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SM Redesign: Axeil Edition FINAL

Started by Drewseph, April 04, 2015, 03:17:51 AM

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Metaquarius

I didn't enjoy this hack overall. The good thing is I have actually beaten the game unlike the first Redesign and I think this new version is still really faithful to the original. While the beginning areas of the game are nice to navigate through, the more I delved into this, the more I became pissed by the sheer amount of backtracking you have to do (among many many other things that would be too long to list) On top of that, Tourian is freaking tedious not even remotely fun. That's a shame :neutral:

smgoty

What hacks do you enjoy?
I'm having fun with this one.

GoldenTorizo

I'm probably the only one here who didn't like this version of Redesign. Sorry Drewswph, but I prefer the Redesign you made years ago.

Drewseph

Quote from: Metaquarius on April 25, 2015, 12:39:38 PM
... the sheer amount of backtracking you have to do (among many many other things that would be too long to list) On top of that, Tourian is freaking tedious not even remotely fun. That's a shame :neutral:

Ah, Indeed Tourian was meant to feel tedious, since its a high security base on lockdown. as you slowly disarm the system and take out the metroids it was supposed to feel like you were actually slowly dealing serious damage to the Pirate stronghold.

As for the backtracking.  this was an intentional design back in Redesign since I loved more than anything the feature of having to revisit old rooms in metroid prime and prime 2, as well as in super.  To easy the backtracking I tired to make sue of the express elevators.

Looking back, I'd have designed  a hack that goes a little easier on the backtracking though.  Thanks for playing, can I ask what your stats were at the end?

Quote from: GoldenTorizo on April 27, 2015, 01:14:52 AM
I'm probably the only one here who didn't like this version of Redesign. Sorry Drewswph, but I prefer the Redesign you made years ago.

I'm really interested in seeing what changes you didn't like in Axeil?

GoldenTorizo

- I didn't like being able to jump on crumble blocks.
- Space Jumping is a nightmare IMO. I did like the auto wall jump, but was it necessary for Space Jump? It's hard trying to stay in the air with Space Jump.
- As Metaquarius said, Tourian was downright tedious.
- Lost Cavern's puzzle is 1000x's worse than how it was in Redesign.
- Unable to find a good number of Energy tanks. They're hidden to a point where searching for these things is annoying.
- Taking WAY too much damage from acid.
- Unnecessary elevators to places you can't even access yet. You might as well just have a grey door where it should be and unlock it when necessary.

I almost thought you completely lost it when I thought you made it so we had to do a Hell Run through Norfair with only 2 Energy Tanks. Now I might just be nitpicking or just blowing off hot steam, but these were just some of the reason why I found it inferior to the original. I tried to like this hack, but it just wasn't that awesome... Sorry. :(

Metaquarius

Quote from: Drewseph on April 27, 2015, 01:44:12 AM
Ah, Indeed Tourian was meant to feel tedious, since its a high security base on lockdown. as you slowly disarm the system and take out the metroids it was supposed to feel like you were actually slowly dealing serious damage to the Pirate stronghold.
I can understand your choice. The fact is I was already quite annoyed by the Chozo guardian quest that took forever to do (I even had to look at Dani's map to find the 3 remaining ones I couldn't find) and I wanted the hack to end... quickly somehow. This idea of disabling the barriers isn't bad, but making the final area a giant maze isn't exactly my cup of tea. The escape was significantly better than the original however.

Quote from: Drewseph on April 27, 2015, 01:44:12 AM
As for the backtracking.  this was an intentional design back in Redesign since I loved more than anything the feature of having to revisit old rooms in metroid prime and prime 2, as well as in super.  To easy the backtracking I tired to make sue of the express elevators.
This is such a huge world, considering the source material, I wasn't expecting you to change this design obviously. But those express elevator had really little use for me, most of the time, the closest elevator wasn't leading me where I wanted. In the early game, I spent countless ammo opening those purple doors thinking "hey there should be a cool item here, maybe the path I should go" but nope, closed door bud.
Like I said, I won't enumerate each issue I had with Axeil Edition, people have already mentionned them more or less (see goldenTorizo's post for instance)

Quote from: Drewseph on April 27, 2015, 01:44:12 AM
Looking back, I'd have designed  a hack that goes a little easier on the backtracking though.  Thanks for playing, can I ask what your stats were at the end?
Time : 11:27
Rate : 87.1%
You traveled : 264.15KM
Energy Lost : 51 194
Enemies killed : 3 361
Shots fired : 21 677
Door traversed : 2 312

Note : I played the 1.21 version and I'm sure there's still one room with "infinitely" respawning Metroids, this square room has 4 doors, two on each side as far as I can remember.

Quietus

Quote from: Metaquarius on April 27, 2015, 07:17:03 AM
Note : I played the 1.21 version and I'm sure there's still one room with "infinitely" respawning Metroids, this square room has 4 doors, two on each side as far as I can remember.
I think Drewseph already mentioned this, and he said that you needed to kill them all in quick succession, before any more respawned.  Unless there's another bit..?

Drewseph

Quote from: GoldenTorizo on April 27, 2015, 03:19:22 AM
- I didn't like being able to jump on crumble blocks.
- Space Jumping is a nightmare IMO. I did like the auto wall jump, but was it necessary for Space Jump? It's hard trying to stay in the air with Space Jump.
- As Metaquarius said, Tourian was downright tedious.
- Lost Cavern's puzzle is 1000x's worse than how it was in Redesign.
- Unable to find a good number of Energy tanks. They're hidden to a point where searching for these things is annoying.
- Taking WAY too much damage from acid.
- Unnecessary elevators to places you can't even access yet. You might as well just have a grey door where it should be and unlock it when necessary.

I almost thought you completely lost it when I thought you made it so we had to do a Hell Run through Norfair with only 2 Energy Tanks. Now I might just be nitpicking or just blowing off hot steam, but these were just some of the reason why I found it inferior to the original. I tried to like this hack, but it just wasn't that awesome... Sorry. :(

Great feedback, thanks for explaining! The reason I made crumble blocks that way was to make grapple beam have more uses and because in redesigned I hated how springball could be abused to get bast puzzles.  I'll admit I kinda George Lucaused it, but I'm happy with how they are now.  Space jump, for some reason people still have a hard time with this.  I made it auto so that it would be easier to stay in the air.  not sure which version you played, but I increased the jump window so that you can gain better height.  I'm surprised that everyone seems to be having trouble here, especially after 1.1 because of the clues in the first room and in front of the doors.  The final (that I know of) patch will have lower acid damage, but still incremental.  Express elevators need to be unlocked on both sides in order to make use of, which is also stated in the read me. I'm sorry that it led you to disappointment when you got to that locked door.

Quietus

The main issue I have with Space Jump is not the timing itself, but the fact that it has a timing.  Once I get Space Jump, I want to be able to jump wherever and whenever I want, as much as I want, with no timing or restrictions.

Hiroshi Mishima

If that room with the seemingly infinite Metroids is the same one I was having trouble with, I had no idea you were supposed to kill them in quick succession cause I was barely able to get one or two gone before they swarmed me almost immediately, which of course made the other one thaw and put back where I'd started. I know they stay frozen longer, but they're so fast and dodge my shots pretty easily and being over the lava a misstep into the lava pretty much ends your chances cause by the time you get out they're on top of you again.

SirAileron

I've barely started, but I definitely feel good things about this reworking.

One thing that stuck out, though, was that Ceres Ridley seemed unable to be "beaten" - did this easter egg get taken out, or does he have something like 9999 health now? Because I managed to fight him for a few minutes and keep him in his reddish-colored state for a while before giving up.

[spoiler="And also..."]I saw in the readme about there being the early power bombs sequence, and as I tried it out, one thing particularly stuck out at me: the "detection" areas look exactly like other visual garnishes that won't detect you. I'm not sure what exactly people are supposed to see, but it got ferociously irritating when it started to get really ambiguous as to which railings would let you pass or not. Haven't gotten to the rest of this version just yet, but maybe consider making it more clear what you're trying to avoid being "detected" by. It's understandable that this is an easter egg, but all these invisible checkpoints that you'd need to open the ROM up in an editor to be even remotely aware of are really disheartening, especially since I really love these kinds of challenges, like remaining undetected in Zero Mission to keep the wrecked ship theme going. Lastly, while the damage boosting requirement was cool, it does give the feeling that you really don't want people to even try this easter egg out, which I imagine is not the case.[/spoiler]

Smiley

Quote from: SirAileron on April 28, 2015, 01:42:05 PM
[spoiler="And also..."]I saw in the readme about there being the early power bombs sequence, and as I tried it out, one thing particularly stuck out at me: the "detection" areas look exactly like other visual garnishes that won't detect you. I'm not sure what exactly people are supposed to see, but it got ferociously irritating when it started to get really ambiguous as to which railings would let you pass or not. Haven't gotten to the rest of this version just yet, but maybe consider making it more clear what you're trying to avoid being "detected" by. It's understandable that this is an easter egg, but all these invisible checkpoints that you'd need to open the ROM up in an editor to be even remotely aware of are really disheartening, especially since I really love these kinds of challenges, like remaining undetected in Zero Mission to keep the wrecked ship theme going. Lastly, while the damage boosting requirement was cool, it does give the feeling that you really don't want people to even try this easter egg out, which I imagine is not the case.[/spoiler]
[spoiler]Look at the tiles the railings connect to. Some of them are broken.[/spoiler]

Drewseph

SirAileron, it is also hard to initiate because I don't want people to do it the first time through.  although if you want a world of pain, go for it.

Having said that I updated the patch for 1.3, here are the fixes:

1.3
- Updated read me to explain Metroid Strategies
- Fixed a room in maridia which was air, when it should have had water
- Increased speed of Guardians
- Made a Guardians or path to guardians more visible
- Acid now kills samus within 5 seconds. (before was 3 seconds, with 14 full tanks)
  now it takes 5 seconds to die when submerged in acid regardless of number of tanks.
  Got 2 tanks? 5 tanks? 14 tanks?  5 seconds to get out.
- Fixed Death beam Sound.
- Changed many Uber doors in Tourian to 5 missile doors. Doors leading to an important room will remain Uber.
- Increased morphball roll speed without Hi Jump slightly. (1/4) any faster and the animation doesn't match roll speed well.
- Adjusted acceleration of fall speed when not morphed
- Removed bomb spread due to a glitch as a result from bomb timer and limiter code.
- Made Metroids detach with a minimum of one second stun.
- Fixed Crystal flash refill bug.
- Lowered required fall speed for space jump while in air.  Speeds remain the same in sand falls while out of water.

M1CR0H4CK3R

Quote from: Drewseph on April 28, 2015, 04:22:21 PM
SirAileron, it is also hard to initiate because I don't want people to do it the first time through.  although if you want a world of pain, go for it.

Having said that I updated the patch for 1.3, here are the fixes:

1.3
- Updated read me to explain Metroid Strategies
- Fixed a room in maridia which was air, when it should have had water
- Increased speed of Guardians
- Made a Guardians or path to guardians more visible
- Acid now kills samus within 5 seconds. (before was 3 seconds, with 14 full tanks)
  now it takes 5 seconds to die when submerged in acid regardless of number of tanks.
  Got 2 tanks? 5 tanks? 14 tanks?  5 seconds to get out.
- Fixed Death beam Sound.
- Changed many Uber doors in Tourian to 5 missile doors. Doors leading to an important room will remain Uber.
- Increased morphball roll speed without Hi Jump slightly. (1/4) any faster and the animation doesn't match roll speed well.
- Adjusted acceleration of fall speed when not morphed
- Removed bomb spread due to a glitch as a result from bomb timer and limiter code.
- Made Metroids detach with a minimum of one second stun.
- Fixed Crystal flash refill bug.
- Lowered required fall speed for space jump while in air.  Speeds remain the same in sand falls while out of water.

Can I use my 1.21 .srm file with this version? If not, I'll wait until I finish the game for the first time.

Drewseph

Load from a hard save as always.  you can still use the file

SirAileron

Quote from: SMILEuser96 on April 28, 2015, 02:08:43 PM[spoiler]Look at the tiles the railings connect to. Some of them are broken.[/spoiler]
Wow. That's really quite subtle. Not sure I'd have actually noticed that if it wasn't pointed out to me.  :O_o: That does retract some of my complaint.
[spoiler]Still on the fence about requiring the damage boosting, but that's mainly because the whole segment is already so tricky to do in the first place. On the whole, it's a very interesting route to have. It's kind of a shame that it's strictly a challenge route, though.[/spoiler]

Drewseph

The damage boosting was supposed to be a subtle new feature to Axeil, and not required for normal play, which is why its so required for the challenge run.  you can get a different power bomb early (brinstar ,if you're good at ibj)

On another note I had to update the patch.  I accidentally erased a tile which broke scrolling and made the player stuck in "solid air" in a LN room.  no new version number for a one tile change, though it was game breaking.  just re download, and this should be all for a while.

SirAileron

#192
I have to say, the challenge run has definitely been the most interesting time I've had playing Super Metroid. I'm all kinds of stumped, but I've never let that stop me before. I have 1 energy tank, and I'm not sure if I'm supposed to be able to do Hell's run on this. xD

EDIT: ... and then I find the energy tank. X)

Hiroshi Mishima

#193
I'm not actually noticing a difference in how long it takes for the acid to eat through Samus' health, but since I'm bad at timing things in my head maybe I just can't tell.

Also, I really wish there was some place to restore energy in Tourian, instead of having to leave entirely and go farm elsewhere. Anyone else feeling that way or is it just me? I don't know.. maybe this is just too "hardcore" for me, or something. Had to stop for a while cause I was getting a bit frustrated. Will try again later.

Phazon

#194
First post! (Hi guys. Very long time lurker/reader, new poster)

Okay so first off, I want to say I beat the original Redesign, I even went back and 100% it. Not once, but twice I played through it. The original Redesign was frustrating, but for all different reasons. So I was already accustomed to being beaten over the face with difficulty.
I seen this on the first week it was posted(and got QUITE happy), played 1.0 axeil, and didn't update until I hit tourian like a brick wall. I couldn't beat tourian until 1.3.
Don't worry I'll explain why.


IMPORTANT:
These Pros and Cons will consist of 1.0 Axeil for all but Tourian, which will be 1.3. (Because jiminey crickets I'm not playing back through this again so early)

I would have done a review sooner, but I wished to complete the game first.





Pros:
[spoiler]You kept a ton of the things I loved about the original. (1.0 and 1.3)
You improved a ton of little things, such as smoothing out the hell run. (1.0)
You made room navigation in general smoother. (1.0 and 1.3)
Instant air morph. (1.0)
The thing that lines up the speed booster, being pixels off is irritating! (1.0 and 1.3)
The map looks so nice and crisp I wish every hack had this oh my goodness. (1.0)
You prettied up a bunch of areas and generally cleaned up the landscape. (1.0)
You had more of those nice subtle hints like cracked pipes, broken blocks, subtle background hints. It felt helpful without screaming "I'M RIGHT HERE LOOK AT ME." (1.0)
You made Ridley beatable in the first ten tries. (1.0)[/spoiler]



Cons:
[spoiler]Ridley. Yes I know I said you made him beatable... however I got him to completely red on Ceres, so he hit like a TRUCK. Holy crap 1 tank if you touch his body. Ridley became a game of cat and mouse. Don't let the cat catch the mouse. Even worse because I couldn't find any energy tanks with my limited supplies. (again, this may have been changed already, apologies)
The way to get to draygon/botwoon. That horrible, terrible sandfall room. (1.0)
Chozo Guardians + Super Maze Tourian = I didn't want to beat this anytime soon.
Space jump auto restart, let it restart yes... but the auto screws with my timing something awful.
No crumble jump. Okay I'll just go 20 rooms back and try again.
No energy station at the start of Tourian. Even though theirs an energy station with almost every other ammo station. (1.3)
The Metroids going into the wall. (1.3)
The Metroids dodging your beam at a billion miles an hour. (1.3)
The Metroids going 1000000000x faster than a human can possibly react. (1.3)
Every single three metroid room. (1.3)
Every single three metroid room WITH ACID, WHY. (1.3)
Did I mention acid? Acid. Instant kill acid. Why. 5 seconds is not enough. Why. This was not in the original. WHY. (1.3)
Metroid's weighting you down. Especially in rooms with acid. (1.3)
ACID AND METROIDS. (1.3)
The fact that the metroids seemed to get increasingly harder as I got further in. The first few rooms they held their freeze/stayed stunned much longer. (1.3)

I am literally not the kind of person to get frustrated at games, I played the original redesign without much fuss. But I sat there and literally felt like ripping my hair out as I continually bombed two metroids off, only for the third to appear suddenly at SONIC SPEED the second I get up to freeze the other two.[/spoiler]

Overall. Gonna have to rate this in two stages. Metroids 0/10. The Rest of the game. 7/10. I liked the original Better.

Stats:
77.7% Items. 18:36 Clear Time

Traveled: 365.79km
Energy Lost: 54,461
Enemies Killed: 3,733
Shots Fired: 23,596
Doors Traversed: 2,672

I ended up streaming the ending for a friend of mine, however the stream is slightly horrible and has much frustration displayed. It's also played with an original super nintendo controller(USB hookup thingie) that has some problems with the buttons (Mainly the d-pad and my item select button). Click spoiler if you don't care about all that.
[spoiler] http://www.twitch.tv/phazonrad/c/6622602 [/spoiler]

MetroidPeter

#195
Uhh, Drewseph, I got a problem.

While trying to get 100% completion, I encountered a very problematic bug. In lower Norfair, I entered a room through a door, and then I got... stuck.

Why can't I move?

I repeatedly tried this and every time, I got stuck, however, one time I did manage to get through. When I went back to the door, while the game normally stops the camera so the door is at the edge of the screen, this time it kept panning, and there was an empty void of nothingness that the door led to.

OH GOD I BROKE REALITY!!!

I shot the door to open it, and I tried going through, but most of the time, an invisible wall blocked me (maybe it's what I got stuck in...?). But once I did manage to get through, and when I entered the door, my game crashed... hard. So hard in fact that my tools (rewinds and savestates) no longer worked and even the ESC key wouldn't pause ZSNES. I had to pull up task manager just to close the program. :whoa:

Here's hoping this gets fixed soon. I wouldn't want anyone to lose their progress because they got perma-stuck in a glitched room.

And this was in version 1.3, that's the newest version right?

Cpt.Glitch

Upload the scrennie to a online host, copy the link and put it in [IMG] tags.

MetroidPeter


Quietus

#198
Google 'free image hosting', and create an account with whichever you choose.  Once you've uploaded your image there, it will supply you with a link for use on a forum.  Copy the link, then place it here in your reply using img tags, like so:
[img]http://www.linky-dink-goes-here.com/picture.png[/img]
:^_^:

MetroidPeter

I am such a noob for asking this. But I've been stuck on the Screw Attack puzzle for such a long time now, and I can't figure it out. If the game says anywhere what the code is, I don't see it. Can someone help me out? :blush: