7th Serpent: Crossfire
Mar 29, 2006 Full Version 9 comments7th Serpent: Crossfire is the opening chapter of the 7th Serpent Single-Player Mod for the Max Payne 2 game engine, thrusting players into a world of...
7th Serpent is a third-person shooter modification for the Max Payne 2 game engine thrusting players into a world of corruption, secrecy and vengeance as they control Damon Pryce - the main character - who has been subjected to experimental testing and is left to his own devices in order to extract the truth from those who keep it from him.
This mod will be released in chapters to help break down the projects into more manageable workloads and allow us to keep the interest in the mod high. We have been working undercover on this since mid-2003 and a significant head-start has been accomplished by the time the first chapter is unveiled. Additionally, there are two chapters in development at any one time and by the time one is released we will already have made significant progress on the next installment. As such, gamers won’t have to wait too long between chapters to get a dose of the mod.
Features:
* Varied, Interesting Gameplay. Our team subscribes to the “gameplay is king” maxim and we intend to do our best in order to maintain the tradition set by games like Half-Life 1 and 2 and the Max Payne series. 7th Serpent aims to provide a fun, exciting and original interactive playground where gamers will always have the next fresh experience to look forward to. Our collective creative power is regularly harnessed to come up with truly remarkable scenarios around which the success of the entire game revolves.
* Cinematic Flair. We envision 7th Serpent as a cinematic tour-de-force that the Max Payne engine lends itself so well to. For 7th Serpent, we want the cutscenes to translate the same cinematic glory found on Max Payne 2. We want them to be innovative, fresh, sophisticated and stylish, not another generic attempt to develop the story. However, to really put you in the game our emphasis falls squarely on scripted events that happen right there as you play the game and make you marvel in awe. We are trying to create a living, breathing world into our game and we want the player to be completely immersed on it.
* Great-Looking Visuals: 7th Serpent is a visually-stunning ride that ups the ante of what a modification can achieve. Our level artists have a relentless ambition to reach commercial-game quality standards and show gamers and entirely different visual experience than of the Max Payne games. We are doing our own prefabs, importing our own meshes from high-end modeling packages and using our own texture libraries to really make the mod stand out.
* Interactivity With the Environment: Our level design is based around giving the player different ways to approach a given challenge and learn to utilize the environment to his advantage. The Max Payne 2 physics implementation is admittedly limited but our team is determined to go past the mostly aesthetic ambitions given to physics in Max Payne 2 and try to push it more along the territory pioneered by Half-Life 2 with its largely inventive and creative physical puzzles. We are also going to great pains in order to fully implement physical features into every object on our level worlds.
* Graphic Novel: Replicating the approach Remedy took in Max Payne and looking to achieve the same level of immersion into the story, we are incorporating graphic novels into the game. They do however stay away from Max Payne’s particular style and feature a certain proprietary artistic aesthetic that fits the themes and story of the project.
* High Production Values: 7th Serpent promises to go to greater lengths in order to give gamers an experience comparable to what a AAA commercial game offers. We are recording our own orchestral score, casting our own voice actors, painting our own graphic novel, doing our own modeling assets, and all around doing whatever it takes to come up with a refreshingly refined and polished game modification.
For the sequel to 7th Serpent: Crossfire, be sure to check out 7th Serpent: Genesis
1 comment by stenchy on Apr 1st, 2006 digg this super bookmark
It's been a long time coming, but finally the day has come. The first chapter of 7th Serpent has been released! Mirrors are as follows: [BEST ARE LISTED FIRST]
Asktherelic.com [Direct Link]
PrimoTechnology.com [Direct Link]
VideoGamePro [No Queues]
ModDB.com [Reg. Required]
Fulldls.com .Torrent File [BitTorrent]
The download is ~160mb. Want to see some more media first? Well, we have that too:
7th Serpent: Crossfire Official Trailer
Mirror #1 - Medium Quality .WMV (30MB)
Mirror #2 - Medium Quality -YouTube
There is more media goodness and mirrors on our webpage, so check it out! If you want to tell us what you think of the Mod or want to hook us up with another mirror, write to aavenr [at] 7thserpent [dot] com or join our forums. We would love to hear about it!
7th Serpent: Crossfire is the opening chapter of the 7th Serpent Single-Player Mod for the Max Payne 2 game engine, thrusting players into a world of...
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WOW. 10/10 for me. Haven't played a mod, let alone game, this good in a LONG time. It's like an action movie brought to life. Only complaint I have is that those danm burning doors kept killing me during the cutscenes. Had to shoot them out of the way.
O and btw, I didn't have any problem with the loading time. Took a little over 2 minutes for me on full settings...
And to let everybody know, ur supposed to shoot the helicopters at the base of the rotor, where it makes the little sparking effects. :p
The mod started out good. I nice, good ol' fashioned gunfight in an enclosed space. But after I managed to get all the way to the bridge and faced the two choppers, it kinda fell flat. I must've shot enough rockets and ammo at both choppers to destroy every living thing in North America, but the second one just wouldn't die!
Look, I'm all for surrealism in mods, but there is no fucking way in hell a chopper should be able to take 15-20 rockets in the front and sides (plus all those rounds from an M249 SAW) and still be airborne.
And on another note, what is with the invisible walls?
You guys are almost there with the mod, but seriously, you could make a better ending boss.
Ermmm Sorry but 4/10 from me
Way to heavly scripted events, numerous occourances of "invisible walls" stopping your progress untill x enemy is killed, this is most obvios when facing tanks, which are also boring once you know their again scripted pattern.
There was even one point where the way was clear but you couldnt pass, instead had to climb over some wreckage after a tanker blew, sorry but its painfull having to walk over wreckage as you cant walk over a clear road because of an invisible wall, (shakes head).
The choppers were a mistake, its just silly that you can shoot 20 rockets at it before it falls, and when you eventually kill it after putting enough bullets in it to stop an army another one comes, by this point its just a tedius "straff/shoot/till it dies" routine.
It looks good and for this it scores its 4 points.
Why two choppers? That's kinda... un-fun. Oh, and the apc's like, caught on fire and stuff...
I like this Mod. It's good to have a break from all these "gunkatas" and crap. It's just good old shooting.
Is there gonna be a second one?
There really are supposed to be two choppers, have you tried looking inside the APC's for extra ammo?
I finally shot that friggin helicopter on the bridge down, and it spun around in circles with a fantastic explosion... ...then a second helicopter came onto the bridge that was just as tough? Is this a bug? Isn't there supposed to be just one helicopter? If there really are supposed to be two, that's redonkulous, because I was out of ammo. :(
Wow this mod is awesome.With an action packed level. I never see this coming.We have some intense firefight in this mod.The city is huge and very detailed.There is a lot of non-stop action.And the battle vs chopper and tank are very fun.
Thanks, that's what I've been doing but the chopper just won't come down.
I was thinking there might be some kind of trick or something.
I'll just have to keep trying I guess :P
Deadmarsh: Keep strafing around all the time to avoid the chopper's bullets. Use bullettime extensively as it lasts a lot longer now, be on the lookout for painkillers and ammo on the back of the black APC's. Save often too! Good luck!
ThomasPayne: Thanks! We will keep that in mind. :)