Half-Payne is a Half-Life mod that aims to bring some gameplay bits from Max Payne. It ended up as interesting way to replay the game and this is the first time ever I tried to mod the game by dwelling into it's source.

Here's the list of all changes that have been made:

Slowmotion ability

  • Simillar to original Max Payne game, there's hourglass icon which shows how much slowmotion charge do you have. Fill the hourglass by killing your enemies, the more dangerous the enemy - the more charge you get for the kill.
  • Slowmotion toggle button is bindable in the options and defaults to MOUSE3, you can also toggle the slowmotion using "impulse 22".
  • You can activate infinite slowmotion cheat using "impulse 24".
  • Slowmotion depends on constant framerate, which is capped to 100 FPS, it is unknown how the game will behave on slow PCs with non-constant FPS below 100. Ensure that you don't have VSync enabled.

Diving move

  • Simillar to original Max Payne games, you can make a dive move (shootdodge). Dive works simillar to long jump module, but isn't that far and can be done in any direction. You can make diving move only if you have enough slowmotion charge (which is 10%). Slowmotion charge won't deplete during the actual dive afterwards.
  • You can cancel slowmotion during your dive by toggling slowmotion.
  • Diving is bindable in the options and defaults to LSHIFT, you can also dive using "+alt1".

Painkillers and player's health

  • Simillar to original Max Payne games, you use painkillers to heal yourself.
  • All portable medpacks are now considered as painkillers.
  • All medical stations contain 2-4 painkillers depending on your difficulty level.
  • You can hold up to 9 painkillers.
  • Taking painkillers is bindable in the options and defaults to G, you can also take painkillers using "impulse 23".
  • All suit charging stations and batteries have been removed to counter the ability to take painkillers at any time.
  • Health regenerates up to 20.
  • Player's health is displayed with replica of Max Payne healthbar.

Weapon behavior

  • Each shot of Glock, Revolver and Shotgun has to be done by yourself. In other words, you can't hold the button to fire continiously.
  • Secondary fire of Glock has been disabled, you have to do rapid fire by yourself.
  • Shotgun annoying reload time has been shortened.
  • Revolver fire cooldown has been shortened.
  • SMG is much more accurate now.
  • Hand grenades and SMG grenades can be shot down. During marine encouters, you can shoot grenades in slowmotion while maintaining your cover.
  • If you switch weapons during slowmotion, you don't have to wait until the end of weapon switching animation to start shooting.
  • Punchangle (recoil effect) for some weapons affects your actual accuracy (especially noticeable on revolver).


  • Implemented proper 'hud_fastswitch' behavior. 'hud_fastswitch 1' only works with weapons that only take one slot in the weapon group, otherwise weapons selection works as usual.
  • Use 'hud_fastswitch 2' to make it work just like in Half-Life 2. Pressing slot3 three times selects crossbow etc.


  • You can turn off automatic weapon switching after picking up the weapon by setting 'hud_autoswitch 0'.

Black Mesa Minute gamemode

  • Rush through the levels against the minute while killing your enemies the most efficient way as possible.
  • Basically it's somewhat time attack mode where score is your time at the end. It resembles New York Minute from Max Payne 3 and has simillar time bonuses.
    • Ordinary kill - 5 seconds
    • Headshot kill - 6 seconds
    • Explosive kill - 10 seconds
    • Crowbar kill - 10 seconds
    • Projectile destroyed - 1 second (when you destroy enemy grenades)
  • Read about how to play Black Mesa Minute or set it up for custom maps in bmm_cfg\_README.txt


  • Max Payne style deathcam, complete with proper soundtrack.
  • Disabled fast bunnyhop prevention.
  • Player doesn't collide with enemies in their dying animations.
  • Marine helmet now absorbs up to 10 damage before it will stop reflecting projectiles.
  • Infinite flashlight charge.
  • White HUD colorscheme.
  • All weapons have the same white dot for the crosshair.
  • Health more than 100 (like when using infinite health door glitch) is shown on hud.
  • You can kill G-Man, seriously just screw him. (it would be cool to have a death animation for this though)


  • Glock one handed by Slartibarty.
  • Max Payne resources ripped from original Max Payne game, made by Remedy.

Random thoughts on what can be done

  • What is already done are mostly gameplay features. I wish there could be more Max Payne content.
  • This could be one of those stupid joke mods where everyone is replaced with Max Payne (think G-Invasion), or we could collaborate on an entire retelling of Half-Life, where Max Payne gets a new job at Black Mesa and has to deal with the mess instead of Freeman. It is possible to inject soundfile playback so it could play together with existing triggers in all maps, that means it's possible to make Max commenting on what happens around.
  • I want to implement pistol dual wielding, but it's not there at the moment because I don't have models for it.
  • Additional weapons can be implemented and injected in certain places on maps (like with sound triggers).
  • You might say that there are already alot of dual wielding weapon models but I kinda wish for consistent look, atleast with character hands.
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The upcoming Half-Payne update includes a new Score Attack game mode. I've got an idea for this mode for the same reason as with Black Mesa Minute - such game mode was present in Max Payne 3. I didn't have a chance to play Score Attack in Max Payne 3 though, so I had to watch gameplay videos of it, only to realise that it's scoring ruleset has a major flaw.

In Max Payne 3, you have a dynamic multiplier which sums from killstreak up to 5 and you being in slowmotion, dive or being prone. The latter is the real flaw here in my opinion - you can get the most score if you tend to dive yourself on the floor and turn on the slowmotion, which gets tedious.

Instead of this system, I decided to allow to build limitless combos and not to depend on player's state - this should keep you pumpin'n'runnin. Almost all kills increase your combo multiplier by one (easy enemies like barnacles or babycrabs only prolong the combo). Special kills (like headshots or explosive kills) add to current multiplier alittle on its own and give you more score (like more time in Black Mesa Minute).

To get the most score you will have to know the level layout well and plan your route alot. Since some enemies give more score than others - they should be killed last, just after you built up the combo with something easy as headcrabs.

Some of the earlier gameplay can also be seen in this April Fools video below, don't take it too seriously.


In the previous article I mentioned being able to embed custom sounds or Max's commentary and play it when certain things occur. While that's great, I've also implemented playing of several lines during gameplay situations such as:

  • Finding or taking painkillers
  • Taking damage
  • Taking huge damage dealt by player himself
  • Being near death while (not) having painkillers
  • Wasting bullets
  • Killing innocent people
  • Having no ammo in the gun
  • Answering a very important rhetorical question

If you find such commentary annoying - commentary and pain sounds (except for falling pain sounds) can be disabled with max_commentary and max_commentary_pain console variables.

As I'm writing this article, I have 53 wav files for story commentary (I expect to add some more), and 159 wav files on gameplay moments. Max's lines were taken from Max Payne 1 and mostly Max Payne 3. I've listened to Max Payne 2 lines too but didn't pick anything yet and most likely won't.

Voice lines can be overlapped sometimes and this is a problem, but a rare one and think I want to leave it for the final update that should come out after this one.


My buddy who goes by name Xinus22 ripped the med cabinet from Max Payne 1. I like it more than mine, which was done from the scratch. My cabinet had no shading, which made it look weird and out of place sometimes.


I'm announcing that I've modded c5a1 enough to say that this will be an eniterely different ending for Max. I don't want to spoil much, but since I've never seen anyone doing something like this, I'm excited for what you people will think when it's released.


  • Optional classic view roll and weapon sway like in old WON versions of Half-Life.
  • Sentry turrets now emit sparks.
  • Additional console commands that list available config files for custom game mode.
  • Grunts turn around more faster when playing on medium or hard difficulty. They're also now more accurate when slowmotion is active.
  • Additions on hooking system for embedding sounds or utilising it in custom game mode config files.
  • Game now starts in a tram with familiar music. I choosed the tram to show up the opening credits and highlight some of the mod features.


Here's the stuff left to do:

  • Add more commentary to story events
  • Remove all mentions of Freeman in NPCs' voice lines
  • Minor things: additional custom mods, update documentation
  • Update user.scr file, which will allow to tweak several options from Advanced tab in Options menu
  • Extensive play-testing

Half-Payne update is getting close to it's release

Estimated release date: May 5-10th

Half-Payne - March Progress

Half-Payne - March Progress

News 5 comments

I've got enough progress this month to sum it up in a new article: Bullet physics, Max's commentary, Custom game modes.

Half-Payne - Back to work

Half-Payne - Back to work

News 15 comments

I'm back to working on Half-Payne mod, read about problems I've encountered and what I'm up to for the next update.

Half-Payne - Gameplay polishment update released

Half-Payne - Gameplay polishment update released


New Half-Payne update has been released! Read more about fixes and how much Black Mesa Minute improved.

Half-Payne - Black Mesa Minute update released

Half-Payne - Black Mesa Minute update released

News 1 comment

Black Mesa Minute has been released! Read about mod update and what to expect in the future.

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Half-Payne / August 01st 2016

Half-Payne / August 01st 2016

Full Version 1 comment

* Fixed level states being saved in Black Mesa Minute when you restart using mouse click after dying. * Added "holdtimer" to [mods] section for Black...

Half-Payne / July 29th 2016

Half-Payne / July 29th 2016

Full Version

New update for Half-Payne which includes many fixes and Black Mesa Minute polishment.

Half-Payne / June 24th 2016

Half-Payne / June 24th 2016

Full Version 2 comments

Black Mesa Minute update. Read more about how to play the new gamemode in bmm_cfg\_README.txt

Half-Payne / June 12th 2016

Half-Payne / June 12th 2016

Full Version 4 comments

Latest version of Half-Payne. Unpack 'half_payne' folder in your Half-Life directory and launch the mod by specifying '-game half_payne' in additional...

Comments  (0 - 10 of 63)

bro are you like french or something, i need to know

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Good descision making this on GoldSrc, 'cause the quality of the models more fits in it lol

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You can make jumps like in Specialists TC?

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suXin Creator

I didn't play Specialists so I'm not sure what kind of jumps do you mean here. If it's diving then it's been implemented from the beginning.

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Alright then.
Any chance of some April 2017 beta? :3

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suXin Creator

The actual proper release is set for the beginning of may, be patient.

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I can not look to the left much or right, what is wrong.

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I spent 30 minutes figuring out how to run the mod and just about to post a comment. turns out Steam doesn't use the Half-Life folder under my account name folder anymore, but the folder is still there. Thanks for getting back to this old game though!

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This mod sets host_framerate to 0.01 on every map load, which causes the game to randomly speed up and slow down unless you set that command to 0 every time you load a map. Is this intended or a mistake? None of my other Half-Life mods do this. I also saw someone else in the comments complain about their game randomly changing speeds while playing, so it isn't just me experiencing this.

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It also does it anytime I go into bullet time.

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suXin Creator

Indeed host_framerate is a dirty and simple way to make actual slowmotion. Unfortunately, unlike Source engine, it's tied to frames per second (FPS), which has to be capped (which is why there's VSync warning). That's the main reason why the game speeds up alot or slows down sometimes - because of FPS value changes.

I always experience speeding up if I minimize my game (it's windowed) and play it later. Maybe because ton of frames are getting into buffer uncapped when minimzed. Perhaps it could be fixed by enhancing frame capping logic or putting it's code in different place, but it never was on my priority list.

Doesn't mean that I shouldn't look into it, because experiencing FPS\speed drop on every map change sounds really bad, though it should only happen on non-modern computers.

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Frame drops aren't the issue. Even when I am getting 100 FPS the speed is inconsistent. What causes the speed to be inconsistent is that host_framerate is set to 0.01. When I change host_framerate to 0, the game runs as intended. Bullet time and shootdodge still work and the speed is normal. The only problem is that everytime the map changes or bullet time is used, it changes back to 0.01. What I do now is set a bind for "host_framerate 0" and use it any time the mod changes host_framerate to 0.01, which seems to be the easiest way to make the mod run normally.

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suXin Creator

I reminded myself why I'm not switching to 'host_framerate 0'. It's because going from 0.0025, 0.01 or any other value to 0 causes non-smooth transition, if you're moving forward - you kinda teleport alittle.

If you get inconsistent speed even at 100 FPS - now I have no idea why that happens. I didn't get much reports on this and didn't have the problem myself. Speed issues should only arise when FPS is not 100, and even if it dropped to 95-99 for a quick moment - you wouldn't really notice.

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Latest tweets from @suxinjke

Did a test playthrough on #HalfPayne yesterday, I thought voice line overlapping was a rare case but it's not, especially with painkillers.

13hours ago

Think I'm done with selecting voice lines for #HalfPayne. 'comment' folder has 69 files, dedicated to story events. wish there were more

13hours ago

??????????????????? T.co

Apr 26 2017

RT @BirdPerHour: #birdbot T.co

Apr 25 2017

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