This mod will evolve your Max Payne 2 experience to a whole new level, one step closer to its successor Max Payne 3. With new models, weapons, animations, graphic effects, sounds, particles, and so on this mod will improve your good old Max Payne 2 to make it shine again in the next generation gaming.

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2 comments by The_Silver on Jan 6th, 2014

Learn more about the mod Payne Evolution for Max Payne 2 and its author The Silver by reading this interview posted by Chicago Enigma on RockstarNetwork.net


Payne Evolution Full 1.02

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Payne Evolution Full 1.03 TORRENT

Payne Evolution Full 1.03 TORRENT

Feb 7, 2014 Full Version 12 comments

This is the torrent of the Full version 1.03 of the Payne Evolution Mod, so you can download it with your torrent client, without having to rely on your...

Payne Evolution Patch 1.03

Payne Evolution Patch 1.03

Jan 2, 2014 Patch 12 comments

Payne Evolution mod patch 1.03 made to fix the most common crashes.

Payne Evolution Full 1.03

Payne Evolution Full 1.03

Jan 1, 2014 Full Version 35 comments

This mod will evolve your Max Payne 2 experience to a whole new level, one step closer to its successor Max Payne 3. The aim of this mod is to combine...

Post comment Comments  (2130 - 2140 of 2,178)
adam_825
adam_825 Sep 16 2012, 10:26pm says:

So you're adding various things from Max Payne 3? Awesome. I actually was thinking about trying to make a remake of Max Payne 1 on the MP3 game but I lack very much.

+3 votes     reply to comment
Max_Payne_3
Max_Payne_3 Sep 14 2012, 11:44am says:

Can you make the bullet time in shootdodge to last as long as Max is in mid-air? I know that you can't do a lot in the MP2 engine. Hope this idea might work.

+

I hope you put some impact on the floor animations whenever Max hits the ground after a shootdodge. :D

+4 votes     reply to comment
The_Silver Creator
The_Silver Sep 15 2012, 10:59am replied:

I quote what Andersen said, in MP2 the shootdodge is only a simple animation while in MP3 is one of the most advanced features of the current games, so there's little to nothing that can be done to make it as "dynamic" as the MP3 one. I already thought a while ago about the features you just mentioned, and detecting the landing moment could be done by using projectiles and levelitems, but they both aren't as reliable as you think so overall it's not worth it. For the midair slowmotion you could be stuck in slowmotion forever if the ground check fails, while as it it now all you have to do to stay in slowmotion is to activate it manually. For the land anim, beside the impossibility to determine what's the landing pose as Andersen said, if the trigger fails you could miss the land anim and play it when running around randomly, while as it is now I already added some ground impact dust and camera shake approximately for when you land so it fakes a physic impact like the MP3 ones.
So as I said I already tried but overall it is not worth it considering the pros and cons.

+2 votes   reply to comment
AndersenTheMuss
AndersenTheMuss Sep 15 2012, 2:49am replied:

Floor impacts can be done in a couple of ways. But both will have flaws that makes it look bad.

Simply by animating the shootdodges to have it, but that impact will be shown before you hit the ground if you're standing on a little higher ground when starting the shootdodge.

The other could be subanimations, but as with first one, you can't determine what frame he will land on, so you can't make the "impact" anim look good. Plus it will be a bitch to make the game recognize when you landing on side, back, chest, etc.

Won't work very well. or won't work at all :)

+1 vote     reply to comment
ALT_OhDude
ALT_OhDude Sep 10 2012, 6:15pm says:

Release it already!
I CAN'T WAIT ANYMORE
*cries*

+2 votes     reply to comment
Sandseeker
Sandseeker Sep 18 2012, 9:10pm replied:

I hate it when people cant just wait for the mod to come out and bitch and keep asking when it will be done. Smh.

0 votes     reply to comment
--Atlas--
--Atlas-- Sep 10 2012, 4:54pm says:

AAAAAWWW YEEEAAAAH!
Can you make the same with Max Payne 1 on Mp2's engine?

0 votes     reply to comment
The_Silver Creator
The_Silver Sep 10 2012, 5:03am says:

Hi guys, I just published an article in the Features section explaining the new weapons statistics and highlighting the caliber dependent bullet penetration feature, in MP2 vanilla the bodyarmour simply equally reduced the overall damage amount of every weapon, now instead there are weapons more effective against bodyarmour than others thanks to their caliber, so for example the deserteagle damage isn't affected by bodyarmour thanks to its high calibre while for example the mpk will have its damage decreased a lot.

+3 votes   reply to comment
Ceejayanthirium
Ceejayanthirium Sep 13 2012, 8:50pm replied:

trailer time! improved cover system too I hope, I remember you working on it couple years ago :)

+1 vote     reply to comment
The_Silver Creator
The_Silver Sep 15 2012, 4:36am replied:

Yep but at the end it will not be featured, becouse the pros turned out to be far less than the cons. The system simply can't be nearly as good and bugfree than the modern games, also enemies wouldn't use cover anyway, so overall it's not worth it.

But I have some cool news to show, so let me complete some finishing touches and stay tuned for epic screenshots. ;)

+1 vote   reply to comment
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Platform
Windows
Developed By
The_Silver
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Release Date
Released Dec 31, 2013
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Highest Rated (7 agree) 8/10

I'm surprised at the things you were able to do with the Original Engine, and how you were able to get a functioning bullet time system and gun handling system like that of Max Payne 3. I like the little things in the mod, like how you can drink bottles of Kong Scotch and have that 'drunk' effect. Also how Max has periodical flashbacks in certain situations. The "Dead man Walking" feels just like Arcade mode in MP3, and that you took bits from other mods you made like Payne Effects 3 and Max Payne…

Jan 2 2014, 11:22am by AntonioV

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Third Person Shooter
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Noire
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Single Player
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