.gif
Sergei Molotov
09-11-2002, 12:24 AM
Have suppressing fire play a larger role, in that the enemies take cover when you blindly fire in their direction. Hell, they should do the same to you to try to nail you down.
So what do you guys think, should bullettime be good enough to carry through into MP2 alone, or does it need some backup to be more interesting?[/QB]<font size="2" face="Verdana, Arial">I encountered ONE incident of that - in Part 3's last chapter you cross an outside ledge and then go up some stairs. One guy unloads round after round of Ingram SMGs in a suppressing fire type capacity. However, you can easily time it and take him out with a sniper bullet.
I definitely agree that it needs some other aspect. Perhaps combining ideas from different mods like Kenneth Yeung's drunken shootdodges or summat.
I'd love to open a door slightly, lob in a grenade, then close that door. Or just stick your arm around a corner and fire "blindly".
SirSushi
10-16-2002, 01:21 PM
max could automatically turn around and lean against a pillar or whatever if you run into it face forward, while keeping point of view and control direction the same, kinda like metal gear solid.
biXen
10-17-2002, 12:51 AM
Originally posted by SirSushi:
max could automatically turn around and lean against a pillar or whatever if you run into it face forward, while keeping point of view and control direction the same, kinda like metal gear solid.<font size="2" face="Verdana, Arial">That sucks... so typical of console games to take control of your controls like that, means a lot of annoying situations. Keep it simple, we have a mouse, that's why we are superior, mohahahah...
(first post in ages, and I post THIS?)
Cathome
10-17-2002, 07:04 AM
Originally posted by Johnny Akimbo:
This could even be fleshed out more. If there's a doorway, and you're standing off to one side, add the option so that you can swing around to shoot, then continue across and end up with your back against the opposite side of the door. <font size="2" face="Verdana, Arial">It is what the game was lacking of.
There's another thought. Be able to throw over tables or do similar things to create cover. It would definitely add more immersion and strategy to the game!
<font size="2" face="Verdana, Arial">It would be nice if Max could catch a junkie and use him as a cover.
Maddieman
10-17-2002, 07:31 AM
It would be nice if Max could catch a junkie and use him as a cover. <font size="2" face="Verdana, Arial">That might be possible with the existing game (as a mod). I've been thinking about trying it, but I'm busy right now.
Also, I know this would put Ken out of a job, but how about some properly implemented melee attacks. Sure the emphasis is on gunplay, but a more flexible close quarters combat engine would be good too.
That sucks... so typical of console games to take control of your controls like that, means a lot of annoying situations. <font size="2" face="Verdana, Arial">It's a good idea, but the implementation isn't. It works well on consoles because of the use of the analogue stick. However, it would suck on a keyboard. They'd have to think of a more clever way to activate it (level items maybe images/icons/wink.gif ). Maybe a special kind of shootdodge.
Speaking of which, multiple shootdodges - i.e. more than just the standard dive. I'm not sure how you would switch between them, but hey, I'm an amateur. graemlins/hhg.gif
[ 10-17-2002, 07:41 AM: Message edited by: Maddieman ]
SirSushi
10-17-2002, 10:27 AM
Originally posted by biXen:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by SirSushi:
max could automatically turn around and lean against a pillar or whatever if you run into it face forward, while keeping point of view and control direction the same, kinda like metal gear solid.<font size="2" face="Verdana, Arial">That sucks... so typical of console games to take control of your controls like that, means a lot of annoying situations. Keep it simple, we have a mouse, that's why we are superior, mohahahah...
(first post in ages, and I post THIS?)</font><hr /></blockquote><font size="2" face="Verdana, Arial">uh, the controls shouldn't change at all, everything stays the same, only the character stance changes (from standing face-forward to leaning against wall)
sawn_off
10-17-2002, 03:10 PM
You could hit Enter on any wall to hug it in Urban Chaos, but you couldn't shoot from around corners, so it was for stealth just like in the Metal Gear Solid games. Hitman's leaning would be nice, but without the camera angle changing bug. I'm not sure about tables. At Ragna Rock it was scripted, but you almost felt like you had to use it to maintain style.
Lone_Gunman
10-19-2002, 09:18 PM
Im just guessing, but i think another idea is called for, like this one:
If a thug throws a hands grenade, and there isn't much time, Max should be able to use a near-by object (i.e. door, table, broken park bench) to sheild him. If he's using a door, the hinges could get blown off and after the grenade takes him and the door for a short ride, he could use it for a somewhat useful sheild. images/icons/grin.gif
Lone_Gunman
10-28-2002, 05:55 PM
Hell, I put thought into that idea, isn't ANYONE gonna post?
Maddieman
10-28-2002, 06:02 PM
Sorry!!!!
Yeah, it's a cool idea. However, it would probably be difficult to implement because of the way MaxEd levels are seperated from gameplay. What I mean is, that all levels of interaction in the game, are simplified to activating pre-designed animations (e.g. activate a door, and an open animation plays; hit a switch and a lift moves, etc).
Whereas what you are suggesting is actually moving parts of the geometry from the level into the gameplay (weapons, sheilds, etc..).
I don't know, it would be possible, and very cool; but perhaps a bit difficult with the MaxEd engine.
images/icons/smile.gif
Hitman's leaning would be nice <font size="2" face="Verdana, Arial">I believe that has already been implemented in a soon to be released mod from Froz.
Lone_Gunman
10-29-2002, 05:24 PM
graemlins/doh.gif Ah well, how bout this:
1) Max should be able to use his baseball bat to hit grenades away from him (with a 1 to 3 chance of missing) like baseballs.
-OR-
2) Sorry Ken, but it's real unlikely that Max is really as good a Kung-Fu fighter as the Kung Fu Mod makes him, but he should be able to use basic hand to hand attacks like Popacapinyoass did in GTA3 (have a better name for him?).
Maddieman
10-29-2002, 05:31 PM
1) Max should be able to use his baseball bat to hit grenades away from him (with a 1 to 3 chance of missing) like baseballs.
<font size="2" face="Verdana, Arial">Actually, that's quite a cool idea - you should be able to shoot them at least. images/icons/smile.gif
2) Sorry Ken, but it's real unlikely that Max is really as good a Kung-Fu fighter as the Kung Fu Mod makes him, <font size="2" face="Verdana, Arial">No, but that shouldn't stop some of the enemies from having martial arts training.
Popacapinyoass in GTA3 (have a better name for him?).
<font size="2" face="Verdana, Arial">I referred to him as Tanner, until about half way through the game. graemlins/doh.gif
Lone_Gunman
10-29-2002, 05:58 PM
No, but that shouldn't stop some of the enemies from having martial arts training.
<font size="2" face="Verdana, Arial">images/icons/confused.gif Like where is a Southside hood or a Steroid-crazed muscle-head mercenary gonna find the time to be like Jackie Chan. But then again...
However, it would probably be difficult to implement because of the way MaxEd levels are seperated from gameplay. What I mean is, that all levels of interaction in the game, are simplified to activating pre-designed animations (e.g. activate a door, and an open animation plays; hit a switch and a lift moves, etc).
Whereas what you are suggesting is actually moving parts of the geometry from the level into the gameplay (weapons, sheilds, etc..).
I don't know, it would be possible, and very cool; but perhaps a bit difficult with the MaxEd engine.
<font size="2" face="Verdana, Arial">images/icons/grin.gif Anyway, i've got an idea on that. A barrel is part of the level geometry, right? (Don't interrupt me), and if so, some of them fly (read: move). Therefore, maybe it'sd possible to get the used barrel, or door (use barrel code or something) to 'fly' in front of Max and be able to block X-amount of damage before it breaks and stops being carryable. Oh, and an animation should go with it.
Don't blame me if it isn't feesable, I don't know the first thing about MaxEd editing
[ 10-29-2002, 06:00 PM: Message edited by: Lone_Gunman ]
Maddieman
10-29-2002, 07:12 PM
Anyway, i've got an idea on that. A barrel is part of the level geometry, right? <font size="2" face="Verdana, Arial">Correct. images/icons/smile.gif
(Don't interrupt me) <font size="2" face="Verdana, Arial">graemlins/doh.gif
some of them fly (read: move). <font size="2" face="Verdana, Arial">Here's where your idea dies. The barrel, door, whatever, moves because it is animated - that animation is created in the level, not the game code. You may see them placed around various levels like objects, but that's just a cut and paste job.
So even though the barrel is moving, exploding, etc; it is no different from any other part of the level geometry; such as the celing (try picking that up).
The idea could still be possible - even in Max Payne 1. When the door blows up you could hide it, and create a door object which Max could pick up and use as a weapon.
Lone_Gunman
10-30-2002, 06:47 PM
graemlins/doh.gif
Ah well, but are weapons really bullet-proof? After all, the idea is to protect Max from various forms of damage. Buckshot not ever hitting the door wouldn't help. Besides, where is Johnny Akimbo? images/icons/confused.gif Isn't he the one who started this?
mafioso
10-31-2002, 05:27 AM
I believe that endo the guy doing the hard boiled mod was looking into doing that. Cant remember the post name, its in the hard boiled forum i know that at least. Well his idea was to make level level items useable only once or something. I dont remember his whole theory just something to that effect. If ur that interested in it go check it out on the mphq boards or I might afterwhile.
Maddieman
10-31-2002, 07:49 AM
In theory it is possible; however, the effect only works if the level is made around it. I couldn't for example, make the effect for the existing Remedy levels - part of the effect has to be coded into the level.
Johnny Akimbo
10-31-2002, 11:38 PM
Originally posted by Lone_Gunman:
Besides, where is Johnny Akimbo? images/icons/confused.gif Isn't he the one who started this? <font size="2" face="Verdana, Arial">I'm here, I'm here! Never fear! I've just been busy since this thread has come back from the dead, and haven't been able to really respond. I definitely like some of the ideas here, but unfortunately I think a lot of them seem more like a single use thing. I don't really know how to better explain it, but I would think using a door as a shield would seem weird after doing it 2 or 3 times.
That's the real beauty of shotdodge. It's generic enough to not really be repetitive, but useful/cool enough to make people want to use it a lot.
That's where I'm having trouble being creative. It's too easy to say they could do something like another game does (Hell, I even did that in my original post!) but it really sounds like they're aiming to do something a helluva lot more original, trying to be as unique as they can. I'm trying to think of good moves from movies that haven't really been done in games, that they could get that feel from.
Yikes, this 'originality' crap is harder than it's cracked up to be! images/icons/shocked.gif
Maddieman
11-01-2002, 08:53 AM
I don't think Remedy need to come up with any more brand new, original ideas - Max Payne has bullet time. All they need to do now is refine it, and come up with a few other applications for it.
I would say adding more shootdodge manoeuvres would be a must, and how about a sort of standing dodge? Sort of like Neo's rooftop gimmick, except that instead of a preset animation, the player could control the way Max dodges with the mouse.
Another idea that just sprang to mind, I will call "gun physics" (by no means inspired by ut2k3 or hitman images/icons/tongue.gif ). In a lot of movies you see guns and such being thrown and spun about. That would open up the doors for all sorts of exciting fire fights. You could have situations where a Max dives in slow motion, catches a gun in mid air, and clears out an entire room in one movement.
You could combine this with a secondary kick attack, which could be activated at any time (think along the lines of Duke3D's Mighty foot) allowing Max to kick guns away (like in many a Jackie Chan film). You could have situations where three or four unarmed characters are scrambling to catch the only gun in the room.
Expanding the weapon physics slightly further, you could make heavier weapons react differently; so that weapons like shotguns spin on their own axis for a few seconds (no prizes for guessing what I'm hinting at here images/icons/wink.gif ).
So, just to quickly summarise:
- More shootdodge manoeuvres
- Standing dodge move, where the player can control the way Max twists and dodges
- Give weapons movement physics
- Give Max some throwing, catching, disarming weapons moves
Well, that's my input for Friday. More ideas next week. graemlins/hhg.gif
Lone_Gunman
11-01-2002, 06:55 PM
There's an idea! How about even better hand to hand combat, like throwing people against the wall and kicking their ass or throwing 'em at other enemies. How about a battle with some hired kung-fu thug with scripted events like objects that fly when kicked. Maybe a level where you protect an informant in the Valkyr case (or something...) where you use a .357 to gun down bullets (because a .357 has faster bullets). The best one i can think of now is throwing BACK grenades. Any of these ideas sounding like it should be in a game, or in an insane asylum?
I don't need help. The voices are enough.
Maddieman
11-01-2002, 07:22 PM
The best one i can think of now is throwing BACK grenades <font size="2" face="Verdana, Arial">Damn, I knew I forget to mention something. graemlins/doh.gif
Yeah, it's definately a good idea. However as as far as hand to hand combat is concerned, I doubt it will be given that much attention. Perhaps I'm wrong, but I get the impression from previous posts from Remedy employees (namely Skaven), that the focus in Max Payne is gun fights.
One last thing:
use a .357 to gun down bullets (because a .357 has faster bullets). <font size="2" face="Verdana, Arial">You're not proposing the ability to shoot bullets out of the sky, are you? graemlins/hhg.gif
neeek
11-01-2002, 08:08 PM
for me, i believe the combat improvements should be of the a.i. of the badguys and have them behave realistically in a gunfight e.g. a baddie spots you and has his litlle beretta but you have your bigger meaner pump shotgun/ak-47 so he isnt gonna pop sum in your head with his little shit gun while you have a bigger gun than he has is he? id like to see them react differently in the ways they gunfight i.e. they'll run for cover, alert the others, plan out their attacks and so on.
id really like to see max have a shield on him to prevent bullets getting him until the shield cant prevent any more bullets. using badguys or any other person as a shield would be great. hand to hand combat should be in mp2.
max should have disarming moves and other brutal moves as well. max should be able to tackle a baddie down and then land punches on the person being tackled just like in tekken 2/3/4.
on sum levels in max payne you have your guns and your non gun weapons like the
baseball bat and you could only use the bat when the baddie has his back turned and you could break his skull with it with timing involved. id like to see more of the non gun weapons -bat, knife, sword, to have more useage other than just seeing max beat sum1 up with it. every baddie has guns and it would be cool to see them use other means of delivering pain aside from guns. thank god for the katana mod and the work in progress k2.
p.s. hows the k2 mod going?
Maddieman
11-01-2002, 08:34 PM
he isn’t gonna pop sum in your head with his little sh*t gun while you have a bigger gun than he has is he? <font size="2" face="Verdana, Arial">It doesn't matter how big a gun is - it's bullets that hurt you. If Max burst into the room guns blazing, what would you expect them to use other than a gun - harsh language? ( graemlins/doh.gif that's old)
id really like to see max have a shield on him to prevent bullets getting him <font size="2" face="Verdana, Arial">Suddenly the concept of bullet dodging doesn't sound as cool with a shield. images/icons/wink.gif
every baddie has guns and it would be cool to see them use other means of delivering pain aside from guns. <font size="2" face="Verdana, Arial">Just wait till you see the Junkies with chainsaws. images/icons/tongue.gif
thank god for the katana mod and the work in progress k2.
<font size="2" face="Verdana, Arial">Not to mention Kung Fu 3 images/icons/smile.gif
p.s. hows the k2 mod going? <font size="2" face="Verdana, Arial">Slowly, but surely. Recently I've been more motivated to work on my matrix mods, but in doing so, I've come up with a few cool effects which I plan to use in both. Recently, I got a limited rag doll effect to work; which makes the corpses of fallen enemies react to your shots (and in extreme cases, it causes further gibing images/icons/grin.gif ). Right now I've got to prepare for the laborious task of animating all of the weapons and finalising my ideas. Don't forget to check our website for the latest screenshots and videos (last month we released over 60 pics and 10 videos). images/icons/cool.gif
neeek
11-01-2002, 10:04 PM
keep at it. it'll be just as great.
what i meant was that the baddie isnt gonna stick around with a smaller less deadlier weapon while max has a massive ka-pow type weapom -rocket launcher/uzi or whatever pointed at him so who's gonan save him now? his little teeny gun? ha no way hose.
size does matter apparently images/icons/wink.gif
it would be good in mp2 if you can make a badguy put up his hands and surrender his weapons to you just like in mgs2:sof. so not only he'll drop the weapons and put up his hands but also drop other items as well -painkillers, more ammo, more guns etc.
junkies with chainsaws? images/icons/smile.gif what can be more scarier than a drug crazed moron with a chainsaw? cool.
i dont know if its ever been mentioned here on the forums or anywhere else, but id love to see max use dual weapons -be it double beretta/uzi's or any guns whatsoever, with each hand holding the weapons, -to be able to use individual shooting on each arm. like the baddie on the far left is trying to blow you away while the other badguy near the close right beside you wants your head. id love to be able to take on many ppl and having each of my weapons in hand individually shooting at where the directions of the badguys are at.
so like say your right arm extends out to the direction of the badguy near you automatically while the left hand points out at the other direction of where the other baddie will be in the left side. star wars bounty hunter has that feature at the moment and not sure if its out yet but in that game you can automatically have each of your arms automattically pointed at any direction of where other ppl are at.
i hope that all made sense.
Ninja
11-02-2002, 03:23 AM
Some hand to hand options would be nice, like being able to kick, punch and of course, maybe an attack that involves Max kneeing an enemy in the groin images/icons/wink.gif
Mongorian
11-02-2002, 02:03 PM
i think one of the biggest improvements would be the ability to move with his head down. a proper crouch, in other words. also, while in crouch i think different shoot dodges should be obtainable. a little variation, done properly, wouldnt hurt.
also there should be another combat trick. something as effective as bullet time, but more logical...
also i think you should not get up from a shoot dodge until you press jump, or one of the movement keys. think how cool it would be to stay lying on the floor emptying your guns into badguys, then hopping up, reloading, and crouching back into some cover.
neeek
11-02-2002, 10:18 PM
"also i think you should not get up from a shoot dodge until you press jump, or one of the movement keys. think how cool it would be to stay lying on the floor emptying your guns into badguys, then hopping up, reloading, and crouching back into some cover."
hey thats a cool idea. id like to be able to still lie on the ground with my double
beretta/uzi/shotgun etc after i landed from doing a shootdodge and then perform a rolling shooting motion where you roll over in circular movements to your left or right sides while having your weapons out and shooting at everything. e.g. you do a backward shootdodge you can still either can stay on the ground and perform rolling moves while shooting or you can still jump back up and then still keep doing shootdodges until you have room to do rolls.
i hate how that when you managed to make 2 or 3 shots at a baddie but he's still standing and taking damage while still dishing out bullets therefore he still kills you.
id like the enemies to have a realistic damage system. like the level in mp1 where you bust in and see that fat guy with that gal kneeling down giving him head and he has his uzi out trying to gun you down and you have a clear shot of him with your shotgun/de/whatever gun you use -i mainly use pump shotgun most cos it instantly take out a baddie with 1 shot. but with that fat guy i was able to kill him with 5 or maybe 6 shot and there's no way anyone and i mean anyone can survive that amount of damage i mean CMONNN. and also with that lady that ends up getting up and running behind the bar as she tries to shoot you down i had my shotgun out and unloaded 4 times at her and she still was standing there like she's invincible until one more shot she's dead. believe me i aimed well in front of that fat one and the gal and never missed a shot but that, THAT isnt realistic. who can ever put up that much pain?
Lone_Gunman
11-03-2002, 12:03 AM
Posted by Maddieman:
You're not proposing the ability to shoot bullets out of the sky, are you? <font size="2" face="Verdana, Arial">Yes, I am. But then again, I wanted a Smallville mod where in one level you have to protect Sam from being shot and at the end of the level you have a race with a bullet.
id like to be able to still lie on the ground with my double
beretta/uzi/shotgun etc after i landed from doing a shootdodge and then perform a rolling shooting motion where you roll over in circular movements to your left or right sides while having your weapons out and shooting at everything. e.g. you do a backward shootdodge you can still either can stay on the ground and perform rolling moves while shooting or you can still jump back up and then still keep doing shootdodges until you have room to do rolls.
<font size="2" face="Verdana, Arial">That's an idea, but sliding across the floor, emptying your berretas for 5 feet while your hail of bullet dice five guys.
One more thing. Get Doves. Lots of them.
The Baskinator
11-03-2002, 01:23 AM
You should all feel lucky that they're not making MP2 a text RPG. They can do that, you know.
images/icons/grin.gif
Kev_Hectic
11-03-2002, 04:00 AM
Originally posted by The Baskinator:
You should all feel lucky that they're not making MP2 a text RPG. They can do that, you know.
images/icons/grin.gif <font size="2" face="Verdana, Arial">No way, you should feel lucky that they don't make Max Payne 2 a Pac Man clone.
Quickly Max, run through a maze and eat all the Valkyr you can before the Spooky Ghost Mafia gets you images/icons/grin.gif
The Baskinator
11-03-2002, 02:10 PM
BRILLIANT! images/icons/grin.gif
The Baskinator
11-03-2002, 02:17 PM
It's such a good idea, I'm keeping it! images/icons/grin.gif
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Kev_Hectic
11-03-2002, 05:21 PM
Cool! \o/
Maddieman
11-04-2002, 04:04 PM
No way, you should feel lucky that they don't make Max Payne 2 a Pac Man clone.
Quickly Max, run through a maze and eat all the Valkyr you can before the Spooky Ghost Mafia gets you <font size="2" face="Verdana, Arial">Just don't let Froz hear this idea; anyone for another a round of Super Payne Bros?
http://www.maxpayneheadquarters.com/images/downloads/268_2.jpg
[ 11-04-2002, 04:08 PM: Message edited by: Maddieman ]
The Baskinator
11-04-2002, 04:13 PM
Maddie = TEH JESUS!!11
Maddieman
11-04-2002, 04:37 PM
Froz's Super Payne Bros. mod (http://www.maxpayneheadquarters.com/dlfile.php?file_id=268) (for those that missed it images/icons/wink.gif )
Maddie = TEH JESUS!!11 <font size="2" face="Verdana, Arial">/thinks for a second........edits signature. images/icons/grin.gif
Quickly Max, run through a maze and eat all the Valkyr you can before the Spooky Ghost Mafia gets you <font size="2" face="Verdana, Arial">Change level items to be the pills; move the camera to top down; make a maze in MaxEd...nah, way too much effort! graemlins/hhg.gif
Mad_Max
11-04-2002, 05:02 PM
ROFL at Maddieman's Payne Bros picture!!
Best. Pic. Ever. images/icons/grin.gif images/icons/grin.gif
Maddieman
11-04-2002, 05:07 PM
Originally posted by Mad_Max:
ROFL at Maddieman's Payne Bros picture!!
Best. Pic. Ever. images/icons/grin.gif images/icons/grin.gif <font size="2" face="Verdana, Arial">The mod was made by Froz (aka Leikkuri) - you can download it at mphq. images/icons/smile.gif
As for combat improvements, how about scaring enemies to death? (http://www.zer0mods.com/~maddieman/joe3.jpg)
[ 11-04-2002, 05:13 PM: Message edited by: Maddieman ]
Lone_Gunman
11-04-2002, 05:55 PM
(Looks above at the previous posts)
What the hell? That is the LAMEST idea i've ever seen.
Maddieman
11-04-2002, 06:06 PM
What's lame? Pac Mayne, Super Payne Bros., or Joe?
We're just mucking around; but perhaps this thread is going off topic a bit. images/icons/grin.gif
[ 11-04-2002, 06:08 PM: Message edited by: Maddieman ]
Kev_Hectic
11-04-2002, 06:51 PM
*Forgets what topics about*
I downloaded that Max Payne Bros, it's brilliant images/icons/grin.gif I would love to take that apart and make a Contra game. To bad the controls are a little wonky though.
neeek
11-04-2002, 10:51 PM
actually a pac-payne mod sounds like a fun idea.
instead of pills scattered around the mazes to collect, make them ammo for guns so that when you run around trying to get away from the baddies you collect the whole ammo all over the place and then instead of that big whole pill you have that you collect after you eat up all of the remaining little pills, you replace that with a big gun and then make the enemies run away from you after you got your weapon as the ghosts would in pacman.
or, after you collect that gun it will begin a bulletime where for a certain limited amount of time you are invincible until bullettime runs out. thru the whole pac-payne level max has no bullettime whatsoever until he gets all the ammo AND the weapon he seeks.
has any1 played pacman?
and that when the enemies chase you, theyre only equiped with baseball bats and other llittle guns. god that would be an awesum mod to make. hey if any1's gonna do ill help.
if not ill do it on my own.
p.s. maddie i clicked on the link where the pic shows max with a different face on it. pretty cool to be able to change max'x face tho, but his new face has his nose to rather big and huge. it actually reminds me of what my bro looks like if he was max. plus, his face skin doesnt match the whole other skin, making the face skin bit whiter and paler than max's normal skin. but otherwise good job on the skin.
p.s. just wanted to write in and ask around every1 here regarding the past posts i made about having max be able to aim his dual weapons individually at different directions i.e. his left weapon aims at a baddie near his left side while his right will aim at another person at that right side. e.g. left arm pointing towards north of where baddie is, right arm would be aiming at baddie whether he is in north-east or east, left arm would aim at west and right arm would aim at east. id love it if it were able to have in mp2 cos its a gun-movie john woo type game and also it would be kinda fun and innovative to have. or if it was ever possible to mod into for mp1. if so, how do you go about it?
The Baskinator
11-05-2002, 01:56 PM
Originally posted by Maddieman:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial"> Maddie = TEH JESUS!!11 <font size="2" face="Verdana, Arial">/thinks for a second........edits signature. images/icons/grin.gif
</font><hr /></blockquote><font size="2" face="Verdana, Arial">Whoo-hoo!
I would have never thought to post a picture of that mod...
Guest
12-10-2002, 04:42 PM
p.s. maddie i clicked on the link where the pic shows max with a different face on it. pretty cool to be able to change max'x face tho, but his new face has his nose to rather big and huge. it actually reminds me of what my bro looks like if he was max. plus, his face skin doesnt match the whole other skin, making the face skin bit whiter and paler than max's normal skin. but otherwise good job on the skin. <font size="2" face="Verdana, Arial">i got under the impression that it was a mask...maybe im wrong but thats what i got. images/icons/grin.gif
Maddieman
12-10-2002, 05:09 PM
No, it's just a really, really bad skin texture I did of Joe. images/icons/grin.gif
Sergei Molotov
01-14-2003, 05:24 PM
I loved a lot of Maddieman's ideas for moves, and so on. Excellent stuff! I'd love to see THE TRANSPORTER type of stuff - deflecting rockets (or fired grenades) with tea trays, etc.
biXen
01-15-2003, 01:39 AM
OMG, another bad movie they are requesting stuff from now... graemlins/tinyted.gif
Sergei Molotov
01-16-2003, 02:23 PM
Originally posted by biXen:
OMG, another bad movie they are requesting stuff from now... graemlins/tinyted.gif <font size="2" face="Verdana, Arial">I kill you scum!
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