Hotline Miami 2: Wrong Number

Hotline Miami 2: Wrong Number

(11 levels) FROM THE ASHES: VENGEANCE V
105 Comments
Molotov Milkshake  [author] 18 Jul @ 9:29am 
Glad you had fun with these campaigns!
NEROWINNER 12 Jul @ 4:52am 
It was good, I was just Immersed In the levels and after finishing it I immediately started from the ashes, my only complain is I didnt care for the colombians That much, maybe cause i am more invested in the actual game characters like beard and jacket. Overall level wise it was fun time.
Molotov Milkshake  [author] 11 Jul @ 12:45pm 
I had to blast through this one just to remember it. I gotta be real with you, when I made these things I was going through a wild point in my life and it felt great to have an outlet. With the stuff I do now, it's crazy to remember that I made this stuff. I noticed you didn't post on Part IV: Drug War, was that one okay? lol
NEROWINNER 11 Jul @ 10:17am 
Daym Thats poetic!
Molotov Milkshake  [author] 11 Jul @ 8:01am 
The alarm is just my way of leaving a lasting legacy xD

Had a ton of fun making this one and it was really the culmination of everything I'd learned up to this point, and even some stuff I managed to design original myself (like the tank gunners). It was a great chance to basically make a sequel campaign and just really make it outrageous and post-apocalyptic.

Glad you enjoyed it!

Endings wise: Either Jacket dies or Beard dies, though of course Jacket does not have long left to live either way. Beard on the other hand, likely roamed the wastes for eternity
NEROWINNER 11 Jul @ 6:58am 
This is as close to perfect as you get really, Obviously the alarm sound is annoying but that doesnt affect the experience that much, didnt expect to see a bald jacket with cancer and a zombie beard that was interesting. I really enjoyed playing this whole 52 level saga. Great work man, this one is in my top 5, one of the most creative campaigns I have ever played. One question though, in phoenix what will happen if i dont go see zombie beard? Do jacket and the guys live and thats the ending?
Molotov Milkshake  [author] 29 Apr, 2024 @ 5:36am 
Yep, unfortunately there's no way to stop it :(
dragoon4 26 Apr, 2024 @ 1:42pm 
Not sure if it happened to anyone else but for me the last 3 levels keep blaring alarm sound even when I finished mod and exited to main menu.
Molotov Milkshake  [author] 27 Sep, 2023 @ 2:48am 
And the nuclear apocalypse too I guess
Casandshail 24 Sep, 2023 @ 9:42pm 
I knew all that smoking would catch up to him
⛥ Longfinger ⛥ 21 Jan, 2021 @ 5:03pm 
Oh fair enough then
Molotov Milkshake  [author] 21 Jan, 2021 @ 4:59pm 
He is Brother. Son's big bro who was too unstable for the original Russian mafia. The blood is just the implication that he is part of the family.
⛥ Longfinger ⛥ 21 Jan, 2021 @ 12:37pm 
Honestly don't worry about the little critiques I gave, as said they were minor and barely distracted me from enjoying the game. Although is the leader of "The Blood" or whatever the russian cult is called supposed to be Son? Or is he like related to Son in any way? Also where did the Blood even come from? (This isn't so much of a critique more so genuinely interested as this is still one of my favourite custom map series) I think if it was flushed out how they came to be it would have made their involvement more impactful.
Molotov Milkshake  [author] 21 Jan, 2021 @ 3:20am 
Thanks again! I also hate that siren, but nobody has been able to find the cue to make it stop. Would have loved to apply it, but even Yossarian hasn't located it.

I tried to make parts 1-3 of the Vengeance series tie into the backstory of the characters in HM1+2, so that we could get a bit more depth and character development, and see how Jacket ended up as damaged as he was in the first game. The Martin Brown trilogy was fun and I tried to cram as many 80s sci-fi and action movie references into it as possible, whilst also developing Jacket and Beard's friendship a bit. I even showed Jacket's side of the phone conversation as the nukes hit San Fran which we saw from Beard's perspective in HM2 just for fan service.

I've unfortunately never seen the Biker fat guy crash glitch before, so I'm sorry you've experienced that.
Molotov Milkshake  [author] 21 Jan, 2021 @ 3:19am 
Part 5 was just me getting creative since the rest of the series were prequels to the main games and I hated the way HM2 ended. You're exactly right in that I wanted to create an alternate ending/timeline after HM2, and I wanted it to be a bit crazy and 'out there'.

Just to address it, the General was mostly a complacent douchebag, but at times Jacket was simply hallucinating (as he does) a more disturbing surreal version of him, rooted more in his own damaged psyche.

It was a huge learning curve with the level editor and custom content, but I am also pretty happy with the final part. Thanks again for playing and I'm glad it struck a chord with you!
⛥ Longfinger ⛥ 20 Jan, 2021 @ 7:44pm 
I also liked how instead of Richard, it appears as if the General has become a pseudo-supernatural entity at times (Or it might be brainwashing or Jacket's mental state rotting) whilst still using Richard. And even though the Drug War was my least favourite, everything was done really well and got me interested (Hell, I spent majority of last night playing this) and the final chapter (This apocalyptic era) really put the nail in the coffin and showed that even though the world is going through an apocalyptic state, people are still rebuilding (For example when Jacket went into that dude's shop after some cowboy asshole was taunting the shop owner). Really my only critique on this is the glitch of the constant self destruction siren near the final levels and at the very first vengeance chapter, sometimes it would crash as Biker when I would cut open the fat dudes, but these things are minor and it didn't stop me from enjoying this. So again, well done.
⛥ Longfinger ⛥ 20 Jan, 2021 @ 7:44pm 
So I found out this is apart of a bigger plotline, an alternative timeline and after playing through it I gotta say, you have really REALLY impressed me. This is probably one of the best hotline miami custom storylines I have played yet. I found the drug war plot dragged on a bit although it was still enjoyable. I loved how you flushed out characters that had pretty minor roles in most of the timelines like Martin Brown for example and his movies, clearly referencing other movies from around the 80s too (The first one being a slight reference to Terminator I believe). It saddened me at times (especially the 2000s apocalypse era, with Jacket slowly dying and not having a proper resolution to end his story) as well as laughing my ass off at certain times (notably at Martin's film missions) and that scene where a dog playfully tries to "attack" Pardo and Pardo thinking the dog was hostile smacked it across the head with a bat, whilst acting as if nothing happened.
Molotov Milkshake  [author] 18 Jan, 2021 @ 2:08pm 
Haha, thanks for playing. Yeah, it was never gonna end well.
⛥ Longfinger ⛥ 18 Jan, 2021 @ 12:20pm 
Also that ending was real depressing geez.
⛥ Longfinger ⛥ 18 Jan, 2021 @ 10:51am 
Damn, the apocalypse hasn't been good to Jacket lmao
Molotov Milkshake  [author] 11 Dec, 2020 @ 1:53am 
lol okay. Jacket is undergoing chemo so he's lost his hair, and beard is a zombie.
copelow 10 Dec, 2020 @ 7:47am 
Colombians have fuckin' floors entirely made out of glass where they segregate only their 600lb members, Corey is Columbian, Jacket is a white nationalist skinhead, and Beard is an ogre. 10/10
Molotov Milkshake  [author] 26 Jun, 2020 @ 9:01am 
Don't we all?
darth dimmadome 26 Jun, 2020 @ 3:54am 
Boy I sure do love hearing a non-stop siren for three levels straight.
Molotov Milkshake  [author] 6 Mar, 2020 @ 10:04am 
There was never a custom soundtrack for this campaign, but I'm sure there are plenty which will work.
Aehab 20 Sep, 2019 @ 2:26pm 
is there any music mods that go along with this?
Molotov Milkshake  [author] 26 Dec, 2018 @ 4:26pm 
Enjoy!
society 26 Dec, 2018 @ 11:57am 
Then we go for the Bad Ending.

Thanks again.
Molotov Milkshake  [author] 26 Dec, 2018 @ 11:51am 
Well, you got the happier ending, I guess.
society 26 Dec, 2018 @ 10:47am 
I entered the Elevator on the Right.

The one leading to "Zombie Beard's" Death.

I will try the second Ending.

Thank you for informing!
Molotov Milkshake  [author] 26 Dec, 2018 @ 10:38am 
Thanks for playing Sparky Shark. It does indeed have 2 endings, depending on the path you follow in the outro. Which did you follow first time around?
society 26 Dec, 2018 @ 8:04am 
So I just completed this whole thing but Question:

Does this Campaign have 2 Endings? Because of the 2 Elevators and what Richard says in the End.

If Yes I would love to return and play it again :)

Great Campaign and was really hard sometimes :)
구일일 3 Nov, 2018 @ 12:05pm 
R.I.P Beard ;_;
Molotov Milkshake  [author] 18 Jun, 2018 @ 1:07pm 
I don't care what you say.
error1001 18 Jun, 2018 @ 2:54am 
This is the worst campaign I've played, everyone I say EVERYONE should be dead! They died from the nuclear blast!
Molotov Milkshake  [author] 29 Nov, 2017 @ 7:16am 
Thanks, and sorry about the sirens. Not even Yossarian has discovered the cue to stop them though, so we're just kinda screwed.
a peluche 28 Nov, 2017 @ 4:53pm 
I can still hear those fucking sirens :)
Great job on the campaign, you'll get better.
Molotov Milkshake  [author] 7 Jul, 2017 @ 8:04pm 
Man I appreciate that, and largely share the same sentiment. This part was always meant as a total departure from the limits (the HM storyline) I'd tried to stick to previously. The idea was always to mix serious tones with absurdism. I totally accept the criticism, but above it all, I feel like "one of the strongest openings I've seen..." is a total badge of honor :)

I'll wear that one with pride!
Yossarian the Assyrian 11 Jun, 2017 @ 6:08pm 
The biggest issues came up from the midpoint onward. The tone was inconsistent: serious bits about nuclear holocaust, silly pieces like the cult leader's incompetance, and absurdity like Beard's zombie battling Russians. The later levels were the most frustrating and least enjoyable to play due to their cramped, enemy-heavy designs. The tanks were unfun, since the Son level had them where rolling rarely worked. In the last level, you couldn't even roll past them! They only served to give cheap deaths. The modern political humor was also cringy. And that alarm that played nonstop...never again.

Since you wanted feedback, I'd say to make your levels more about the gameplay (like early on) and less about the spectacle (like the later levels, especially the finale).
Yossarian the Assyrian 11 Jun, 2017 @ 6:08pm 
This campaign had one of the strongest openings I've seen, but that momentum really worked against its favor. It had nowhere to go but downhill, and by the end it was crashing down fast.

I really liked the twists and turns the plot presented, and the initial conflict of US Gov vs Russian cultists was unique and intriguing. The first few levels' gameplay was balanced, fun, and intense. The humor was also pretty good. The Jacket sections really set my hopes high for the rest of the campaign, and...well...
Molotov Milkshake  [author] 3 Jun, 2017 @ 10:33am 
yeah, that might help. It sounds like a bug.
Captain Cocke 3 Jun, 2017 @ 10:32am 
No, I'm pretty sure I've killed everyone, it told me the floor was cleared. I think I should unsubscribe and subscribe again, maybe that would make a change.
Molotov Milkshake  [author] 3 Jun, 2017 @ 10:26am 
That is very odd! Perhaps you're missing an enemy? I've not heard of this happening before. I'm glad you've enjoyed the campaign so far btw :)
Captain Cocke 3 Jun, 2017 @ 9:22am 
Ey, great campaign, but I got something to complain about, at the end of chapter Pheonix, I couldn't make the "transition" from the 3rd floor to the forth, I went through where it told me to go through, but it didn't get me there. I have tried again by restarting the level only to get to the same end point. I mean, probably it has only happened to me, but I really wanted to see the ending...
Molotov Milkshake  [author] 22 May, 2017 @ 10:20am 
Well my work only seems to get better. Although if I'm honest, it's gonna be hard to beat this one! Put a ton of work into it. There will be a smaller side-story campaign to this episode set in Las Vegas, with 2 other series favourite characters returning. I had to cut them out of this due to the length of it. There's also an HM2 side story based on Evan coming up in the near future. But that's all I'm saying ;)
STEVEORSOMTHING 22 May, 2017 @ 6:23am 
As long as it has gret level design like this. I'm looking forward to it!
Molotov Milkshake  [author] 21 May, 2017 @ 3:14pm 
Well there are 2 routes through Toxic (level 6) and 2 endings to the final level. So perhaps worth the replay.

This part is my own vision for a distant future after the main series. After 4 campaigns of sticking quite strictly to series canon, I really just wanted to let loose and do something a bit crazier and out there. There will be more V1-V4 type campaigns in the future though ;)
STEVEORSOMTHING 21 May, 2017 @ 2:27pm 
I have to admit I did not think the series was going this direction at all. I'm not sure if I like it, but then again I have not beaten the whole thing yet.
I can say however the level design improved big time! I do enjoy playing and might even give a few levels another playthrough when I finish!
Molotov Milkshake  [author] 20 May, 2017 @ 4:13am 
Here is how I made the tanks work:

I replaced the armored transport+subway name sign with Rob's tank sprites. In Notepad++ I set the armored transport behaviour ID to the same one as the tigerfur rug prop, so it becomes flat. I I replaced the 'Andrew' NPC with a picture of a turret I drew on Paint.net .

Then I used Notepad++ to deploy Guard Sharpshooters. I then changed the sprite ID (whilst keeping the sharpshooter behaviour ID) to that of 'Andrew'. I followed this same part of the process for the gang sharpshooters on Roadblock and the Mutant sharpshooter in Power.
Keith Mason 14 May, 2017 @ 3:05pm 
How did you do the tank sprites?