Download Free Madness Project Nexus Hacked All Characters

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Free download Madness: Project Nexus for Windows, Madness: Project Nexus is another Flash game that is part of the Madness series and players will definitely enjoy getting through this one just as they did with the previous games, too. The game provides a lot of quality content, just like its predecessors, and for every player out there it will be a true delight.

The Story Mode gameplay consists of two Episodes with multiple stages that are unlocked as the previous stages are completed. Within each stage, up to four characters can be playable (One player, 3 AI). Before starting the stage, the player can choose which character to play as, and which characters to set as the AI.

Each stage consists of different rooms, each room must be cleared of enemies before proceeding to the next. Each stage has a specific goal or objective, which must be completed in order to finish the stage.

Weapons dropped by enemies may be picked up if you are not holding a weapon. You may hold up to two weapons at once. Special weapons, such as Sanford'shook cannot be discarded. Sanford's hook, which is a melee weapon, also acts as a ranged weapon when the throw button (E) is pressed. It then returns to Sanford.

Along with a health bar, you also have a TAC-BAR. The TAC-BAR consists of four bars, and recharges over time. When you are hit, the TAC-BAR loses a bar. As long as the bar does not empty, your health with not degrade. A.T.P. engineers and A.T.P. soldats also have TAC-BARs of their own how many bars they have is depending on what difficulty you set it to.

Each time an enemy is killed, the bullet-time meter increases. After at least one kill, the player may press Shift to enter bullet-time, where all movements are reduced to slow motion. However, certain perks in Arena Combat Mode keeps the player's movement speed intact and having low health will end bullet-time prematurely.

In the Episode 1.5, when you reach half-way all the 5th stage (Vaults), the player will get a halo and the bullet-time switches to Magic Bar. When the player presses Shift, Dr. Christoff will pull out some dark beam for his hands or eyes, which will hit the ground, knocking over all the enemies near him. When the player holds Shift, he will throw the beam in front of him and whoever touches the beam will disintegrate upon impact (unless it is a enemy with many lives, or zombies).

Interactive items, such as lockers or doors, can be opened with the spacebar to reveal extra weaponry, or to prime explosives on objects to destroy them.

Episode 1: Project Nexus

A plan to stop Project Nexus is at hand. Hank, Sanford, and Deimos are playable in this episode.

[1-A] Jail

'In order to bring about the destruction of the Nexus Project and the Nexus Training Program, Hank has been hired to enlist the help of incarcerated agents Sanford and Deimos.'

This level serves as the game's tutorial. Hank is the only playable character in this stage, the goal of the stage is to locate Sanford and Deimos and help them escape.

[1-B] Armory

'We're in danger of Nexus Units advancing their equipment loadouts. Hank is required elsewhere, so Sanford and Deimos will have to infiltrate the Armory and put an end to the Nexus weapon stockpile.'

Sanford and Deimos are playable characters in this stage, the goal of the stage is to locate all weapons crates in the Armory and destroy them.

[1-C] Com-Tower

All

'Opposition is getting stiff. The probability of hitting the Headquarters of Project Nexus with any reliability will be nil unless we can disrupt its communications array.'

Sanford and Deimos are playable characters in this stage, the goal of the stage is to locate all communications terminals and destroy them.

[1-D] Barracks

'With Nexus Units reeling from the satelite blackout, we may now launch a stealth strike directly against their most precious and plentiful resource: their manpower. Kill them all!'

Sanford and Deimos are playable characters in this stage, the goal of the stage is to kill all enemies within the Barracks.

[1-E] Recon Hut

'With the Communication Tower down and the Barracks totally obliterated, the Nexus has been forced to adapt. Engineers have been dispatched to convert a nearby Recon Hut into a new Com-Tower. Disable the facility.'

Sanford and Deimos are playable characters in this stage, the goal of the stage is to find the newly put up communications terminal and destroy it.

[1-F] Stronghold

'Intercepted transmissions report the deployment of new G03LM Mk1 units for training at the Nexus Stronghold. Infiltrate the facility, learn what you can, and eliminate this new threat.'

Sanford and Deimos are playable characters in this stage, the goal of the stage is to kill all the G03LM enemies within the Stronghold. To kill the G03LMs, you must hit them with melee attacks until their faceplate falls off. Then, you must shoot their head: they are immune to attacks on any other armored part of their body and most melee attacks will not reach their heads.

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[1-G] Bar

'It's time to prepare for the final assault on the Nexus Headquarters. A nearby bar is operating as a front for a munitions depot, and hitting this location will benefit us twofold: we'll be well-equipped for the final battle, and Nexus morale will plummet.'

Sanford and Deimos are playable characters in this stage, the goal of the stage is to get to the munitions deposit. This is also the stage where you fight the G03LM Mk2. It should be noted that a large majority of the weapons in this stage are bottles. As of the v1.8 update, Krinkels, Luis, Cheshyre, and The-Swain are included in the room with the 'Welcome New Employees' banner.

[1-H] Nexus H.Q.

'Agents Sanford and Deimos will follow Hank into the heart of Project Nexus and eliminate all threats. The Nexus Training Program is still a mystery to us. Discover what you can, and take no prisoners.'

Hank, Sanford, and Deimos are playable characters in this stage, the goal of the stage is to uncover Project Nexus. Mag Agent: N is the final boss of this stage. On Floor B-1, where the terminal to release the first set of spikes is, the binary sword can be found in a wall safe.

Episode 1.5: Ground Zero

Episode 1.5 explains the origin of Jesus and Project Nexus. The story takes place 15 years ago.

Dr. Christoff is the only playable character in this episode.

[1.5-A] Sci-Post

'Fifteen years ago, Project Nexus was the highlight of Nevada's research into resurrective cloning, thanks to the efforts of Dr. Christoff, the program's chief scientist. Reports vary, but something is said to have gone terribly wrong...'

The goal of this stage is to escape the Sci-Post after an apocalyptic zombie outbreak (instigated by Christoff) in the cloning facility.

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[1.5-B] Quarters

'In the distance lay the Science Tower, the seat of all Nexus research, and only the eccentric Dr. Hofnarr had high-level access. Christoff's treason would be short-lived if Hofnarr could not be convinced to turn against the organization.'

The goal of this stage is to locate Dr. Hofnarr and ally with him in order to gain access to the Science Tower. Riot guards debut in this level.

[1.5-C] Muto-Lab

'Once again on his own, Dr. Christoff began his race to the top of the tower. The outbreak would not be contained for long, and the experiments of Project Nexus proved to be more dangerous than their creators.'

The goal of this stage is to fight through the infected Muto-Lab and reach the second floor. Abominations debut in this level. Mag Agent: Gestalt is fought at the end of the level.

[1.5-D] Chapel

'Continuing his ascent, Christoff waded through hordes of Nexus abominations. He cringed at what his science had been used to create, eager to reach the end of his climb and make those responsible pay for what they had done.'

The goal of this stage is to fight through the chapel in order to reach the the third floor. Sleepwalker patients debut in this stage. Phobos, armed with the binary sword, is fought near the end of this stage.

[1.5-E] Vaults

'Nevada itself was on the brink of collapse under the weight of the Project's perverted science. Time was running out, and with no way to know what terrible thing the Nexus would throw at him next, Dr. Christoff prepared for the worst.'

Once again, the goal of this stage is to reach the next floor. The halo is obtained in this stage.

[1.5-F] Solarium

'The bulk of the tower now miles beneath his feet, Christoff set his sights upon his prize: the very artifact powering Project Nexus itself. With it in his posession, he would finally strip the program and its insidious masters of all power. God help them!'

The goal of this stage is to locate and defeat Phobos. This level is more challenging since zombies, abominations and loyal Nexus units no longer attack each other.


Game ModesStory Mode·Arena Combat Mode·Zombie Arena Mode
Story Mode Characters

Hank·Sanford·Deimos
Dr. Christoff·Dr. Hofnarr

Arena Combat Characters

Subject 1v02P 6
Jesus·Tricky·Krinkels·Cheshyre·The-Swain·Luis

Nexus Units

Grunt·Agent·Agent Mk1·Agent Mk0·G03LM·Mag Agent: N
Scientist·Zombie·Riot guard·Abomination·Sleepwalker patient·Mag Agent: Gestalt·Phobos

InteractiveLockers·Obstacle·Spike gate·Terminal
OtherProject Nexus·Science Tower·Weapons·Armor·Player stats·Squadmates·Gear Shop

Oh I know, you thought we’d fled to Mexico or something after two months without an update. Believe me, if you thought it sucked to wait, try being Krinkels and I as we worked tirelessly this entire time trying to revamp several significant sections of the engine. But we have not been stagnant. We present to you a load of new updates and features for you guys to help us test. DISCLAIMER: This update is likely to be riddled with all sorts of new and interesting bugs.

Characters may lose items. Some characters may even be rendered unplayable. All objectives have been removed from every Stage except Abandoned Outpost, so money will come in more slowly until we can replace them with new Missions. V1.05 – Updated Tuesday, -“Green Blood” bug on critical hits was caused by gibs/gore being initialized twice. -Level 3 Core Skills would sometimes show the Level 1 Core Skill of that tree as their prerequisite, instead of Level 2. -Bullet and thrown weapon speed was glitchy, and changed depending on framerate.

Madness: Project Nexus 1.8 is a kind of Action game, Free play Madness: Project Nexus 1.8. 15,000 views. Loading Add favorites. Canon Ws 1200h Manual Lymphatic Drainage. You might also Like Dragon Ball Z: Goku vs Majin Buu super mario bros undead Regular Show – Fist Punch PixEvo 2 Madness Retaliation TMNT Run Ics 2 – Flame Boy Anime Fighting Jam.

-Guys could get stuck in Murder Room 3 pipe fence in the background. -Lag spike on Murder Room 3 pitfall should be resolved. It’s not 100% perfect, but it’s leagues better than before. -Localized ambient sounds (computer fans, helicopter, etc.) were not disabling when turning off Ambient Sounds from the Options panel in the Main Menu.

-Indicator shows the difficult of the mission you’re currently in. Sphax Purebdcraft Tekkit Texture Pack 1.2.5 Download on this page. -Skill Tree lag spike fixed when swapping between characters. Now it’ll only lag for a moment as the game loads all skills and creates icons.

Afterwards, it now only needs to adjust the values. -The Pilot no longer contorts like a minion from hell when you walk to the helipad. This is still in testing, as the fix may slow the game down. -New ragdoll test to see if we can fix jitteriness on characters, especially V.R.

Training Buddies as they float away. -Held weapons and swords no longer jitter, but shift around smoothly in your hands.

This has been an issue since before the Kickstarter, and it’s finally FIXED FOREVER. -Without any real additional strain on the engine, your character will actually pull triggers with his finger when firing a ranged weapon. It’s a tiny little detail, but we thought we’d throw it on in for testing. -Spent 9/14 and 9/15 trying to repair FMOD, the audio software we use.

On the creation end, FMOD is a great tool for creating looping audio events with alterable parameters in order to create dynamic music tracks. On the integration side, it is a piece of garbage software that integrates into Unity like Trump wants to integrate immigrants into this country. Which is to say, not at all. Nevertheless, it was either fix this horriffic trash-program myself, or code an entirely new auido engine from scratch. Or just have no sound in the game.

-Casings and Magazines now match the velocity of the gun they’re firing from once discharged. It’s a little detail, but it was painfully obvious that something was off. -MP5 now randomly spawns with a few different core barrels and buttstocks by default, rather than having one fixed weapon type and a random chance of spawning with other parts.

-VSync can now be turned on/off independently of the game’s quality. The same goes for Camera Grain, Bloom, and Low Health Effects. Additional Anti-Aliasing option also added for mega rigs to get the best possible quality.

-Improved the sidestepping and goofy dashing animations. -Character hit contact has been streamlined and should run noticeably faster when characters get hit multiple times in one frame, such as with the Shotgun.

-The Nexus has unleashed its G03LM units in Arena Mode. Good luck taking their Facility now!

-Weapons in the “Heavy” category, such as the M249, now suffer from slower aiming. Turning around while using them is difficult, and eventually we will have them weigh you down just like armor would.

Don’t be surprised to find out that the new Minigun is useless if your enemies are coming for you from behind. -Characters have voices! We’re testing this out alongside the Chatter System, which currently displays cartoon text over a character’s head to give them more personality. We want to test it out and see if chatter AND voices at the same time is offputting or not, since they’re not usually saying the same thing or firing off at the same time. -UI updates for new Missions and Objectives in a stage. -Zeds have different combat rules now. Firstly, they automatically stun from melee and unarmed attacks, making one or two Zeds more manageable.

Also, any attack that would normally dizzy them will instead put them straight into ragdoll. However, once they have you surrounded, you’re still just as dead as you were before. So, you know. -Pressing ESC while reloading would finish the reload instantly. -Weapons on the backs of larger units were scaling up incorrectly. -When you die in Arena Mode, you’ll restart in the Medical Room rather than the central Hub.

-New weapons! Urinal, Bleeder swords, Minigun, and more! Anywhere from pompodour hairdos to a zany japanese mask and assassin garb. See if YOU can find all the new items. -The blood spray system wasn’t doing the on/off bloody pulse we hoped would happen on a critical or slashing wepon kill. Characters were shooting fountains of blood everywhere, but not in the way we wanted. That’s been tweaked to go with our original concept.

-Adjustments to the way weapons are set up in Unity caused melee weapons to throw oddly. That’s been sorted out.

-Revamped the way IK (Inverse Kinematics) is calculated. Should be a lot punchier, and make things like reloading a little more streamlined. Spinning or moving while reloading will rarely fail the way it used to. -Parry/Counter wasn’t working after a controls update.

-Armor has been tweaked with a new system. All damage taken by your character sorts through your appropriate head/body armor and gets reduced one piece at a time. However, armor has a maximum amount of damage it can reduce any particular hit. This means a vest with 10 protection will reduce any attack by 10 damagebut if it’s got a threshold of 75%, it can only take the damage down by 75% of its value. A 20 damage shot would go down to 10, but a 10 damage shot could only be lowered to 2.5 damage before the armor loses its ability to stop damage. Balancing armor with great protection and great thresholds is now a tactical decision for you to make. V1.05a – Updated Monday, -Some armor gives you bonus magazines.

It’s a bit large of a bonus right now, but we’re playing with it to get it right. -The HQ features a new Camera Zone system that lets gives us more control over the game view. See if you can find them all. -Tweaked prices to account for Heavy weapons being slower to use. -Ammo was overflowing, so we scaled it back. Also, Ranged Core skills will no longer get you spare magazines on Heavy weapons unless that weapon only has a couple shots, such as the m79. -Small item fixes, such as the grip points on the new Bleeder swords.

-Heads are now better resolution, making them smoother and rounder than they were before. This caused some older head gear to not fit right with the new model, so we’ve started tweaking the ones we can find that didn’t look right. -Reloading while going through doors was screwed up, but we should be back in business. -Menu avatar was holding his gun sidewise sometimes when he shouldn’t be. -Characters killed by hazards were messing up the game. That’s fixed, though.

-Total Kills were listing as 0 at the end of Arena missions.

2014-02-05 17:21:16 responds: So do I, honestly. I can't wait for our game to tell the story that Nexus 1 set up for everyone. We now have the story of Christoff and the beginning of the Nexus, and we've seen Hank take the Nexus down. But what happened between the two events?

If the Nexus is a cloning/training program, then who is it providing this service for? I'm hoping that Matt and I can answer one very important question with this game, too: who keeps hiring Hank, and why?

But I guess we'll see. 2014-02-05 17:37:28 Maybe a shading from green (full) to a flashing red (almost empty) with maybe a low danger sound, I'm saying low because, as example, at any pokemon game, when a pokemon is with low HP, there's a danger sound, but by being too loud and repetitive, after some time gets very annoyning.

And, I want to make some questions if you don't mind: 1. The game lagged sometime? Will you and Krinkels try to make some type of fading effect after the enemy dies?

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Or maybe with the shells, because in the M:PN I, my PC had serious lags because shells and bodies excess in the arena mode, I hope don't experience any lag:x. 2014-02-05 19:06:37 responds: I promise that shells and bodies weren't what was lagging your game in Nexus 1. Every time a character dies or a casing drops to the floor and stops moving, they get drawn to an image in the background.

Technically they go away but you can still see them. Same with bullet holes. The actual reasons for the lag won't be an issue anymore though:) This game will run a lot faster, and we'll give players the option of disabling debris (casings, etc) if they're having trouble running the game. 2014-02-06 01:19:22 honestly, with as psyched as I am for this game to become reality, PN1 was already an amazing game, even if only a Flash game, and is going to be quite difficult to top.

Switching off of Flash and onto an actual game style and engine has to prove difficult, but if PN2 is half as good as PN1, I'll be waiting on Steam for the release date, cash in my hand. One idea I can offer, why not add all of PN1 and 1.5 into the game? I didn't finish 1.5(yes, shame on me) because I had some lag issues and the red zombies always ended up killing me before I could do anything, so adding 1 and 1.5 into the game, with the new graphical polish, could not only give us more 'bang for our buck'(pun intended) but also help those who never finished the first game. Whatever you decide, I know I'm still going to buy this game, hands down.

The cel-shading I think is a perfect idea, it helps keep the game looking more like it's original source, just enhanced and more sleek looking as a result. Keep us all posted so we know when we need to give you our monies!!

2014-02-06 17:33:09 You mentioned in your reply to M0nk3m4n's comment that you hoped to address who's been hiring Hank, which I think is a very good thing to do. You see on Deimos' handheld that he's told to retrieve Hank's body then await further orders. Orders from who? Where did Sanford and Deimos fly to after 6.5 in the helicopter? There's a whole story that we haven't delved into yet, the story of the agency that's combating the AAHW, and is targeting Nexus, and wants the Improbability Drives destroyed. I'm really excited to see more of this story. Anyways, keep up the good work, guys!

The game looks great so far, and once I find employment and get a nice, beefy computer, I'll be first in line on launch day with money at the ready. Looking forward to more updates, send Matt my best.

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