Battle for Rio Updated v1.7
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Sshadow5001
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cabo-hicks
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William Assunção
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metalnat111
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BigDarsh
celestinx
Don Vecta
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Mr.Din
oracle
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Battle for Rio Updated v1.7
Hello! This is my first Mod and my first post I hope you enjoy and tell me if you like!
Battle for Rio
The Syndicate is back trying to re-establish itself as a global
organization, this time with headquarters in Rio de Janeiro. Axel, Blaze
and team travel to Brazil to contain the new threat.
As soon as they arrive they see themselves in the middle of a battle for
the control of the city, on which the Syndicate tries to intimidate the
local authorities by attacking them directly.
After two months of development, Battle for Rio is here. It is inspired
by real events that took place in Rio (see the inspiration section). It
combines original stages, and revamped and extended ones, with tons of
new breakable objects (SORR 5.1 is needed), new characters, custom
soundtrack and effects, a good end and a bad end.
Shiva, Rudra, Blaze, Ash and Zan play major roles in the story. The new
enemies include two samurai with new magic capabilities (Shinkiro &
Kurayami), Bianca (V for Vinegar movement), Brito (Rudra's security
guard, not that she actually needs one), Eliza & Beth and Midori.
Minimal Requirements
You will need SORR 5.1 to run this mod - If you use the old, 5.0 version
things will be horribly broken (and there will be no way to finish the
game, objects will be misplaced, portraits will be missing, etc).
Custom palettes - The custom palettes included with this mod are an
essential part of it. It's not just a cosmetic thing, some stages will
not work as expected if you are using the default SORR color palettes.
They also contain the new enemy names.
Mod Inspiration
Stage 1 - The urban street with trees is inspired by Copacabana avenues.
The 2010 occupation of the German's Complex (a group of favelas in Rio)
served as inspiration for the final scene. It happened as a response to
attacks against the police.
Stage 2 - The vandals blocking the road are chanting "Vem pra rua"
("Come to the street"). This was the anthem of the protests (aka
V for Vinegar movement) that happened in 2013. It was a non-violent
movement, peaceful until it was infiltrated by vandals.
Stage 3 - A SOR game without a beach would be incomplete, so here we have
the Copacabana beach. The burglar is saying "Give me your cellphone,
bro." In scene 3, the music says "dance of the kangaroo".
Stage 4 - The discos The Girl and The Boy are inspired by the Le Boy and
La Girl discos in Copacabana. Both in the same street block with a bar
in between (Le Boy Bar).
Stage 5 - The Ninja trench and dojo. Here you will meet the new samurai
men, Shinkiro & Kurayami.
Stage 6 - This is dedicated to the robots and Zan. Some inspiration come
from Ghost in the Shell and Shadowrun's matrix.
Stage 7 - Carnival and Ella Club.
Stage 8 - The final battle.
Special thanks to the developers of other SORR mods - I used some of your sprites. Credits
can be found when finishing the game.
Video about the mod:
Recording (by Vecta):
Onyx (Oracle)
Battle for Rio
The Syndicate is back trying to re-establish itself as a global
organization, this time with headquarters in Rio de Janeiro. Axel, Blaze
and team travel to Brazil to contain the new threat.
As soon as they arrive they see themselves in the middle of a battle for
the control of the city, on which the Syndicate tries to intimidate the
local authorities by attacking them directly.
After two months of development, Battle for Rio is here. It is inspired
by real events that took place in Rio (see the inspiration section). It
combines original stages, and revamped and extended ones, with tons of
new breakable objects (SORR 5.1 is needed), new characters, custom
soundtrack and effects, a good end and a bad end.
Shiva, Rudra, Blaze, Ash and Zan play major roles in the story. The new
enemies include two samurai with new magic capabilities (Shinkiro &
Kurayami), Bianca (V for Vinegar movement), Brito (Rudra's security
guard, not that she actually needs one), Eliza & Beth and Midori.
Minimal Requirements
You will need SORR 5.1 to run this mod - If you use the old, 5.0 version
things will be horribly broken (and there will be no way to finish the
game, objects will be misplaced, portraits will be missing, etc).
Custom palettes - The custom palettes included with this mod are an
essential part of it. It's not just a cosmetic thing, some stages will
not work as expected if you are using the default SORR color palettes.
They also contain the new enemy names.
Mod Inspiration
Stage 1 - The urban street with trees is inspired by Copacabana avenues.
The 2010 occupation of the German's Complex (a group of favelas in Rio)
served as inspiration for the final scene. It happened as a response to
attacks against the police.
Stage 2 - The vandals blocking the road are chanting "Vem pra rua"
("Come to the street"). This was the anthem of the protests (aka
V for Vinegar movement) that happened in 2013. It was a non-violent
movement, peaceful until it was infiltrated by vandals.
Stage 3 - A SOR game without a beach would be incomplete, so here we have
the Copacabana beach. The burglar is saying "Give me your cellphone,
bro." In scene 3, the music says "dance of the kangaroo".
Stage 4 - The discos The Girl and The Boy are inspired by the Le Boy and
La Girl discos in Copacabana. Both in the same street block with a bar
in between (Le Boy Bar).
Stage 5 - The Ninja trench and dojo. Here you will meet the new samurai
men, Shinkiro & Kurayami.
Stage 6 - This is dedicated to the robots and Zan. Some inspiration come
from Ghost in the Shell and Shadowrun's matrix.
Stage 7 - Carnival and Ella Club.
Stage 8 - The final battle.
Special thanks to the developers of other SORR mods - I used some of your sprites. Credits
can be found when finishing the game.
- Code:
Download link (v1.7 - 2018)
http://www.mediafire.com/?yhruyojxrpydouo
Old version (v1.6 - 2016)
https://www.mediafire.com/?iud846dqizbv7to
Old version (v1.4.1)
http://www.mediafire.com/download/mlhya7kp7svvaiq/
or
http://www.4shared.com/zip/q1gczvv9ba/BATTLE_FOR_RIO_V14_FOR_SORR51_.html
or (v1.4)
https://mega.nz/#!zAhimQaa!bQEg2WcksW9YVw7l3_U3zPRVCQhmJdGIgbmA5GHEgdY
Video about the mod:
Recording (by Vecta):
Onyx (Oracle)
Last edited by oracle on Mon Jun 04, 2018 4:15 pm; edited 13 times in total
oracle- Fog
- Posts : 231
Join date : 2015-11-14
Location : Portugal
Re: Battle for Rio Updated v1.7
you might want to reupload that, you put the entire game in the file, all you need to have is the mod folder, custom palettes and whatever data modifications you have for the mod if any.
_________________
Re: Battle for Rio Updated v1.7
Done Mr.Din! Just re-uploaded and replaced the link in my post _o/
oracle- Fog
- Posts : 231
Join date : 2015-11-14
Location : Portugal
Re: Battle for Rio Updated v1.7
Some nice graphics there! I will download today after work
Oh, and welcome to the forums!
Oh, and welcome to the forums!
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Charco- Admin
- Posts : 1034
Join date : 2013-01-09
Location : Ireland
Re: Battle for Rio Updated v1.7
Yesss.... fresh blood, new mods and by the screenshots, it looks sexy~!
I'm getting this. Gonna do a recording as well as soon as it's "unboxed".
EDIT: BTW, I did a quick skim in the mod through SORmaker (force of habit, never play it from there, though) and saw several stages I personally designed for Adam's Story (the church, the office building), I'd appreciate if you could put my credit on it because... well, I created those stages exclusively for Adam's Story and I don't see any mention of our mod in the credits. Just sayin'.
I'm getting this. Gonna do a recording as well as soon as it's "unboxed".
EDIT: BTW, I did a quick skim in the mod through SORmaker (force of habit, never play it from there, though) and saw several stages I personally designed for Adam's Story (the church, the office building), I'd appreciate if you could put my credit on it because... well, I created those stages exclusively for Adam's Story and I don't see any mention of our mod in the credits. Just sayin'.
_________________
Withering Surface Entertainment presents: H.U.N.T.E.R. with its DLC Stories: Subway Mayhem & A Cold Quest for Peace. Adam's Story (main designer), Rushing Beat Remake, Final Fight CD Mini-mod(e), Double Dragon II The Revenge Megamix.
Don Vecta- Moderator
- Posts : 1880
Join date : 2013-01-10
Re: Battle for Rio Updated v1.7
Don Vecta wrote:Yesss.... fresh blood, new mods and by the screenshots, it looks sexy~!
I'm getting this. Gonna do a recording as well as soon as it's "unboxed".
EDIT: BTW, I did a quick skim in the mod through SORmaker (force of habit, never play it from there, though) and saw several stages I personally designed for Adam's Story (the church, the office building), I'd appreciate if you could put my credit on it because... well, I created those stages exclusively for Adam's Story and I don't see any mention of our mod in the credits. Just sayin'.
Same goes for me and iceweb38 if that Entertainment Street stage is from my mod
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Charco- Admin
- Posts : 1034
Join date : 2013-01-09
Location : Ireland
Re: Battle for Rio Updated v1.7
Golden rule if you're going to build from the scenes of other mods.
Give credit, give credit, give love.
Give credit, give credit, give love.
Guest- Guest
Re: Battle for Rio Updated v1.7
Do not discourage new modders, he did say to check the readme file for credits
I will download this mod, but, i have no time to play it yet, next in line is the sor2 collection then this one.
Special thanks to the developers of other SORR mods, especially Path of
Shadow Dancer and Brutal Justice - I used some of your sprites. More credits
can be found in the Readme!!!.txt file.
I will download this mod, but, i have no time to play it yet, next in line is the sor2 collection then this one.
celestinx- Signal
- Posts : 132
Join date : 2013-01-15
Re: Battle for Rio Updated v1.7
celestinx wrote:Do not discourage new modders, he did say to check the readme file for credits
No no no, for the record, we ain't discouraging him at all. I read the readme and no, we are not being credited, this is why I'm saying this and I think it is fair to all of us to make it clear.
Regardless, just finished my first run and boy, despite these graphical issues, I'm impressed! This mod is really well constructed.
I'm uploading the first run and will do a proper review as soon I play the other two endings (when I get rid of my gf nagging me around, lol)
But at least, as first impression, I loved it!
_________________
Withering Surface Entertainment presents: H.U.N.T.E.R. with its DLC Stories: Subway Mayhem & A Cold Quest for Peace. Adam's Story (main designer), Rushing Beat Remake, Final Fight CD Mini-mod(e), Double Dragon II The Revenge Megamix.
Don Vecta- Moderator
- Posts : 1880
Join date : 2013-01-10
Re: Battle for Rio Updated v1.7
Don Vecta, Charco and anyone I forgot to mention - I will update the credits soon to add you. CajNatalie - Agree! I don't see any of these comments as discouraging
oracle- Fog
- Posts : 231
Join date : 2015-11-14
Location : Portugal
Re: Battle for Rio Updated v1.7
No problem, I look forward to playing the mod!
_________________
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Charco- Admin
- Posts : 1034
Join date : 2013-01-09
Location : Ireland
Re: Battle for Rio Updated v1.7
Alright, played the mod 3 times in a row (thought there were 3 endings according to the Choose your Destiny screen of 3 paths, two of them lead to the same ending), so, here are my gameplay videos (didn't record the 3rd, it was shit)
"Good" Ending route.
Worst path route ever.
So here's my honest, blunt but constructive review of this mod (WARNING! Spoiler Alert).
First of all, congratulations and welcome to the tiny but awesome world of SORmaker mods. You definitely started with the right foot on this mod.
It is always good to see new ideas brewing in the mod scene, despite the technical limitations. This mod brings a lot of new fresh air and something I didn't see before in a mod: a love letter to a city.
Conclusion. To be your very first mod, it is certainly a work beyond the average. The whole design, idea, layout, creative usage of maps, layers, breakables and palettes was amazing. It was an almost complete work. It needs a conclusion. It needs a reward for playing it (it is NOT an easy mod). Also, the game needs more balance in certain boss areas and that fucking church route! Nobody uses x9 bosses anymore, nevertheless 5 bosses like that! If you manage to tweak these problems, I'm sure the mod will become a classic, because it is quite well constructed.
And if you do the endings with credits, please add our correspondent credit from our work. I think we deserve it.
I do hope this is not your last mod. You have potential to deliver even more fantastic works than this one. Well done.
"Good" Ending route.
Worst path route ever.
So here's my honest, blunt but constructive review of this mod (WARNING! Spoiler Alert).
First of all, congratulations and welcome to the tiny but awesome world of SORmaker mods. You definitely started with the right foot on this mod.
It is always good to see new ideas brewing in the mod scene, despite the technical limitations. This mod brings a lot of new fresh air and something I didn't see before in a mod: a love letter to a city.
- Spoiler:
I'm gonna break down the review in different angles so you can see the good and the things to be improved on the mod.- Stage graphics. Well, it is definitely a mixed bag in here, considering the huge amount of borrowed material. The novelty didn't come from new designs but mostly pieces of other mods. However, the way it was done was quite interesting. Few areas were a bit dull (like the V for Vinegar demonstrations) while others, in apparent simplicity, were rather amazing (like the Copacabana beach, which apparently was few layers, but the breakables and the enemies chilling made it fantastic).
I'm always with the idea that if material is going to be borrowed, at least the palette scheme should be changed in order to look different from the original source, so you might consider changing that in your next mod. Some areas were just too brilliant in design and concept, like the final stage on the building or the magic ninja house. I love the creativity involved in them.
But certainly the thing that made your mod outstanding graphically speaking was the amazing use of breakable items all along the mod. Along with the use of gameplay sprites in the layers to add depth (I'm gonna kill you for that fire 1up, BTW!). - Cutscenes. Beautiful. Unique. Did you draw them? Those were definitely the part that added lot of style in the mod. I'd have loved a special artwork designed for the title instead of the enemy sprites... and for definitely sure I'd have loved seeing the ending with art like that.
- Sound. While most music was borrowed also from SORR tracks, some mods like HUNTER, Adam's Story and whatnot, I did love the more environmental effects added in some areas. The Favela takeover effect really gave that gritty Brazilian gangland vibe, same with the music in Copacabana Beach and the clubs (hey! You used Popozuda Rock 'n'Roll, I like that song!).
- Storyline and cultural background. As I said before, this mod is a love letter to Rio. There were so many Brazilian elements involved that gave the story a very unique flavor. From a demonstration gone wrong, to a Favela assault, the balneario beaches, Baile funk parties, the carnival, gay and lesbian clubs, etc. The story itself is simple and cliché, but then again, it doesn't matter cuz what made the story life was the cultural introduction of Rio to the players (for example, I've just found out that Funk Carioca has the same cultural impact of Reggaeton and Narco Corridos in Mexico and other parts of Latin America as a highly criticized popular music due of the glorification of gangs, mysoginy and drugs). Also, big kudos to The Matrix reference.
- Enemy Layout. While most of the mod had really awesome enemy positioning, some areas become incredibly harder of monotonous and break the whole pace. Some boss areas were just multiple bosses with low energy... but the one that went too far in ridiculousness was the final match of the church route. I mean, come one, FIVE bosses with x9 lifebars in a highly reduced arena? In all honestly, that part OBLITERATED the mod, especially the outcome from such a terrible ordeal. It was like if you were cooking the most delicious noodles so in the end decided to shit all over it. Also, mind some enemy appearance in certain areas, for example, in Copacabana Beach, some sunbathers pop up out of nowhere (see my video).
- Endings (or the lack of it). Let me picture you this out: You're having the most fantastic sex with that girl/boy (sorry, don't know your preferences) you like. From foreplay to the bump and grind... and then suddenly, your couple stops, leaves your bed, dresses up and leave you with your dick in your hand. That's the feeling I've got after I played both routes (the very bad ending left me FUMING!). That's why I thought the building route was the bad ending because... just got a thank you for playing screen and no resolution at all! This mod NEEDS an ending, a beautiful ending with credits, staff, how the story concluded with the bad guys down or the city destroyed and that awesome art you used in the cutscenes! I'll repeat: IT NEEDS ENDINGS! Both good and bad!
- Stage graphics. Well, it is definitely a mixed bag in here, considering the huge amount of borrowed material. The novelty didn't come from new designs but mostly pieces of other mods. However, the way it was done was quite interesting. Few areas were a bit dull (like the V for Vinegar demonstrations) while others, in apparent simplicity, were rather amazing (like the Copacabana beach, which apparently was few layers, but the breakables and the enemies chilling made it fantastic).
Conclusion. To be your very first mod, it is certainly a work beyond the average. The whole design, idea, layout, creative usage of maps, layers, breakables and palettes was amazing. It was an almost complete work. It needs a conclusion. It needs a reward for playing it (it is NOT an easy mod). Also, the game needs more balance in certain boss areas and that fucking church route! Nobody uses x9 bosses anymore, nevertheless 5 bosses like that! If you manage to tweak these problems, I'm sure the mod will become a classic, because it is quite well constructed.
And if you do the endings with credits, please add our correspondent credit from our work. I think we deserve it.
I do hope this is not your last mod. You have potential to deliver even more fantastic works than this one. Well done.
_________________
Withering Surface Entertainment presents: H.U.N.T.E.R. with its DLC Stories: Subway Mayhem & A Cold Quest for Peace. Adam's Story (main designer), Rushing Beat Remake, Final Fight CD Mini-mod(e), Double Dragon II The Revenge Megamix.
Don Vecta- Moderator
- Posts : 1880
Join date : 2013-01-10
Re: Battle for Rio Updated v1.7
I needed a break from testing my own shit. This mod arrived at the perfect time.
This mod is extremely innovative, especially for new blood. I wasn't ready for any of it.
Layers, breakables, Maker functions, cutscene art. You took the ingredients and you transformed them into a new world.
Now for the problems!
Ambients should not be balanced/normalised like music. They should be notably quieter in 99% of cases. Yes it's a loud atmosphere, but you don't want to put the player off with all the sounds getting in the way of the music. Keep one of them at full volume, sure... just not all of them.
Inside Mark 2, there is a small off-screen pit to the right, followed by floor.
If enemies are sent past the pit they get stuck, and cannot be reached even by Blaze3's kikoushou or those barrels.
GAME BREAKER
Solution 1: Keep the pit. Extend it to cover the entire end (so there is no floor to get an enemy stuck in), and put an escape GO at the very end of the floor so the player can leave.
Solution 2: Remove the pit.
Challenge was fun, but flow was uneven - this is a given for new blood, and something you can master over time.
No ending, after all the work and effort making Rio come alive... it was sad it just stopped without closing the final chapter.
Please don't use Don Oro and the Chief as a cameo in plain sight of the team. This was awkward to see when this goes against the way they would behave in how they were designed.
Anyway, you clearly have a lot of talent, and potential to become even better in future.
Thank you for stepping up and sharing this.
This mod is extremely innovative, especially for new blood. I wasn't ready for any of it.
Layers, breakables, Maker functions, cutscene art. You took the ingredients and you transformed them into a new world.
Now for the problems!
Ambients should not be balanced/normalised like music. They should be notably quieter in 99% of cases. Yes it's a loud atmosphere, but you don't want to put the player off with all the sounds getting in the way of the music. Keep one of them at full volume, sure... just not all of them.
Inside Mark 2, there is a small off-screen pit to the right, followed by floor.
If enemies are sent past the pit they get stuck, and cannot be reached even by Blaze3's kikoushou or those barrels.
GAME BREAKER
Solution 1: Keep the pit. Extend it to cover the entire end (so there is no floor to get an enemy stuck in), and put an escape GO at the very end of the floor so the player can leave.
Solution 2: Remove the pit.
Challenge was fun, but flow was uneven - this is a given for new blood, and something you can master over time.
No ending, after all the work and effort making Rio come alive... it was sad it just stopped without closing the final chapter.
Please don't use Don Oro and the Chief as a cameo in plain sight of the team. This was awkward to see when this goes against the way they would behave in how they were designed.
Anyway, you clearly have a lot of talent, and potential to become even better in future.
Thank you for stepping up and sharing this.
Guest- Guest
Re: Battle for Rio Updated v1.7
Natalie - Thanks for your kind words! I started the mod with 5.0, then when I went through the 5.1 changelog my reaction was "I have to use some of this new stuff! " Now for the problems (I was actually hoping for criticism) can you say which scenes have these excesses (slum occupation? the girl disco?).
Inside Mark 2 (you are all playing with the hard level or above ), I removed the enemies from the normal mode exactly because of these "enemies getting stuck" issue. I tried many fixes, and none of them worked. I will remove the enemies from the hard level as well.
Sorry for the lack of a proper ending. I see Don Vecta with the same kind of disappointment. Just give me a few days to cook up something better for the ending
Inside Mark 2 (you are all playing with the hard level or above ), I removed the enemies from the normal mode exactly because of these "enemies getting stuck" issue. I tried many fixes, and none of them worked. I will remove the enemies from the hard level as well.
Sorry for the lack of a proper ending. I see Don Vecta with the same kind of disappointment. Just give me a few days to cook up something better for the ending
what was this about? I'm lostCajNatalie wrote:Please don't use Don Oro and the Chief as a cameo in plain sight of the team. This was awkward to see when this goes against the way they would behave in how they were designed.
oracle- Fog
- Posts : 231
Join date : 2015-11-14
Location : Portugal
Re: Battle for Rio Updated v1.7
Ambient6 was painfully loud. On a second listen the rest are all okay.
It's just 6 that really needs attention.
^Please either remove these guys, or edit until they look different.
Don Oro's character concept is subtle and cautious. He would never be standing out there comfortable.
Everything else you used is all good, and very well used to create new scenes.
Don Oro & his brother just felt really out of place because they're... still Don Oro and his brother...
It's just 6 that really needs attention.
^Please either remove these guys, or edit until they look different.
Don Oro's character concept is subtle and cautious. He would never be standing out there comfortable.
Everything else you used is all good, and very well used to create new scenes.
Don Oro & his brother just felt really out of place because they're... still Don Oro and his brother...
Guest- Guest
Re: Battle for Rio Updated v1.7
Don - Thanks for the critics and review, I appreciate it! It was fun to watch you playing There are really just two endings, not three as it gave the impression (got to remove that extra Go). More comments within the spoiler:
Delighted that you and Natalie liked it so much. I've been thinking about making a second with a different theme
PS: I noticed that you have a different sound for explosions in the video. Where does it come from?
- Spoiler:
- Which scenes do you think should use a modified palette scheme to differentiate?
I have to confess that I cracked laughing while watching you try that strategically located 1up. Are you aware what Shinkiro means in Japanese? Also, Kurayami (which I used for the second samurai?)
The cutscenes I created using a trial of a PS plugin called Akvis - they have many. I have to remember which one. The first draft version I made of the title screen used a similar artwork! Now, after your feedback, I think I should have used it
You know the Popozuda song
You captured the Matrix reference (my friend that was beta testing it didn't!)
The final match of the church route... I, well, I may have went too far. I liked the word obliterated in uppercase. LOL I plan to address everything you reported as issue asap
I do hope this is not your last mod. You have potential to deliver even more fantastic works than this one.
Delighted that you and Natalie liked it so much. I've been thinking about making a second with a different theme
PS: I noticed that you have a different sound for explosions in the video. Where does it come from?
oracle- Fog
- Posts : 231
Join date : 2015-11-14
Location : Portugal
Re: Battle for Rio Updated v1.7
Don Vecta and CajNatalie said pretty much all, so can't feedback more. Amazing work for a first try, and very good work overall. Keep doing good job, modders like you are much appreciated around here.
_________________
Streets of Rage : Game vs Lore Analysis avaible here
http://brawlersavenue.forumotion.com/f9-brawler-analysis
"Back in our day, even real life didn't have graphics this good.
Back in our day, you had one sound effect for 20 things, and you came to love that sound effect.
Back in our day... Streets of Rage - the Classic - the Original - was the best damn game out there."
-CajNatalie-
BigDarsh- Hakuyo
- Posts : 336
Join date : 2013-03-14
Re: Battle for Rio Updated v1.7
This sort of thing is to 5.1 what Way of the Warrior, Adam's Story, H.U.N.T.E.R etc. were to 5.0 - some really clever stuff going on, cool atmosphere/music and a challenge to boot.
Does suffer from balancing issues ofc, namely lack of food in some boss fights (esp. the dojo's last bit) and right at the beginning also (stage 1 is horribly balanced food-wise, given how hard it is to avoid the explosions). And yes, the church fight (the spot where it goes from Streets of Rage to Boss Rushes of Rage)...plenty of ways to fix that. (must've took 8-10 lives off with Skate 2, luckily I had well over 9 when I got there)
Overall though it's definitely up there, just needs a bit of quality control with those issues and it'll be a modern classic
I actually beat this (after several restarts ofc) by holding onto the gun and shooting the kickboxer with it. Still needs a fix though.
Edit: also noticed a bug on the boy's disco...the first 2 drinks disappear once you reach the end of the screen and return back for them. (having Abadede in there is a bit overkill too, given it's 5.1 now)
Does suffer from balancing issues ofc, namely lack of food in some boss fights (esp. the dojo's last bit) and right at the beginning also (stage 1 is horribly balanced food-wise, given how hard it is to avoid the explosions). And yes, the church fight (the spot where it goes from Streets of Rage to Boss Rushes of Rage)...plenty of ways to fix that. (must've took 8-10 lives off with Skate 2, luckily I had well over 9 when I got there)
Overall though it's definitely up there, just needs a bit of quality control with those issues and it'll be a modern classic
Inside Mark 2, there is a small off-screen pit to the right, followed by floor.
If enemies are sent past the pit they get stuck, and cannot be reached even by Blaze3's kikoushou or those barrels.
GAME BREAKER
I actually beat this (after several restarts ofc) by holding onto the gun and shooting the kickboxer with it. Still needs a fix though.
Edit: also noticed a bug on the boy's disco...the first 2 drinks disappear once you reach the end of the screen and return back for them. (having Abadede in there is a bit overkill too, given it's 5.1 now)
DarkThief- Forum Elder
- Posts : 185
Join date : 2013-02-09
Re: Battle for Rio Updated v1.7
So I played through this mod today and I have to say, for someone that kinda comes out of the blue, I am impressed by what I've played.
- Spoiler:
- Graphically speaking, despite the borrowed materials (everyone already got to that point so I won't repeat), you did really great right there! Such nice eyes candies in the city parts and even the forest, with a lot of animations (cars, people) makes it all alive right from the beginning and that's really great for immersion, which is an experience you don't often get with SORmaker mods.
I particularly like the use of cars but also mad props for the customizable destroyable items, you sir probably made the best custom items out of the community and I often found myself surprised everytime I saw new ones!
Also such an unique style of cutscenes art I absolutely love and definitely contributes to make the mod immersive! I think it's typical portuguese/brazilian art style, am I wrong?
Did I also spot a certain Hobo - Phoenix Wright next to the Boy disco-bar?
One stage I was disappointed with however was the beach because of the lack of details with the sand, which made it all blank to me. And the truck chase was a bit difficult to play with 2 players because the walkable area is so narrow! Maybe there's something you can do about that?
Soundwise, I really liked the use of the Bare Knuckle Dokka~n! ost but also some....brazilian tunes I suppose?
The ambient sounds greatly helped making the scenes immersive, even if some were really loud, at least I really felt like I was in the middle of the riots!
Ennemywise, I found it decent and fitting overall with such great placement in the streets scenes and the truck.
Except for that horrendous church roof which, thankfully, I didn't choose at first. Maybe you tried to make something like "you took the wrong path and you're going to get a game over for that" but, yeah I can't really approve sorry. It's such a shame because the rest of the game was good on that point.
Scriptwise, the story was very simple but I like it because it gets straight to the point. Regarding the staging, this is all excellent and perhaps the forte of this mod! A great tribute to Rio indeed with scenes well constructed that get you pumped right from the start (I mean stage 1b ) with the riots and attacks but also other scenes in the entertainment streets with the dialogues (Blaze getting hit up by Poison XD) or some intense ones like the Rudra battle in the disco or the temple or the last battle on the building with Shiva and Rudra!
Never a dull moment!
I have to say though Rudra smiling and saying "you're not leaving" was the scariest thing ever '_'
My biggest gripe however is the lack of endings! No way can such an amazing mod end with literally nothing to give the player a feel of rewarding. But you said you were going to cook something up so we'll see about that
As a conclusion, I have to say someone coming with such a fresh and innovative mod is a huge surprise and I'm actually glad to see that we still have new talents to find out.
Such great use of the SORmaker features with awesome stagings makes this an immersive experience that reminds me of the "way of warrior" mod a lot.
Yeah, we actually DID see a love letter to a country or a city before and that was Way of Warrior.
Like Nomad, you wanted to make a tribute to the place you're living/lived in and it definitely boosted your creativity and, while your work was definitely not as complex as what Nomad did, your mod gave me the same feeling of travelling somewhere I haven't been yet, like in Japan with Way of Warrior and in Rio with your mod, all thanks to the smart use of layers, interactions and ambients.
Truly this mod is about to become a new classic in this community, if only you could fix the issues that were reported. I'm definitely keeping an eye on you and what you may cook later
Thing to fix: pure black pixels in the church scene next to the hostage.
iceweb38- Admin
- Posts : 723
Join date : 2013-01-09
Re: Battle for Rio Updated v1.7
So I played the mod, and that's a good surprise! The levels are often déjà vu, but you use them in different ways, different colors, etc. and the result is original. The idea of Syndicate in Brazil is simple but efficent, because it gives the opportunity to change the ambience of the story. The cinematics are nice, I appreciate the rough style of the draws. In the game, I especially like the customize objects, the levels with separated parts (for example with cars or with walls), and of course the level in the robot program (hello Morpheus!), very good idea, bravo! About the musics, sometimes it is excellent, sometimes... I don't really like the brazilian rap, maybe it explains it. About that, too bad you didn't use Rap das Armas, this one is fun
vince- Electra
- Posts : 284
Join date : 2015-04-01
Re: Battle for Rio Updated v1.7
Technical fix: some of your foreground layers can't be clipped completely to the ground (one pixel off). This is a common issue in SORmaker. To make your foregrounds be clipped totally to the bottom, make the layer an uneven number (say, if the height of your layer is 36, make it 37 with the upper part empty with pure black RGB 0 0 0), from there, your foreground will be fully clipped.
_________________
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Don Vecta- Moderator
- Posts : 1880
Join date : 2013-01-10
Re: Battle for Rio Updated v1.7
Hello! I just updated the download link and screenshots of my first post. The main changes are:
- Added bats and street lamps to Copacabana streets. Fixed music and
ambient too loud during slum scene.
- Added a restaurant and boss to stage 2. Improved the truck map.
- Added two new scenes (Pink District) and a new boss to stage 3. Fixed
the beach sunlight too bright and bathers popping up out of nowhere.
- Added more enemies to The Girl club in stage 4.
- Better quality for The Boy club music.
- Added new Shinkiro tricks and more enemies to the dojo scene in
stage 5.
- Added flying drones, intro and more enemies to stage 6 and removed
enemies from the VR platforms.
- Added a new club, boss and story character as part of stage 7.
Re-imagined the church route, removed the bad ending and fixed some
bad pixels.
- Added new scenes and an alternate path as part of stage 8. Replaced
Don Oro and Chief in the building entrance.
- Added the missing ending with credits.
- Improved ambient effects.
- More balance: reduced the number of bosses with low energy or too
much energy, and added missing food to boss and major conflict areas.
- Redesigned title screen.
- Fixed: cars not fully clipped to the ground.
- Added bats and street lamps to Copacabana streets. Fixed music and
ambient too loud during slum scene.
- Added a restaurant and boss to stage 2. Improved the truck map.
- Added two new scenes (Pink District) and a new boss to stage 3. Fixed
the beach sunlight too bright and bathers popping up out of nowhere.
- Added more enemies to The Girl club in stage 4.
- Better quality for The Boy club music.
- Added new Shinkiro tricks and more enemies to the dojo scene in
stage 5.
- Added flying drones, intro and more enemies to stage 6 and removed
enemies from the VR platforms.
- Added a new club, boss and story character as part of stage 7.
Re-imagined the church route, removed the bad ending and fixed some
bad pixels.
- Added new scenes and an alternate path as part of stage 8. Replaced
Don Oro and Chief in the building entrance.
- Added the missing ending with credits.
- Improved ambient effects.
- More balance: reduced the number of bosses with low energy or too
much energy, and added missing food to boss and major conflict areas.
- Redesigned title screen.
- Fixed: cars not fully clipped to the ground.
oracle- Fog
- Posts : 231
Join date : 2015-11-14
Location : Portugal
Re: Battle for Rio Updated v1.7
- Code:
Yeah, we actually DID see a love letter to a country or a city before and that was Way of Warrior.
Like Nomad, you wanted to make a tribute to the place you're living/lived in and it definitely boosted your creativity and, while your work was definitely not as complex as what Nomad did, your mod gave me the same feeling of travelling somewhere I haven't been yet, like in Japan with Way of Warrior and in Rio with your mod
iceweb, yes! Way of Warrior definitely served as inspiration! I played it way before making the game.
oracle- Fog
- Posts : 231
Join date : 2015-11-14
Location : Portugal
Re: Battle for Rio Updated v1.7
Such a fast and thorough update.
This is one of the mods in my list to replay when I need another break.
This is one of the mods in my list to replay when I need another break.
Guest- Guest
Re: Battle for Rio Updated v1.7
CajNatalie wrote:Such a fast and thorough update.
This is one of the mods in my list to replay when I need another break.
Hope you like the changes
PS: I've added you, Don, others to the credits list o/
oracle- Fog
- Posts : 231
Join date : 2015-11-14
Location : Portugal
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