Post feature Report RSS Public-Enemy Interview

Two teams play the basic role in this game and they will fight against each other in front of this futuristic scenery. You will be part of this world and based on the simple, but extensive character development the gameplay is very individual.

Posted by on

[page=Introduction to PE]
PUBLIC ENEMY - THE DARK FUTURE is a Half-Life modification. In this connection we - the developers - set a basic value on a dark and atmospheric game world and an interesting character development for the player.

Two teams play the basic role in this game and they will fight against each other in front of this futuristic scenery. In addition Public-Enemy is not another Team-Deathmatch game; it is much more than that. You will be part of this world and based on the simple, but extensive character development the gameplay is very individual. The visual aspects, gameplay features and the design offer you new and interesting possibilities to explore the whole world of Public-Enemy.

[page=PE Interview]
modDB: I notice you have 3 core staff. State your real name, job, place where you are from and age!

Public Enemy: We're all students, Spin studies informatics, MadMax architecture and LordScottish law (nobody knows why he´s studies that...). Daniel 'Spin' Hofer, age 20 from Switzerland Finn 'MadMaxFMM' M. Matthiesen, age 20 from Germany and Jonathan 'LordScottish' Erhardt, age 21 also from Switzerland. The whole team consists of 7 members, most members are from Germany, Austria and Switzerland.

modDB: Public Enemy was thought up when? Why the Futuristic style? Is the mod like another game or mod in your opinion?

Public Enemy: That's about 4 years ago when we watched "Enemy of the State". The original name of our mod was thus also 'Enemy of the State' just like our inspiration. It has later been changed to Public-Enemy which is shorter and sounds better. 3 years ago the whole team changed and so the whole concept to cyberpunk. We were all fascinated by cyberpunk in those times and MadMax created lots of cyberpunkmaps for HL as well. We created a complete new and innovative cyberuniverse.

modDB: How long have you been working on Public Enemy?

Public Enemy: About 3 years. We were very busy with school and restartet the development several times, thats why it took that long.

modDB: Describe the best feature in the mod in your opinion? What should the person look for that they might miss?

Public Enemy: The combination of action, atmosphere, teamplay and extensive character development. I've never seen that in a teambased multiplayer game before. Its almost instant action, however, you have to earn your equipment points in order to get better (i.e. more equipment) by killing enemies or completing the mission target (which will give more points, also to the teammates). The points can also be lost again by teamkilling or dieing, and they'll raise slower if you have reached a certain amount. PE takes place in a dark future, in a cyberpunk universe. We also like the flexible way of changing the gamemodes. You can select different damage-(also look question no. 6) and roundtypes (normal rounds, reinforcements etc.)

modDB: Describe the weapons and what the weapon you will use the most and why?

Public Enemy: PE mostly uses realistic weapons with a few exceptions like the seburo cx, or the flamethrower. There are also akimbo weapons which are very cool to shoot with. You can fire both weapons individually using both mouse buttons.

modDB: How is the damage system in Public Enemy?

Public Enemy: The damage and playerspeed depends on the server settings. The admin can set it to "action" in which case the players will move rather fast and can take a lot of damage, or "realistic" which is the opposite: players move slower and die faster, or he can set it to "normal" which is a trade off between the previous two settings. "normal" is default as most of the players like it more than the other settings.

modDB: Gameplays what's your favorite and explain them?

Public Enemy: PE has two different gamemodes:

- Hacking: Where the Syndicate has to retrieve information from two terminals. One player gets the hacking tool, which he has to use to hack both terminals. Once he used it a modem will be installed on a terminal and after 30 seconds it will be hacked, during these 30 seconds the Security Corps can still try to uninstal the modem so the hacker would have to reinstall it. Both terminals have to be hacked by the Syndicate in order to win.

- Dirty Business: Somewhere on the map is a stolen case with important information. The Security Corps have to get it back in order to save the reputation of their employing companies. The case can be carried by any player, which makes it a bit harder to guess where it is at the moment. The radar will help locating it as it is always visible on it, but you still never know in which altitude it is.

modDB: I see on the site Soundtrack. Who made the music for the mod?

Public Enemy: You'll find this information on our page in the team section. All but one tracks are made by Ed Hargrave, and the one for db_cottage is by Dennis Grell.

modDB: Explain how the player classes will work and why I should be one over the other in your opinion:

Public Enemy: There are no player classes. There are only predefined equippment settings. The player can customize his equipment in any way he wants to,
the presets menu is to make it easier for beginners

modDB: What mods do you like in Half Life?

Public Enemy: "Natural Selection" and "Day of Defeat"

modDB: What other projects are you doing? Anything planned for Half Life2?

Public Enemy: We are currently working on a small, funny and final (yet secret) HL-Mod. After that we'll use an opensource engine to create our own commercial game, an action RPG.

Post comment Comments
ImTheDarkcyde
ImTheDarkcyde - - 727 comments

wait, i remember public enemy for half life, it was pretty cool with the entire AUG system and stuff

if only it had gained a larger community

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,858 comments

I hope the PE team will port it to Half-Life 2 with some exta stuff i.e. new maps or somthin like that. the weapons are great!

but sometimes i was lost in the map, to many textures arg

but all over good work, go on! :)

Reply Good karma Bad karma+1 vote
majorD2
majorD2 - - 468 comments

THeir dead no more Brain bread or anything from them

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,858 comments

This comment is currently awaiting admin approval, join now to view.

RawrCakes
RawrCakes - - 272 comments

Yeah, same here. I stopped playing a long while ago because the accuracy of all the guns were very unfair (I mean, you could shoot and hit in the same spot every shot, but with 1.4, its so much better now! Kind of like CS Accuracy, but a little different.

All they need to do is keep showing progressive shots on their Moddb mod page and post news regularily so people who dont go to the website will know its still alive and moving along quite well.

Reply Good karma Bad karma+1 vote
Headshot_
Headshot_ - - 338 comments

good interview

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: