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Alien Vs Predator: Streets of rage new mod (Updated to 5.1)

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Post  zakforradio Tue May 15, 2018 7:03 am

Cm_Blast wrote:
zakforradio wrote:Yea, "Fists of the Street" is one of my all time favorites. People think its corny or it doesn't fit Sorr but I admire the creativity. I also like to play Sorr and be transported into a fantasy world. Mame Arcade games Rock! I'll never get tired of them. Cm_Blast may I request something? Hehe it's not really fitting with the Sega theme, but could we have a Super Mario Bros. mod? Thanks in advance.

Translating a platforming game it's also hard. Any beat em up only require copy and paste, but the platformings requires to create the floor to walk in. A simple copy paste it does not work because would look too bad. Just like those Sonic mods and how they are great visually.

At some point I was thinking a dynamite headdy one (awesome game, better music), but I don't know if I will dare to do it.

Did you try this Super Mario for Mame? If it helps at all... Vs. Super Mario Bros. (set SM4-4 E). But if it was possible to do the Sonic Mod, one can still dream right?
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Post  Cm_Blast Tue May 15, 2018 12:13 pm

zakforradio wrote:


Did you try this Super Mario for Mame? If it helps at all... Vs. Super Mario Bros. (set SM4-4 E). But if it was possible to do the Sonic Mod, one can still dream right?

If I ever do a platforming game I'll do the Dynamite Headdy one. It's an awesome game; hard (US did similar as with Sor 3 = inflated HP for bosses, but not that exaggerated, although they cut all the dialogues for some reason) and with a very good sountrack (listed to "You re Izayoi").

But yes; doing some mario scenes should be much more easy that with Sonic (probably). The only thing needed it's an expanded floor to walk on.

I prefer the Dynamite headdy one because the music, the bosses and the set up of the game; it's like if you are in a theater watching people acting (in fact, the ending suggests that everything was a play).

All of this it's a big "if" (If I do a mod); who knows if I ever do it.

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Post  Persephone Tue May 15, 2018 12:51 pm

I agree with cm_blast. Transforming a platform games to SORR is not easy. As for platform games, I love "Nemo" from arcade console. Especially on stage 4 (police station) has a great soundtrack Smile
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Post  Persephone Tue Jun 12, 2018 9:23 pm

cm_blast, did you know if this statue can be destroyed in original game? Because I can't destroy it on your MOD Shocked

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Post  Cm_Blast Tue Jun 12, 2018 9:28 pm

Persephone wrote:cm_blast, did you know if this statue can be destroyed in original game? Because I can't destroy it on your MOD Shocked

The original can be destroyed, but here it's only part of the background.

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Post  Persephone Thu Jul 05, 2018 8:53 pm

Report sir !!!

I found a mistake again in this AvP MOD.

- In stage 6, before entering elevator, there are so many Corporals. However, one of them has a name Private (which doesn't match with his palettes)

- Still in stage 6, but after elevator scene. Look at 3 Sergeants in "standing" position. One of them has 59 HP. Why you don't set it to 60 HP like the other two near him? xD
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Post  Cm_Blast Thu Jul 05, 2018 11:28 pm

Persephone wrote:Report sir !!!

I found a mistake again in this AvP MOD.

- In stage 6, before entering elevator, there are so many Corporals. However, one of them has a name Private (which doesn't match with his palettes)

Fixed.

Persephone wrote:- Still in stage 6, but after elevator scene. Look at 3 Sergeants in "standing" position. One of them has 59 HP. Why you don't set it to 60 HP like the other two near him? xD

Because I can.

Yes, I can:
Nah, you already know the answerd

Uploaded and etc. Right now I am not even playing so I am not going to find any more mistakes for now.

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Post  Persephone Fri Jul 06, 2018 6:58 am

Are you so busy right now? Sorry for interrupting then Very Happy

I found this mistake when testing my edited AvP MOD. I have a plan to change those Donovan 2 to Donovan 3 because Donovan 2 not only too weak, but also can't pick back their weapons after being knocked.
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Post  Cm_Blast Fri Jul 06, 2018 12:16 pm

Persephone wrote:Are you so busy right now? Sorry for interrupting then Very Happy

I found this mistake when testing my edited AvP MOD. I have a plan to change those Donovan 2 to Donovan 3 because Donovan 2 not only too weak, but also can't pick back their weapons after being knocked.

Not really; but I already played all my mods twice (some even three times), so I am not going to play my own mods for a while. But if you find mods I'll keep doing the fixes.

Donovan 3 with pipes it's going to be insane (even more combined with the Galsias).

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Post  Persephone Fri Jul 06, 2018 12:29 pm

I know that. But don't worry, only those who carrying a pipe will be replaced by Donovan 3.

As for Donovan 2 who doesn't carrying a pipe (probably Sergeant with knife?) will be replaced by Galsia 1 in white color.

If this is too insane, maybe I should change Donovan 3 to Storm or Trucker because they can start with pipe and they could pick any bat / pipe lying on the ground
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Post  Persephone Thu Nov 19, 2020 8:47 pm

cm_blast, have you heard if there is a new patch for SORR? Now SORR has been updated from 5.1 to 5.2, and believe it or not, it will affect the gameplay for some of your mods. This MOD is one of them.

As far as I know, Signal-2 sliding attack can be countered easily, but in the new version, their sliding attack almost same like Signal-3 (invicible), thus make the "Warrior" in this game much more annoying than before

Not only that, Bongo-3 rolling attack are invicible as well, so the only way to prevent any damage is simply avoiding it. And you know? In the new version, whenever they start rolling, they scared me like real "Smasher" in the original game

But statements above is not the worst thing. Do you want the real nightmare? Just say hello to those fucking COLONIAL MARINES

Why? Since Galsia-1 who carrying a bat / pipe no longer can knock you down with it now, then it means they can swinging their bat / pipe to your head continuously without giving you a chance to fight back. And it hurts, seriously

Remember in the old version of this MOD when Galsia-2 act as Warrior? Without breaking a special, they can drain your lifebar extremely easy. And now, it's Galsia-1 turn to do their job

Well, here is the little gameplay of your MOD when playing in the newer version of SORR, on final stage

https://www.facebook.com/dinar.persephone/videos/2123077624495932/
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Post  Cm_Blast Thu Nov 19, 2020 10:15 pm

Persephone wrote:cm_blast, have you heard if there is a new patch for SORR? Now SORR has been updated from 5.1 to 5.2, and believe it or not, it will affect the gameplay for some of your mods. This MOD is one of them.

As far as I know, Signal-2 sliding attack can be countered easily, but in the new version, their sliding attack almost same like Signal-3 (invicible), thus make the "Warrior" in this game much more annoying than before

Not only that, Bongo-3 rolling attack are invicible as well, so the only way to prevent any damage is simply avoiding it. And you know? In the new version, whenever they start rolling, they scared me like real "Smasher" in the original game

But statements above is not the worst thing. Do you want the real nightmare? Just say hello to those fucking COLONIAL MARINES

Why? Since Galsia-1 who carrying a bat / pipe no longer can knock you down with it now, then it means they can swinging their bat / pipe to your head continuously without giving you a chance to fight back. And it hurts, seriously

Remember in the old version of this MOD when Galsia-2 act as Warrior? Without breaking a special, they can drain your lifebar extremely easy. And now, it's Galsia-1 turn to do their job

Well, here is the little gameplay of your MOD when playing in the newer version of SORR, on final stage

https://www.facebook.com/dinar.persephone/videos/2123077624495932/

I saw, but I didn't played it yet and with the long list of changes I am not sure exactly what it changed.

Anyway, most of the mods were done with 5.1 in mind, which was much more easy on normal difficulty (I guess in hard too) compared to the 5.0 version of the game, so the placement of the enemies are a bit on the "hard mode". If the difficulty of the game itself it's now much more harder it is not a surprise that now the mod it's broken.

You may want to try some of the other mods I have that are more easy, maybe on the new version of the SORR they become a challenge without being unfair. Maybe the simpsons, the power ranger, the double dragon GB, maybe the "Policias S.A." or similar.

Otherwise I would left "broken" mods to stay with 5.1

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Post  excalex2 Thu Dec 24, 2020 12:17 pm

I haven't played this mod yet but there are a few settings you can do to make the game easier. I altered the damage back to original and changed the pause delay to SOR3. That made the game much easier to play with. Next, have you tried running this with Max? His slide attack easily allows him to avoid the enemy slide attacks and the enemy roll. In fact, I like Max so much that I just play through everything using Max. Maybe I should use some of the other characters but I'm familiar with Max the most.

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Post  Cm_Blast Fri Dec 25, 2020 4:49 pm

excalex2 wrote:I haven't played this mod yet but there are a few settings you can do to make the game easier. I altered the damage back to original and changed the pause delay to SOR3. That made the game much easier to play with. Next, have you tried running this with Max? His slide attack easily allows him to avoid the enemy slide attacks and the enemy roll. In fact, I like Max so much that I just play through everything using Max. Maybe I should use some of the other characters but I'm familiar with Max the most.

Even with those changes, just making Galsias Sor1 with bat not knock out the player that's a major spike difficulty in a mod like this, that 80% of the enemy galsias uses a bat, they can shred your health to 0 in no time (I guess).

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Post  excalex2 Sat Dec 26, 2020 8:33 am

Cm_Blast wrote:
excalex2 wrote:I haven't played this mod yet but there are a few settings you can do to make the game easier. I altered the damage back to original and changed the pause delay to SOR3. That made the game much easier to play with. Next, have you tried running this with Max? His slide attack easily allows him to avoid the enemy slide attacks and the enemy roll. In fact, I like Max so much that I just play through everything using Max. Maybe I should use some of the other characters but I'm familiar with Max the most.

Even with those changes, just making Galsias Sor1 with bat not knock out the player that's a major spike difficulty in a mod like this, that 80% of the enemy galsias uses a bat, they can shred your health to 0 in no time (I guess).

Most of the time, I just use the special when I get cornered with hits. However, I did manage to recently clear without using any continues SORR v5.2 Mania with an almost SOR2 route in the main game. I also cleared the actual SOR2 mod route by CajNatalie in v5.2 on Mania (didn't use any continues) though I was left with 2 lives. Yeah, I'm not a really good player. The jets, Abadede, and the kickboxers really take a number on you. And man, the Big Bens...their little jump always make it difficult for me to time my slide correctly so I can grab behind them and use Max's Atomic Drop.

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