A compilation mod for the STALKER enthusiast, delivering top-quality visuals, mind-blowing audio, useful innovation, more fulfilling gunplay, and enhanced gameplay. What's M.I.N.E. Is Yours.

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RSS Report M.I.N.E. Sneak Peek - Gameplay Demo Part 3
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OmeG
OmeG

Thoughts Continued:

0_0 ...I **** myself...

-Zombies more resilient even with headshots? I can see them being bullet sponges meaning anything short of grenades & launchers & headshots won't stop them. Make their heads wobble more when they walk, that should do it.

-Only battle music I need is the sound of my heart thumping and heavy breathing, while I tone out the eerie, animalistic sounds of the unforgiving zone.

-NPC humans still walking into other's line of sight... that's only something I could see panicked Rookies & Low lvl Bandits doing.

-FLIR VISION FTW!!!

-Running zombie needed... hmmm... gruesomely textured brain scrambled or controlled bloodsucker should fit the bill, deadlier then normal because it's a fast bullet sponge.

-SeperationAnxiety you crack me up with your previous comments XD ...stupid smart dog... This mod will no doubt be fun to play, I hope it keeps getting expanded upon! You'll be the reason people will buy this game for a long time to come.

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GlassPirate
GlassPirate

I have to say this is my exception to the battle music - At night I would agree with OmeG, tone out the battle music and leave the atmosphere to work it's magic. I've played some Stalker mods with absolutely terrifying nights, and I love it. Is there some way the battle music could be turned off depending on the time of day? It would be fine for daylight, just not for early dawn/dusk/twilight. :P

Though now that I think about it we could just turn it off when we didn't want it. XD

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DrBlizzard Author
DrBlizzard

Unfortunately, there is no way (that I am aware of) to hook events in-game to disabling or enabling the Dynamic Combat Audio.

Like many of you, sometimes I want more immersion and I turn it off.

When I shot these videos, I felt like jamming.

Good thing we have the option to change these kinds of things to our own preferences. :)

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Jawek
Jawek

I agree that the music should be either toned down, or made optional. Besides that, did the shotgun appear overly powerful in relation to the other guns he was using?

On a side-note, the new nightvision looked awesome, i remember the old one being completely useless...

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OnlySolus
OnlySolus

Why not both? Optional and Toned Down :D

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DrBlizzard Author
DrBlizzard

The shotguns are TREMENDOUSLY powerful, but that is accurate given their weapon type. A Beretta firing off isn't going to do nearly the damage a full-pattern of buckshot would.

Likewise, shotguns are still range-limited weapons, with the only exceptions being the dart and slug ammo you can find.

A shotgun is, by design, for close encounters and high lethality close-up. It's a perfect weapon for these kinds of close-quarters battles.

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Lito.LV
Lito.LV

Colt gameplay for the win, I love that thing.
Elite nightvision - YAY!!!11oneoneeleven.

Shotgun buff, that doesnt hurt one bit.

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DrBlizzard Author
DrBlizzard

I am especially happy with the firing sound for the Colt in this mod. It's one of the reasons that drew me back to this gun; it just sings when you unload it.

It's also one of the more accurate .45's in the game, making it a true treasure.

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jjawinte
jjawinte

Excellent work !!

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DrBlizzard Author
DrBlizzard

Thanks jjawinte; we aims to please.

*pauses for crickets in background at bad pun*

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CombatWombat101
CombatWombat101

God, that Spas-12 sound is just about the most beastly thing I've heard all day. Kudos.

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DrBlizzard Author
DrBlizzard

I had to - mind you "HAD" - to find the most fear-inducing, duck-behind-a-table, cower-in-fear-with-a-teddy shotgun sounds I could locate for both the Winchester 1300 (often overlooked in the vanilla game as a useless steel tube incapable of dispatching a bandit at close proximity) and the SPAS-12.

I am happy to say that an entire days' worth of interneting was not in vain.

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Prone
Prone

If the default ambient music could be replaced with some slow, sad piano or something that would be good for music.

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RobertSteele
RobertSteele

Awesome. After finally getting the second video to work, I watched this one. So far, I love how the shotguns perform. But, that's combat shotguns. What about hunting shotguns? Are they suitably accurate? Sacrificing reload speed (In a sense), and clip size, to bring the monstrous power of the shotgun to a much bigger echelon of range? And that's not even counting the potential effectiveness of the TOZ over 'n' under, if properly modded, using slugs. And the added explosive nature to the dart rounds might make them usable! Before, they seemed to simply be more ammo. They didn't even really kill anything. I've gotten more buckshot kills at medium-long range (Roughly the range of you hiding behind that piece of cement, sniping zombies on a road) (read: about 17) than I have with slugs (read: 1. From a dog. I point-blanked. In the FACE.).

And hey, even if they aren't my style, they'll certainly make a lot of other people happy, and since they're now officially Frag-12 rounds, they'll fetch multiple pretty pennies~

On an unrelated note: There should be options, music-wise. Ideas:

-Toned down, sound-wise, current tracks.

-The current awesome, if YMMV tracks.

-Toned up, sound-wise, stock tracks.

-Stock music, period, no changes.

-Maybe the ability to mess around with it, and add your own tracks? I have no idea how the dynamic combat music folder works. Will it play only the stock track's file names? Will it play anything you put in there? Maybe a little explanation for those of us that don't know is in order. I'm dieing to get the Brotherhood Escapes track from my Assassin's Creed: Brotherhood OST in there. Then I could have a knife fight with a bunch of mutants, using flashy moves, like jumping over the smaller ones, set to Ominous Latin Chanting and frantic, awesome music.

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Description

In the finale of our three-part gameplay demo, go into the zombie infested wastelands around Lake Yantar to retrieve the documents Sakharov needs to help Scar get past the nearby lab.

As the sheltering light of the sun's rays retreat, evil rears it's ugly face and the ultimate fight for survival in this inhospitable place begins.

To highlight special features, we've added captions to the video to help explain things along the way.

Please remember that this is footage of an in-development mod, and does not necessarily reflect the finished product.

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