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

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 14 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 14 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 36 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  (70 - 80 of 2,242)
GordonFreemanGTA Dec 3 2014, 7:39am says:

Any updates on the new version? Some screens or video maybe? I'm excited about the enhanced version.

+1 vote     reply to comment
The_Silver Creator
The_Silver Dec 3 2014, 8:05am replied:

Soon. ;) Anyway the mayor differences will be improvements and fixes for original features (like automatic ammo collection, weapon sounds engine redone etc), there are also some visual improvements but they are minor (like better player skin shaders highlighting sweat when appropriate, real first person ADS overlay for the MPK and such). :)

+2 votes   reply to comment
GordonFreemanGTA Dec 3 2014, 12:13pm replied:

Does MP2 have normal maps?

+1 vote     reply to comment
The_Silver Creator
The_Silver Dec 3 2014, 12:56pm replied:

Nope, but specualr maps yes, and in some levels the new skin shader will highlight the sweat (like in and after the max's apartment nightmare, or when he is badly hurt etc). :D

+1 vote   reply to comment
GordonFreemanGTA Dec 8 2014, 11:08am replied:

Will you restore the cinematic view that happens when Max reloads in bullet time after he's killed a bunch of goons? I want to see that with the new skin.

+1 vote     reply to comment
The_Silver Creator
The_Silver Dec 9 2014, 8:01am replied:

Nope, it's incompatible with the bullettime mechanics of my mod, it would play everytime and not only after a few rapid kills like in the vanilla game.

+1 vote   reply to comment
GordonFreemanGTA Dec 23 2014, 1:59pm replied:

Where's my Christmas present?

+1 vote     reply to comment
aelinarius Nov 26 2014, 3:32am says:

This mod makes the experience so much better. Thanks very much for your work Silver!

One thing I'm not liking are the weapon slot choices. I feel it would have been better to put all pistols in slot1, while the sawed, Mac10, and MPK go in 2 (I've not played MP3 so I wouldn't know if your decision was influenced by that). I've tried changing the slots myself by altering files (weaponid.h, weaponpriority.txt, hud.txt), but all I've managed so far is rearranging the visual placement on the HUD. Any chance of enlightening me on how to the change weapon "classes" so there can be only one pistol at a time?

+3 votes     reply to comment
The_Silver Creator
The_Silver Nov 26 2014, 4:23am replied:

Thanks for the kind words, soon I will also release a patch that improves some of the most annoying things (like ammo pickup). :)

The inventory is currently as close as the MP3 one as possible, also there aren't 3 slots but only 2 actually (I couldn't find a way to have more than two), since the base pistol is not replaceable as you can see, I had to fake a three weapons inventory. :P

+1 vote   reply to comment
aelinarius Nov 26 2014, 9:03pm replied:

Ah, after you mentioned the implementation was 'faked', I managed to figure it out :D (level_items!). While the pistol can't be replaced by conventional method, you can just empty the weapon and it'll be gone from the inventory or by your level_item ammo event method, which is what I did to move all pistols to 'slot 1'.

By the way, why did you remove player grenades? I know MP3 single-player has a distinct lack of them, but I'm sure anyone would agree that it was a ridiculous feature. They're too fun to have been scrubbed!

+3 votes     reply to comment
The_Silver Creator
The_Silver Nov 27 2014, 5:25am replied:

Yep I had to fake a lot of things to workaround the limitations of the engine. :S

Actually it's both to stay true to MP3 and because there isn't room for them in the "code". :P How would you throw them? Both the attack keys are used for Shoot and Pickup. Having them removed from the player solves both problems, and I'm all for the win-win solutions. :D

+1 vote   reply to comment
KOFLaven Nov 10 2014, 5:00am says:

Some suggestion from my friend:
'Change the opening video to Mod Trailer
Change models to Max Payne 3's
Models moves are weird
Enemy's weapons Already pick up but weapons still in their hands
Weapons ammo is empty but if you hold F and click LMB
you will found many same weapons on the ground'
That's it,my english not very nice...

+1 vote     reply to comment
NightHawk107 Nov 5 2014, 8:24am says:

Hey, are all the sounds from mp3?

+1 vote     reply to comment
The_Silver Creator
The_Silver Nov 5 2014, 10:29am replied:

Yes almost all of them, some sounds related to MP2 are still there obviously (mostly the maps related sounds) but I've ported from MP3 all the sounds that I could.
Actually for the upcoming 'Enhanced Edition' patch I've added and improved a lot of sounds, and I've also redone the weapons sounds system to be even closer to MP3. I've recorded straight from the third game all the firing sounds of the guns featured in my mod for both normal time and slowmotion (clean records without music or ambient sounds), then I've coded a system that plays and mixes the sounds so you will always hear the exact sound that you hear in MP3 both in normal time or in bullettime.

+1 vote   reply to comment
Guest Nov 15 2014, 10:01pm replied:

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NightHawk107 Nov 10 2014, 7:36am replied:

Wow! i really respect your hard work on there i thought you just used openiv to port the sounds even though it was very much impossible because the weapon sounds are cut in half and need to combine all of them by using a tool like in audiocity (i tried and i didn't even sound to any mp3 sounds lol) so i really appriciatte your work :)

+1 vote     reply to comment
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Release Date
Released Dec 31, 2013
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99 votes submitted.

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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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