View Full Version : A feature I'd like to see in MP2
Devil Master
02-10-2003, 04:42 AM
LameMax in the Goodies directory images/icons/grin.gif
Chimera
02-10-2003, 05:31 AM
wha?
Maddieman
02-10-2003, 06:07 AM
I think it's an early build of the game before they rebuilt the entire engine again.
biXen
02-10-2003, 08:31 AM
Never gonna happen... couldn't even drag some old screenshots out of them, even after a good slappin around... was working on an article... but I had my own archive, so, mohahaha...
Wamplet
02-12-2003, 10:46 AM
Originally posted by Devil Master:
LameMax in the Goodies directory images/icons/grin.gif <font size="2" face="Verdana, Arial">this sounds all too familiar! images/icons/shocked.gif
motionblur
02-13-2003, 01:16 PM
A feature I'd like to see in MP2 is walking. Simple walking.
It always bothered me that Max wasn't able to walk. Always running. (Just like MegaMan/RockMan)
There were some situations in MP1 where I would have liked to enter and finish every enemy in it off in a stylish non-hectic way - while just ... walking.
Imagine that scene in Blade1 where Blade enters that vampire disco - or in Matrix the lobby scene.
I want style without the need to rush everything.
Maddieman
02-13-2003, 01:36 PM
Imagine that scene in Blade1 where Blade enters that vampire disco - or in Matrix the lobby scene. <font size="2" face="Verdana, Arial">Not to mention the police station scene in the Terminator. images/icons/cool.gif
One of the things that strikes me as odd, is how Max manages to run about everywhere. It's the sort of jog that looks natural, until you actually think about it. I mean, who jogs from one room to another? I think what's so odd about it is that it doesn't cover much more ground than a brisk walk; nor does he run out of breath or fatigue from running about all the time.
motionblur
02-13-2003, 02:08 PM
I agree with all you said, Maddieman - but this bothers me more style-wise than logical-wise.
...If you know what I mean.
Maddieman
02-13-2003, 02:49 PM
Ok, this took 10-15 mins, and it ain't great; but...Walking mod (15kb) (http://rustywidget.com/zer0/walking.zip) images/icons/cool.gif
Use crouch to toggle between running and walking mode.
motionblur
02-13-2003, 03:06 PM
Maddieman! You, sir, are my hero!
graemlins/love.gif graemlins/love.gif graemlins/love.gif graemlins/love.gif graemlins/love.gif graemlins/love.gif
neeek
02-13-2003, 10:12 PM
i dont mind the option of walking in most games, especially when in most levels it requires you to walk for certain specific tasks like walk when you are in disguise and if you run you get unwanted attention and stuff.
thing is, i dont mind running around in games and not even bother to use the walking mode unless i want to cos running is more quicker than walking. can you imagine in mp1 where all you did was walk and not having that option to run? can you imagine that, guys coming after you with their guns and you only have to get away by walking around and shoot them to avoid them as well as shootdodges.
i guess the walking option wouldve been good, even for that drug dream sequences that max goes into and in that you have to walk on that thin red line of the maze in the darkness just to find your way out of there. whereas you try and run on that thin line and suddenly you fall of by accident and you die. so walking would still be ok, given that there is a time and place to use it, if youre in a level where you have to infiltrate either in disguise or whether you are in hiding from enemies so walking/sneaking would make less or no noise at all.
maddie, so by pressing the crouch button you make yourself able to walk and then pressing it again makes you go back to running? thats pretty clever. how did you do that?
p.s. is kung fu 3 out yet?
SkavenRMD
02-13-2003, 11:44 PM
You made a point, Maddieman. Even in a game as early as Death Wish 3 (http://www.vgmuseum.com/pics3/death.html), the hero was actually courteous enough to only run outdoors. Whenever he entered a building, he walked.
Funny though, how nobody seems bothered by the perpetual super-fast running in FPS games. Oh, man, wish we were working on an FPS insteada 3PS. They're so much easier to make in so many respects...
What comes to walking in Max 2, we'll see. It's probably not going to be added since I reckon there aren't going to be that many gameplay situations that would require it.
[ 02-13-2003, 11:47 PM: Message edited by: SkavenRMD ]
biXen
02-14-2003, 01:37 AM
One would think with that good dose of Valkyr that he'd get a bit freaked and relax a little, but damn drugs, had the opposite effect. Maybe in Max Payne 2 he needs to smoke some ganja and chill a bit, do some walking...
motionblur
02-14-2003, 09:04 AM
Originally posted by SkavenRMD:
You made a point, Maddieman. Even in a game as early as Death Wish 3 (http://www.vgmuseum.com/pics3/death.html), the hero was actually courteous enough to only run outdoors. Whenever he entered a building, he walked.
Funny though, how nobody seems bothered by the perpetual super-fast running in FPS games. Oh, man, wish we were working on an FPS insteada 3PS. They're so much easier to make in so many respects...
What comes to walking in Max 2, we'll see. It's probably not going to be added since I reckon there aren't going to be that many gameplay situations that would require it. <font size="2" face="Verdana, Arial">HEY! Oh Oh! Here.
Walking was my idea. Maddieman 'only' made the mod (in 15mins.) images/icons/tongue.gif
Seriously, though:
It don't want walking for a given situation to be necessary but to look and feel cool. I think this would really be Max's style, too.
Imagine this:
Max has, let's say, 4 opponents on the other side of the room. He's hiding behind a desk while the others are shooting with anything they have towards his direction. Then one of the bad guys shouts: "Hey Max! Send my regards to your whife when you'll meet her - in hell! Hahahah!!"
All of a sudden (zoom to Max) you see Max's face relaxing - showing nearly no emotin. He gets up behind his cover - facing the guy who said this. You can nearly feel the aura of adrenaline sourrounding him and he starts walking - slowly. The guys are firing their guns but Max doesn't seem to care. He fires 3 shots - his eyes still focused on the one taunting him - and 3 of the baddies drop dead. The last one starts to panic and tries to escape ...
-bullet time-
Bang! Bang! Bang!
-bullet time-
he slides down the wall, slowly, leaving a small trail of blood on the wall.
Okay. In the game it certainly wouldn't be THAT detailed but I think you get the point.
This reminds me: I also think it would be cool to be able to aim at two bad guys with akimbo guns. Devil May Cry - like. But this is just an idea.
[ 02-14-2003, 09:17 AM: Message edited by: motionblur ]
Maddieman
02-14-2003, 09:34 AM
HEY! Oh Oh! Here.
Walking was my idea. Maddieman 'only' made the mod (in 15mins.) <font size="2" face="Verdana, Arial">I think he was referring to my point about the absurd, yet subtle effect of Max running about...everywhere; as opposed to the feature of walking for style purposes.
The only time running stands out is in multiplayer (where animation detail and realism isn't the primary focus) and games like Max Payne because of the 3rd person perspective.
Like most fps games, Max Payne doesn't require walking; at least as far as gameplay is concerned. If your movements in Max Payne need to be more precise, then you use the bullet-time - that's what's for. Also, I think Skaven brought up the point a while back, that no-one complains about being able to spin/turn as fast as you can move the mouse - in mp or fps games.
Walking is really only necessary for games that emphasise stealth, like splinter cell or metal gear. It's also popular on 3rd person console games; but until someone makes a keyboard with analogue keys, I can't see the feature translating over to pc titles.
Speaking of which, akimbo aiming? How would that work - two mice? Again, another console exclusive where autoaiming/gta targeting is the norm. It's almost as tricky as solving the bullet-time multiplayer issue - I'm sure someone will figure it out somewhere down the line. images/icons/smile.gif
p.s. is kung fu 3 out yet? <font size="2" face="Verdana, Arial">Yeah, it's been out for months, wake up dude. graemlins/hhg.gif
[ 02-14-2003, 09:37 AM: Message edited by: Maddieman ]
motionblur
02-14-2003, 09:53 AM
For that akimbo aiming:
It worked quite well in ShadowMan for example... at least to me. Contra is that you would need two crosshairs focusing on both enemies/objects in order to see what you're aiming at.
But an akimbo/precise aiming toggle button might do it... ...
Nah! Never mind. I'm just thinking loudly. Aiming in MaxPayne was cool.
...and thanks to your mod I've got walking, now \o/
motionblur
02-14-2003, 09:58 AM
Oh. And another thing.
In an interview about FarCry I read they've got something in it they call the "Hollywood-Shooting-Feature" which means:
If an enemy misses you the bullet won't go further - straight along it's path and simply hit the wall but the game will decide what object it will hit so it looks cooler.
Sounds interesting to me images/icons/smile.gif
Joe Siegler
02-14-2003, 10:21 AM
Hey Skaven, think you guys would want me to put the original Dark Justice demo on the CD?
Nah, didn't think so. images/icons/wink.gif
SkavenRMD
02-14-2003, 11:11 AM
Cool! The Far Cry team are actually attempting to implement something that we pondered but gave up. We also got that idea. Honest. images/icons/smile.gif Instead, we settled for placing lots of breakable stuff to places where you - or the enemies - are likely to shoot at.
There's one small detail you have to keep in mind about walking: on consoles you've got the analog thumbstick, no problem there, but for PC you'll need an additional control key for walking. Not everyone welcomes this.
Joe, that depends on what CD you're talking about? Your private stash? images/icons/wink.gif
Maddieman
02-14-2003, 11:15 AM
/me quickly patents analogue keyboard idea...
Ideas and messages posted here become property of Apogee Software Ltd. <font size="2" face="Verdana, Arial">graemlins/doh.gif graemlins/doh.gif graemlins/doh.gif
motionblur
02-14-2003, 11:43 AM
Originally posted by Maddieman:
/me quickly patents analogue keyboard idea...
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial"> Ideas and messages posted here become property of Apogee Software Ltd. <font size="2" face="Verdana, Arial">graemlins/doh.gif graemlins/doh.gif graemlins/doh.gif </font><hr /></blockquote><font size="2" face="Verdana, Arial">pwn3d images/icons/tongue.gif
motionblur
02-14-2003, 11:47 AM
Originally posted by SkavenRMD:
Cool! The Far Cry team are actually attempting to implement something that we pondered but gave up. We also got that idea. Honest. images/icons/smile.gif Instead, we settled for placing lots of breakable stuff to places where you - or the enemies - are likely to shoot at.
There's one small detail you have to keep in mind about walking: on consoles you've got the analog thumbstick, no problem there, but for PC you'll need an additional control key for walking. Not everyone welcomes this.
Joe, that depends on what CD you're talking about? Your private stash? images/icons/wink.gif <font size="2" face="Verdana, Arial">Honestly: when I've got the possibility of deciding whether to use the analogue stick or a button to toggle between run/walk - I use the button. Even on consoles. I played Final Fantasy X that way.
An exception would be Metal Gear Solid 2. The analogue stuff there (stick and buttons) was done perfectly.
Maddieman
02-15-2003, 12:00 AM
I played Final Fantasy X that way. <font size="2" face="Verdana, Arial">What? I couldn't stand playing FF7 after recently finishing 9 - mainly because walking was set to default, forcing the player to hold one of the buttons down for 90% of the game. graemlins/tinyted.gif
The analogue movement in mgs2 was pretty smooth, despite there only being 2 animations (creeping and running). Funny you should bring this up though, because I spent last weekend re-creating Snake's walking/running movements for Straton's ninja in the katana mod. Turned out pretty good. images/icons/smile.gif
motionblur
02-15-2003, 12:09 AM
I didn't like walking being default, either (with FF VII, I mean) - more the other way round. Like FFX: standard running - button walking.
I do can stand playing FF VII, though because it's the best Final Fantasy of all IMO.
/me sighs and hopes for a remake on PS2
Originally posted by SkavenRMD:
There's one small detail you have to keep in mind about walking: on consoles you've got the analog thumbstick, no problem there, but for PC you'll need an additional control key for walking. Not everyone welcomes this.<font size="2" face="Verdana, Arial">But since pretty much everyone who plays FPS games has a walk button configured (for me it's SHIFT), it's not really an issue. In Max Payne I just didn't use SHIFT for anything, if there had been walking, I'd have used it for that.
I liked the way walking/running worked in the original Hitman-game (even though it otherwise sucked donkey balls). W walked forward and SHIFT ran forward. There's no point in having the player push SHIFT and W at the same time to run/walk.
Sergei Molotov
02-16-2003, 06:34 PM
Or you could have a button in which you toggle it on & off.
Originally posted by Maddieman:
Speaking of which, akimbo aiming? How would that work - two mice? <font size="2" face="Verdana, Arial">I would love to have two crosshairs that you can spread apart from each using the mousewheel. I don't know how well that would work in an actual game but I'd be interested in trying it out.
Wow, akimbo weapons that do more than just double your rate of fire. images/icons/grin.gif
Originally posted by Sergei Molotov:
Or you could have a button in which you toggle it on & off. <font size="2" face="Verdana, Arial">That's what Caps Lock is for.. images/icons/cool.gif
neeek
02-17-2003, 09:52 PM
i have to ask, in the xbox and ps2 versions of mp1 was there a use of walking with the analogue controller like with mgs2 where you push up the direction youre going and it will move the player depending on how much or how little he/she moves that direction button?
like if you push up a tiny bit the player moves slow and does either walking or sneaking, whereas push it up further and the player fully runs.
syphon filter 3 had this walking feature included and that game was pretty good.
neeek
02-17-2003, 10:40 PM
there is an idea ive been wondering about for sum time but wasnt sure if it was mentioned and might not work but just an idea.
this is regarding about sum posts here about being able to aim at multiple enemies with dual weapons i.e. have your left weapon aim at that left but having right weapon aiming at other directions of where bad guys are.
in mp1 you come near an object and max has his exclamation mark above his head when he sees sumthing and has his head turned whether youre running forward while his head's still turned to that object or when youre running around and his head is turned and moves his head left and right if you run across a room with an object in the middle.
this is sumthing to do with the raduis of when coming near an object and making max turn his head and focus on that particular object.
if you could make max not only turn his head at a near object with a radius set for him to come near that object and have his head looking at a certain object where he turns his head whichever direction your facing,but also make max raise his weapon at a bad guy with that radius to make him perform that focused object techique then you have max "focus" his weapons at very many guys at one time images/icons/smile.gif
ok i may have rambled on here so ill type this in an easy way to explain.
max turns his head whenever he see's an obect and he turns his head that way cos of the radius youre in and your going the other way and his head is still on to that object and that works by having a raduis set for him to perform a "look at that object" animation right?
now think of enemies as objects and having a radius set for max to focus his attention on ok?
now instead of max just looking at every enemy every time he comes near a radius of enemies,his arms with the weapons he's holding will be doing the "focus guns on every bad guy" technique.
are you with me? i hope so:) the idea is to have max's arms raised and pointed out with his weapons out when his arms are in the radius of where the baddies are and every direction max will go his arms and weapons will still be focused on the badguys until max's arms are out of that particular radius. and then when you move your mouse around to look and there are other baddies in the area max will do that "focus enemy/ies" technique with his left and right arms pointing at different directions and when you continuesly running about, your arms will move and point to your enemy still, just like max's head to an object within a radius.
did that sound right? did you understand all that? i know its hard to say and discribe but i think its all to do with objects, radius's, headturning animations, radius distances, things like that.
is that possible with this idea of mine and will it work?
Originally posted by neeek:
blahblah (suggests auto-aiming, just like in tomb raider)<font size="2" face="Verdana, Arial">What you're talking about sounds a lot like auto-aiming and I don't think many PC gamers want that, when they have a nice, good mouse to aim with. And you'd need an extra button to change who Max is aiming at. Or, with the "radiuses", did you mean that he'd always aim at the nearest enemies? What if I don't want to aim at them?
Originally posted by neeek:
blahblah (analog movement in console Payne?)<font size="2" face="Verdana, Arial">I was actually wondering about this myself. It's horrible to play a game where the characters move digitally with an analog controller.
SkavenRMD
02-18-2003, 01:40 AM
Neeek;
You can do this in Dead to Rights. You could just go and play that, no? images/icons/smile.gif
biXen
02-18-2003, 02:59 AM
Originally posted by SkavenRMD:
Neeek;
You can do this in Dead to Rights. You could just go and play that, no? images/icons/smile.gif <font size="2" face="Verdana, Arial">What the hell does dead to rights mean anyway? Is it some japanese 'all your base belong to us' shit? images/icons/tongue.gif
neeek
02-18-2003, 11:02 PM
dead to rights has that feature? i didnt know that. i neva heard of what the features in d2r were like but id betta check it out.
Wamplet
02-18-2003, 11:14 PM
is the console autoaim implemented cuz its normally less precise and slower to manually target something in a console game vs. a pc game?
i recently bought 2 consoles and have noticed this autoaim/targetting feature in games like vice city and getaway.
i personally dont like stuff like this to be manditorily implemented on pc games, cuz a mouse allows more precise targetting.
i do like it on consoles, for the simple fact i find using the aiming joysticks to be slightly easier than a trackball. graemlins/tinyted.gif images/icons/tongue.gif images/icons/wink.gif
anyways, if they do put autoaim/or autotargetting in pc games, id definitely like to see it as an option instead of manditory.
tomb raider was probably an exception, since it was played in 3rd person. its easier to target and makes a 3rd person experience easier to play with autotargetting.
what about a double jump feature...
jump=jump
jump+jump=high leap into air
double jumping allow u to perform high air time,also perhaps reaching 2nd story roof tops ,ledges etc etc.
it also adds to fun factor for game play , i think.
Originally posted by sf:
what about a double jump feature...
jump=jump
jump+jump=high leap into air
double jumping allow u to perform high air time,also perhaps reaching 2nd story roof tops ,ledges etc etc.
it also adds to fun factor for game play , i think. <font size="2" face="Verdana, Arial">Wow, that sounds so cool! How about adding this water pack to Max's back, with different nozzles that he can use to clean out all the nasty graffiti on the walls in New York! And maybe he could ride a small dinosaur that can eat the enemies! And oh, oh, I know! Make the game into a platformer! images/icons/grin.gif
Fraeon Waser Duhni
02-19-2003, 04:45 PM
"It'samee a Max Payne"
PlayfulPuppy
02-19-2003, 11:49 PM
Personally I've always loved double-jump in games, probably because I was so addicted to Super Ghouls And Ghosts as a kid. images/icons/grin.gif
Although I can see why it wouldn't be even almost acceptable in a game like this.
But I'd like to see the ability to grab on to ledges, because it adds the same 'fun factor' and height that a double-jump does, while still retaining the realism.
Medic
02-20-2003, 03:14 PM
Here is another thing to brag about: Why can't Max shoot when he jumps? I would like him to be able to do that.
Originally posted by Medic:
Here is another thing to brag about: Why can't Max shoot when he jumps? I would like him to be able to do that. <font size="2" face="Verdana, Arial">Can you jump and shoot at the same time? Well sure, it's possible, but would you hit anything except maybe the floor or the ceiling? And how stupid would it look if he jumped while holding his arms forward aiming?
Maddieman
02-20-2003, 04:59 PM
Yeah - but appy the same argument to diving forwards and shooting.
RollingBrass
02-20-2003, 06:34 PM
Jumping was pretty much an afterthought anyway, from what I remember. It's totally unnecessary for the game, but you'd get all kinds of whiners saying "OMFG Y CANT I BUNYHOP U FAGZ WTF" if you kept it out*
*see Hitman
[ 02-20-2003, 06:45 PM: Message edited by: RollingBrass ]
Medic
02-20-2003, 11:27 PM
Well, think it would be nice if for exsample fell from so ledge (for example the wall in tutorial level) you could shoot all the way falling down. it would be much more hmm...? "realistic" like that.
(And for a bad example: Lara Croft can shoot while jumping and it doesn't look that stupid.)
Fraeon Waser Duhni
02-21-2003, 05:02 AM
Originally posted by j:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by Medic:
Here is another thing to brag about: Why can't Max shoot when he jumps? I would like him to be able to do that. <font size="2" face="Verdana, Arial">Can you jump and shoot at the same time? Well sure, it's possible, but would you hit anything except maybe the floor or the ceiling? And how stupid would it look if he jumped while holding his arms forward aiming? </font><hr /></blockquote><font size="2" face="Verdana, Arial">Yes, it looks so stupid in fact that I never used the shootdodges in Max Payne. images/icons/tongue.gif
Originally posted by Maddieman:
Yeah - but appy the same argument to diving forwards and shooting. <font size="2" face="Verdana, Arial">You'd have tons more accuracy when diving forwards and shooting, because it would be easier to point your hands the right way (that is, forward). Plus, it doesn't look nearly as silly because the hands are stretched forward anyway when you dive.
EDIT: Please note, that I don't mean that you'd be able to hit anything when shooting and diving forward. The main point is, that it looks much better than jumping up with your hands stretched out.
Originally posted by Medic:
(And for a bad example: Lara Croft can shoot while jumping and it doesn't look that stupid.) <font size="2" face="Verdana, Arial">I agree, you have a bad example, because it looks idiotic.
[ 02-21-2003, 07:49 AM: Message edited by: j ]
biXen
02-21-2003, 08:46 AM
If you really need to jump, and most often it's to get on to a ledge or box or something, you don't really need to shoot at the same time. The request for something stupid like this comes from the whole CS thing, alot of people bouncing around because they think it's harder to shoot them then. It looks DAMN silly, no way around that. Diving looks cool. Besides, most people don't realize how hard it is to hit something with a gun even when you are aiming (talking moving stuff here)
Guest
02-21-2003, 06:59 PM
All coding aspects of the walking feature aside, couldn't you just bind something like that to the mouse-wheel? Something like Spliner Cell.
Wait, not everyone has a mouse-wheel...
The ability to shoot while jumping, or at least falling, would be great should you people manage to pull it off correctly, and maybe add a layer of gloss over the animations.
actually i was watching a matrix reloaded trailer other night and there was a part in clip where neo takes a blackflip and leaps onto a second story stairway out of harms way....
i found this cool and thats why i posted this double jump feature figuring mod makers out there who make these mods(matrix stlye)if they came across thinking of such a thing...
personally i think in my opinion it be cool but after seeing some of the responses perhap its not a good idea hehe....
thats backflip not blackflip oops
Killer Suit
02-21-2003, 11:50 PM
Yeah! I think it would be stupid jumping with the arms forward
hey killer i respect ur opinion..
i'm not a mod maker but is it possible to not have his arms looking stupid while jumping forward.perhaps modding it so that when u double jump he performs a different stlye ,
Medic
02-22-2003, 07:28 AM
O.K. sorry stupid question... I'll never ask it again. Perhaps it looks stupid... images/icons/confused.gif
Jokke_r
02-22-2003, 08:08 AM
1. Stamina. the more you jump/dive/roll the less stamina and the slower max runs. lower dives etc.
2. Ladder climbing (in maxed you could put a ladder box over a mesh that would allow the player to climb it)
3. crawling. duck + forward the guy could now crawl in ventilation shafts.
4. max could automatically duck (just a bit) so that he can fit through areas lower than 2meters.
5. when modding Key binding would be possible. which would allowe new moves to be added to the game without overwrighting the originals.
6. cinematic shoot would be manually triggered instead of being in premade positions the player could push a certain button and the game would performe a camera spin around the enemie that is dying.
7. swiming. mappers could mark the area as water and that would trigger the swimming movement.
8. grabbing ledges to climb up.
9. ragdoll effect.
10. Realtime mirrors and shadows/dynamic lighting
11. being able to import models directly from 3dsmax into maxed and use/convert to meshes
[ 02-22-2003, 08:12 AM: Message edited by: Jokke_r ]
Originally posted by Jokke_r:
1. Stamina. the more you jump/dive/roll the less stamina and the slower max runs. lower dives etc.
3. crawling. duck + forward the guy could now crawl in ventilation shafts.
6. cinematic shoot would be manually triggered instead of being in premade positions the player could push a certain button and the game would performe a camera spin around the enemie that is dying.
7. swiming. mappers could mark the area as water and that would trigger the swimming movement.
10. Realtime mirrors and shadows/dynamic lighting<font size="2" face="Verdana, Arial">1. That would make it boring. You'd have to wait around for your stamina to go back up. Before jumping in the next room.
3. Why would Max need to crawl into a ventilation shaft? He's not a ninja-assassin, running into a room guns a-blaze is his thizang.
6. Wouldn't look as cool as a well thought out premade position. Plus, it would get boring and after the first few levels no-one would bother using it. Plus, it would look like crap in tight corridors and such.
7. I can't imagine a scenario where Max would need to swim.
10. I believe dynamic lighting is already there.
Maddieman
02-22-2003, 07:42 PM
1. That would make it boring. You'd have to wait around for your stamina to go back up. Before jumping in the next room. <font size="2" face="Verdana, Arial">*cough* The *cough* Getaway *choke*
Jokke_r
02-23-2003, 05:40 AM
well most of those thing i want in maxpayne2 is to make modding easyer.
for example som modder would like to have a level where youd havto dive into some sewer n stuff.
or someone who would like to make a Die Hard mod would definetily wan't to be able to crawl in the ventilation shaft.
Maddieman
02-23-2003, 06:03 AM
Crawling / ducked running -- to an extent would be good. For instance, take the control room fight in the first level. You can take cover behind the large computer panel thing; but as soon as you try to move, max raises his head and gets shot.
Backing up against walls might be nice too. It always adds to the coolness of the game if you can lean up against a wall before storming an enemy filled room -- perhaps max could do a special type of dive/shootdodge from it. It's also mandatory that Max say's something suitably naff, like: "I'm going in!"
Fraeon Waser Duhni
02-23-2003, 06:42 AM
How about the player being able to adjust the length of his dive(to a limit of course) by using the mouse wheel, for example?
Medic
02-23-2003, 10:22 AM
Now that would be cool, me thinks. images/icons/wink.gif
SkavenRMD
02-23-2003, 11:04 AM
perhaps max could do a special type of dive/shootdodge from it. It's also mandatory that Max say's something suitably naff, like: "I'm going in!"<font size="2" face="Verdana, Arial">We had some plans for the Japanese version of the game to improve its sales: Every time you start bullet time, you would see a colorful and flashy cutscene where Max slowly raises his arms (while the background turns into a storm of motion-blurred lines and a bright sparkling glow surrounds Max) and exclaims in an echoing voice: "Bulettooh tie-moooh!!" before the action starts. And each time you perform a shootdodge, Max would echoingly yell, "Shüüüüt-dodgerüüü!!!" and you would hear a long synthetic swoooosh-ka-chinggg in the background.
[j/k]
Mayur
02-23-2003, 11:25 AM
Suggestions for MP2....not sure......the gameplay is just fine including the pace and everything, the storyline fitting perfectly with max's voice n Lupino's eerie laughs....
Instead I would suggest these -
1. Make modding easier
2. A better actor FX will help a lot
3. hardware requirements should'nt be too heavy....for instance I have -
AMD Athlon XP 1800+
256 MB DDR
40 gigs
Geforce II MX 400
well, u get the idea.....
Thanx for your time
|Mayur|
biXen
02-23-2003, 01:40 PM
Originally posted by SkavenRMD:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">perhaps max could do a special type of dive/shootdodge from it. It's also mandatory that Max say's something suitably naff, like: "I'm going in!"<font size="2" face="Verdana, Arial">We had some plans for the Japanese version of the game to improve its sales: Every time you start bullet time, you would see a colorful and flashy cutscene where Max slowly raises his arms (while the background turns into a storm of motion-blurred lines and a bright sparkling glow surrounds Max) and exclaims in an echoing voice: "Bulettooh tie-moooh!!" before the action starts. And each time you perform a shootdodge, Max would echoingly yell, "Shüüüüt-dodgerüüü!!!" and you would hear a long synthetic swoooosh-ka-chinggg in the background.
[j/k] </font><hr /></blockquote><font size="2" face="Verdana, Arial">ROFL. That would have been so damn funny images/icons/grin.gif When I watch these clips where some driver is driving on some track with a tuned car I always wonder where he get's the enthusiasm from... NOTHING IS HAPPENING!!! graemlins/tinyted.gif
images/icons/smile.gif
Originally posted by SkavenRMD:
We had some plans for the Japanese version of the game to improve its sales: Every time you start bullet time, you would see a colorful and flashy cutscene where Max slowly raises his arms (while the background turns into a storm of motion-blurred lines and a bright sparkling glow surrounds Max) and exclaims in an echoing voice: "Bulettooh tie-moooh!!" before the action starts. And each time you perform a shootdodge, Max would echoingly yell, "Shüüüüt-dodgerüüü!!!" and you would hear a long synthetic swoooosh-ka-chinggg in the background.
[j/k] <font size="2" face="Verdana, Arial">That sounds SO COOL! Beautiful! Or should I say.. Viewtiful!
Day-um, if Viewtiful Joe (http://cube.ign.com/articles/382/382879p1.html) ever hits Europe, I'll be first in line to buy it. images/icons/grin.gif
No, really, I mean it. I want that game. I mean, seriously, I do. Stop laughing at me goddamnit! images/icons/tongue.gif
Medic
02-24-2003, 03:25 AM
It's like in ONI when you perform a special move: "flying spin kick!" images/icons/grin.gif
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