SORmaker v5.3 wishlist - Things the mod developers we *ACTUALLY* need.
+21
Mr.Chewy-McFluffster2010
MentzWolf
RicardoXI
weealls
Maria Lourenço
Glisp
SteveSOR
Gaz9000
Zhinkairi
BlueFireZ88
E253MechaShadow
Charco
bareknuckleroo
SpideyKeiiti
Diavoletto
Mr.Din
Herb1e
Iceferno
E.Signal
SORDave
Don Vecta
25 posters
Page 4 of 4
Page 4 of 4 • 1, 2, 3, 4
Re: SORmaker v5.3 wishlist - Things the mod developers we *ACTUALLY* need.
bareknuckleroo wrote:Zan is actually quite effective in the Remake. His fighting style isn't meant to be high damage, but rather focused on extremely high priority/reach on attacks, and high speed on his pokes. His throws are quite decent for damage, and he's got among the best blitzes in the game with all four of his blitzes being useful (especially the 3 Star for beating out bosses with its ridiculous priority). His use of weapons is really good too.
In fairness, I will go back on this. I've played a little more of V5.2 now and Zan seems more balanced than before. I can work with this. Although, it does bother me that a man with a robotic structure can't lift the bigger enemies.
I can't remember why this was changed but I think it was because they found some unused graphics in SoR3 and decided to implement those. From a functional standpoint his flurry grab is the same as it was before and you should be using throws to finish your grab attacks anyways.
So if they found unused graphics of Mr. X doing the floss when he laughs, should this be implemented? It doesn't belong dude. The overhand slap looks awkward and there's probably a reason it wasn't implemented.
"I should be using throws anyway". What? Are you telling me how to play the game here? Wanna' know why I like finishing an enemy with a headbutt instead of a throw for the 11th time in a row? Because I suddenly may just feel the urge to lol. The game has a variation of attacks for a reason, man. To mix things up. To keep it interesting so that it doesn't look like every other button masher out there.
Other than literally being the worst blitzes in SoR3? Seriously, in SoR3 his double and triple dash force you to the bottom of the screen and have non-noteworthy damage. They're awful. SoRR gives him dashes you can control yourself to attack diagonally with much like SoR3 Skate's 2 and 3 star blitzes, and they're among the best blitzes in the entire game. His 3 star blitz in SoRR has ridiculous priority and the diagonal ability basically lets you mow down dangerous bosses as well as crowds of regular enemies.
So this is obviously something that comes down to preference here. I personally liked his original x2/x3 blitz because I knew when to use it. You could attack the top, the middle and bottom enemies of the screen when the opportunity presented itself. Again, useful for crowds. I can't seem to wrap my head around the new look. The x2 blitz is what actually bothers me. It looks like he's trying to grab someone's ass lol. His x3 blitz is really just his front special only with controllable movement. Whatever. An option to actually keep the original moves would be fair.
Last edited by weealls on Mon Jun 06, 2022 12:26 pm; edited 1 time in total
weealls- Galsia
- Posts : 16
Join date : 2014-05-26
Location : Scotland
Re: SORmaker v5.3 wishlist - Things the mod developers we *ACTUALLY* need.
E.Signal wrote:
1.) Get rid of the evasive enemy AI behavior or at least let me turn it off in the AI editor. It's been one of my biggest turn offs about Remake. The enemies are already buffed up in 5.2, so why continue making them evasive on top of this?
Couldn't agree more with this. The Remake by far has the worst AI. Every enemy character is like fighting Mayweather. They back off until you turn your back only to donkey punch you. They avoid grenades like the plague which renders them useless. They avoid thrown enemies which takes the fun out of throwing people. They avoid everything except fire... they love fire.
weealls- Galsia
- Posts : 16
Join date : 2014-05-26
Location : Scotland
Re: SORmaker v5.3 wishlist - Things the mod developers we *ACTUALLY* need.
Hopefully one day we get a v5.3
SORDave- Hakuyo
- Posts : 321
Join date : 2015-10-15
Re: SORmaker v5.3 wishlist - Things the mod developers we *ACTUALLY* need.
Depends how many times people want to replay V5 from scratch. lol That's what really bothered me about 5.2. Yeah, it had updates, but not enough to justify starting over. If 5.3 can fix the problems 5.2 created, then fair enough, but I think I'm ready for a V6.
Re: SORmaker v5.3 wishlist - Things the mod developers we *ACTUALLY* need.
Aside from fixing the AI, here are a few things that'd be great to implement for SORMaker mods:
- Make ALL playable characters (or at least their most popular variants) into bosses with a moveset like Break's so they could use dual moves on their own.
- Return Super Shiva from V4 as a secret boss (perhaps for Mania) or at least a SORMaker-exclusive boss, give his sprites a slight touch-up. He'd make for a great final boss in many mods!
- Allow mod makers to choose specific death sounds for specific enemies (I don't mean to let them add more additional sounds, but choose from the ones that are already in the game or replaced)
- Make ALL playable characters (or at least their most popular variants) into bosses with a moveset like Break's so they could use dual moves on their own.
- Return Super Shiva from V4 as a secret boss (perhaps for Mania) or at least a SORMaker-exclusive boss, give his sprites a slight touch-up. He'd make for a great final boss in many mods!
- Allow mod makers to choose specific death sounds for specific enemies (I don't mean to let them add more additional sounds, but choose from the ones that are already in the game or replaced)
E253MechaShadow- Galsia
- Posts : 40
Join date : 2014-11-04
Location : Russia
Re: SORmaker v5.3 wishlist - Things the mod developers we *ACTUALLY* need.
Need a dlc (or other name) box in character selection for put the chars (like Abadade, Maz and other ones) without change the originals
RicardoXI- Newbie
- Posts : 2
Join date : 2020-12-10
Location : Rio de Janeiro Brazil
Re: SORmaker v5.3 wishlist - Things the mod developers we *ACTUALLY* need.
This would actually be good for a custom character space. Instead of modding over an existing character, you could load whatever you wanted into its own slot.RicardoXI wrote:Need a dlc (or other name) box in character selection for put the chars (like Abadade, Maz and other ones) without change the originals
Don Vecta, SORDave and BlueFireZ88 like this post
Re: SORmaker v5.3 wishlist - Things the mod developers we *ACTUALLY* need.
Wait guys, aren't we missing something??
Wasn't v5.2 made my someone not at all related to the original developer?? How can we expect another update when the original dev has been MIA for a pretty long time??
Wasn't v5.2 made my someone not at all related to the original developer?? How can we expect another update when the original dev has been MIA for a pretty long time??
MentzWolf- Newbie
- Posts : 1
Join date : 2021-02-18
An idea for v5.3 (based on v6 ideas)
I liked the other ideas you have put in for a future update.
Remember what I said about allowing mods to use their own sound and graphic sets without the unnecessary requirement for moving the contents to the main game's data folder? I may have already discussed about that in another topic.
That was originally a concept for v6, but this could be moved forward to v5.3, so that players are not required to copy over the data folder's contents of those mods, leaving the original set untouched for the main game. This could make it easier for the program to detect the presence of the DATA folder when playing a mod, causing certain audio and visual changes to take place and reverting to the original appearance when leaving the SoRMaker mode.
If you would like that to happen, perhaps I could get a mention on the next update, and (if possible), have my pseudonym added to the v5.3 (or v6) credits in the 'Special Thanks' section when they complete the primary portion of the game.
Remember what I said about allowing mods to use their own sound and graphic sets without the unnecessary requirement for moving the contents to the main game's data folder? I may have already discussed about that in another topic.
That was originally a concept for v6, but this could be moved forward to v5.3, so that players are not required to copy over the data folder's contents of those mods, leaving the original set untouched for the main game. This could make it easier for the program to detect the presence of the DATA folder when playing a mod, causing certain audio and visual changes to take place and reverting to the original appearance when leaving the SoRMaker mode.
If you would like that to happen, perhaps I could get a mention on the next update, and (if possible), have my pseudonym added to the v5.3 (or v6) credits in the 'Special Thanks' section when they complete the primary portion of the game.
Mr.Chewy-McFluffster2010- Galsia
- Posts : 37
Join date : 2016-03-11
Location : Ayr, Scotland
RicardoXI and ricmagus like this post
Re: SORmaker v5.3 wishlist - Things the mod developers we *ACTUALLY* need.
my only desire for a future update is to get beck the original difficult from 5.1. i mean, that is in fact one of the reasons im still plaiyng 5.1. at least, give the option to change to "original" difficulty somehow, to people who prefers the 5.1 difficulty style. then whe can get the "best of both worlds" (yes, best is subjective, i know. some people prefer the new difficult and i respect that XD, but i don't like)
that said, thanks for all people evolved in the later updates (and any future ones too)!
that said, thanks for all people evolved in the later updates (and any future ones too)!
ricmagus- Newbie
- Posts : 1
Join date : 2022-12-29
Don Vecta likes this post
Re: SORmaker v5.3 wishlist - Things the mod developers we *ACTUALLY* need.
I have ideas for interactive moments of the remake - add at least with the same Donovan. For example, that the barrels are not dropped by the wind, but they are kicked by Donovan or the Trucker or to use, for example, more moments with snipers, yes, at the same factory or in the jungle from SOR3, or for example, when bikers or other enemies who know how to use grenades quickly ran up and threw grenades and then ran away again, as in Prisoner of War or to melt chains on which are hanging boxes or a fight with a bulldozer in which the same loader is sitting. Throw grenades at him, for example, and have time to dodge. Hmmmmm. But the moment with the trolley could also be made adrenaline-fueled. Where Donovan is trying to kill the player and where it is necessary to kill him by blowing up the trolley. Oh, yeah. In a factory with robots, there could be lasers, for example, or a beam that raises an alarm if a player is noticed. I remember that there were also Donovans and Garcias in cyber suits (They could use a grenade launcher, a flamethrower, use a blaster or fly a jetpack trying to throw explosives at the player or, for example, be snipers at a robot factory using a laser, for example. But they remained a background. Or in levels on a bike - bikers could throw grenades and not just a Jet.But such interactive moments could be added for the jungle in a remake where robots burn the forest - and in an alternative route - Donovans and Garcias on a jetpack - blow up or set fire to the bridge 

Final Crash- Electra
- Posts : 278
Join date : 2018-08-14
Re: SORmaker v5.3 wishlist - Things the mod developers we *ACTUALLY* need.
To be honest, the snow level that was in SORR4, Rudra Story and survival mode - could be used in a battle at a ski resort where there would be a fight on snowboards or a scooter + as an interactive battle on a snowmobile (mini boss).Ideas for bosses - throw grenades / dynamite to smoke out enemies who are sitting in hiding and throw grenades or dynamites at the player (as in Battletoads) , road battles - bikers can throw grenades, but the player can grab grenades and throw them back at the enemy or jet or enemies on the jetpack. As well as a battle with a helicopter - throwing it with grenades (if the character uses a bike), as well as a helicopter in the jungle with the landing of enemies as in Contra and the player must use a grenade launcher. 

Final Crash- Electra
- Posts : 278
Join date : 2018-08-14
Puzirkov likes this post
Re: SORmaker v5.3 wishlist - Things the mod developers we *ACTUALLY* need.
Very cool idea and I think that it is necessary to add the number of layers.Final Crash wrote:To be honest, the snow level that was in SORR4, Rudra Story and survival mode - could be used in a battle at a ski resort where there would be a fight on snowboards or a scooter + as an interactive battle on a snowmobile (mini boss).Ideas for bosses - throw grenades / dynamite to smoke out enemies who are sitting in hiding and throw grenades or dynamites at the player (as in Battletoads) , road battles - bikers can throw grenades, but the player can grab grenades and throw them back at the enemy or jet or enemies on the jetpack. As well as a battle with a helicopter - throwing it with grenades (if the character uses a bike), as well as a helicopter in the jungle with the landing of enemies as in Contra and the player must use a grenade launcher.
Puzirkov- Electra
- Posts : 282
Join date : 2016-11-28
Location : Ukraine
Re: SORmaker v5.3 wishlist - Things the mod developers we *ACTUALLY* need.
Hmmmmm. But it would be possible to make new enemies - former military men who defected to the side of Mr. X. There are sergeants in SOR2. But in fact it is a reskin of Galsia and Donovan, but nothing more 
Or in a helicopter battle, add only the military. This would be more in keeping with the atmosphere of Prisoner of War, and grenades are thrown into the helicopter not by a Jet, but by a military man on a jetpack or from a helicopter. In the jungle there is a military base of the former military and where the colonel will be, and then a secret entrance to the factory and laboratory with robots. The atmosphere of Contra / Prisoner of War
As well as former police officers and officers instead of Galvice. In parks, in the city,estate grounds, in the port.
About AI - the speed of enemies automatically adjusts to the characteristics of the character for more balance. Although, if desired, you can set the speed and damage manually. I remember that in v5.2 enemies walked like in SOR1

Or in a helicopter battle, add only the military. This would be more in keeping with the atmosphere of Prisoner of War, and grenades are thrown into the helicopter not by a Jet, but by a military man on a jetpack or from a helicopter. In the jungle there is a military base of the former military and where the colonel will be, and then a secret entrance to the factory and laboratory with robots. The atmosphere of Contra / Prisoner of War
As well as former police officers and officers instead of Galvice. In parks, in the city,estate grounds, in the port.
About AI - the speed of enemies automatically adjusts to the characteristics of the character for more balance. Although, if desired, you can set the speed and damage manually. I remember that in v5.2 enemies walked like in SOR1
Final Crash- Electra
- Posts : 278
Join date : 2018-08-14
Re: SORmaker v5.3 wishlist - Things the mod developers we *ACTUALLY* need.
Looks like the debate rages on, even after all of this time...after reading all the modding woes it's a good thing I decided to stick with 5.1, as I only play mods nowadays. I know I whined about the buffed 5.1 Shiva/Rudra when that first came out, but those are endgame bosses that were too weak in 5.0a...5.2 nerfing Elle to the ground and buffing every single mob to be annoying as hell? Never tried it, never will.
The closest thing to a "Route 4" is taking the SoR3 warehouse -> jetskis and eventually the secret jungle path (leading to the waterfall and Dr. Dahm)...shame it still involves doing SoR2+3 bits as well. (and ends on SoR2 instead of having it's own ending, see below)
The big thing that peeved me off about the whole thing was the huge bias towards SoR2 and against SoR3...which led to nearly every route dipping in and out of SoR2 and ofc having a total of 4 routes that became just 3 routes by the end (2 good + 1 bad, which is awful design).
The "Route 4" path mentioned above should've ended in Robot Y's lab with the 3 min timer and bombs planted in the city, just as in SoR3 but not quite as stringent (ie. a x5 Robot Y instead of x7), with ending 5 if you fail and 6 if you win. (another way to get "Mr. X is still alive, try another route" which makes no sense currently)
Same here, though I retired from mapping years ago. The number of times that ZDoom-based ports have fixed issues when a specific mod breaks in a newer version is easy to lose count of (though I don't update mine anymore due to another issue). But imagine if that happened here...sounds like just a single update would solve it all.
E.Signal wrote:Route 3 could've been a full fledged SOR3 route instead of just a few stages from that game while Route 4 could've been it's own thing and had brand new original stages, but instead it's just a repeat of Route 3. What a waste of an opportunity.
The closest thing to a "Route 4" is taking the SoR3 warehouse -> jetskis and eventually the secret jungle path (leading to the waterfall and Dr. Dahm)...shame it still involves doing SoR2+3 bits as well. (and ends on SoR2 instead of having it's own ending, see below)
Mr.Din wrote:The issue with an SoR3 route though is that the story tied to it "doesn't exist" here. Though with the story being the search for Mr.Xit could work if the existing paths changed a bit. For starters instead of choosing between the warehouse and construction site we could use the SoR2 GG/SMS stages which is literally a night version of the warehouse and an underground train. If each path really needs to start on the streets then have an opening stage be the sor3 warehouse that leads to the path select. Would be a true rewrite of 3's story.
I don't see such a big structural change happening but it's fun to fantasize. Lol
The big thing that peeved me off about the whole thing was the huge bias towards SoR2 and against SoR3...which led to nearly every route dipping in and out of SoR2 and ofc having a total of 4 routes that became just 3 routes by the end (2 good + 1 bad, which is awful design).
The "Route 4" path mentioned above should've ended in Robot Y's lab with the 3 min timer and bombs planted in the city, just as in SoR3 but not quite as stringent (ie. a x5 Robot Y instead of x7), with ending 5 if you fail and 6 if you win. (another way to get "Mr. X is still alive, try another route" which makes no sense currently)
BlueFireZ88 wrote:I'm also a part of the classic DOOM modding community, and every major source port goes out of their way to make sure mods work properly with the most recent versions and that older mods have coded parameters to allow them to work within them in case there is a problem.
Same here, though I retired from mapping years ago. The number of times that ZDoom-based ports have fixed issues when a specific mod breaks in a newer version is easy to lose count of (though I don't update mine anymore due to another issue). But imagine if that happened here...sounds like just a single update would solve it all.
DarkThief- Forum Elder
- Posts : 185
Join date : 2013-02-09
Page 4 of 4 • 1, 2, 3, 4

» Things that were to appear in V5 but were scrapped
» Share your palettes here
» Maz Version4
» Someone knows this sormaker mod?
» SOR 4 SORMAKER
» Share your palettes here
» Maz Version4
» Someone knows this sormaker mod?
» SOR 4 SORMAKER
Page 4 of 4
Permissions in this forum:
You cannot reply to topics in this forum
|
|