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SM Redesign: Axeil Edition FINAL

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

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JAM

Quote from: Drewseph on July 24, 2015, 04:35:52 PM
I didn't even realize that room didn't have the proper BTS for sandfalls.  not sure what causes the can't jump out of sand glitch though. I think its the physics change from jumping from QS BTS to air, because the jump speeds are different when touching the BTS.
There are 6 QS BTS used in game (80-85). Problem is that most of them are displayed like a "↓" block in SMILE and they are working differently.

personitis

That's interesting. Do any of those BTS have major changes or is their function all really similar?

JAM

#452
Just tested:

80: "Land" quicksand block. Minimal restrictions. Keeps your speed when inside, so you can run when no holding left or right. Pushes you with force when turning around.
81: "Land" quicksand block. Almost same as above.
82: "Land" quicksand block. Same as above, but don't keep your speed.
83: "Inside quicksand room" block. Jump is no allowed at all.
84: Turbo quicksand block. Waterfall block? A little buggy. Alter jump height, including bomb jump. Horizontal movement is disabled. Moving around causing pushing Samus in sides with great force. Increases gravity, so you'll fall faster though these blocks, not slower if moving. Was made for "inside quicksand room", I guess, to wash you away with force.
85: "Air" quicksand block. Altering jumping height.

Fill the quicksand rooms with BTS 80 instead of 83 and you can run in the sand like this:

You can even jump through this sand like in Super Mario Bros 2.

As for the v1.4, it have Ceres! Very nice, Drew. I liked how you altered the Ridley battle. Am I supposed to fail anyway? Or, is there a very little change to hit Ridley enough times? [spoiler]1280[/spoiler]

Drewseph

Ridley has been tweaked and rebalanced in 1.5, which will be out when I get a few people to test it.  I'd like to somehow solve the 0.0% display in the stat screen too, but both your attempts to fix it do not work :(

Digital_Mantra

V1.4 11:55 / 79.0%
[spoiler]

[/spoiler]

Really enjoyed it, the only irritating part was when I died and lost an hour of progress to a grapple oob death glitch.
Great planet, best tourian, much applause.

Drewseph

Thanks windowhead, I'd like to hear the other side of the much welcomed positive feedback.  anything that really bothered you? also you should try out the EPBC.

Digital_Mantra

Well, this is the only hack thats ever given me that old childhood nostalgia, probably because the design is similar to the original. Feeling lost all over again was great.
The size of the planet used to throw me off but now I enjoyed navigating it. The aesthetics are all very professional. Tourian blew my mind it was so intricate.
Some of the roundabouts were tedious but only for a speedrunner, this game is meant for casual play, to absorb the entire scope of redesign.
There were 3 bugs I found, 2 random oob deaths for no reason, and 1 door where the top tile just went back into the same room. I'd have to look for them and get some screens.
The percent counter would have been nice if it were working but I wasn't fussed. The metroids are great and scary, it's just tedious when they respawn when you don't kill all 3 on time.
I look forward to trying this EPBC, and maybe even playing it again cause I love getting lost in your world.
I have a feeling that since I've developed attachment to 1.4, I may vehemently hate 1.5 depending on the changes you make.
Anyways you should be proud, I want to say you've made a great hack, but I'll say you've made a great video game. It's very official.

Drewseph

#457
now is a better time than any to at least tease the changelist for it... so here we go.

1.5
- Moved and changed behaviour of Express Elevators.  They can now
  connect to any other unlocked express elevator instead of two fixed ends.
- Adjusted enemy weaknesses and beam damage.
- Reduced charge beam shot cooldown
- Rebalanced Ridley Ceres damage: Each shot reduces HP by 70hp and will reduce HP
  during the second encounter in Lower Norfair. (Max HP deduction: 70.3%)
- Metroid stun is always maxed when stunned by bombs.  It no longer stacks.
- Increased countdown until Metroid's re-spawn
- Guardian hints now show once you've visited the Gatekeeper.
- Changed room layouts to make some guardians more accessible
- Adjusted room layouts to make some hidden passages a bit more visual.
- Removed Draygon door blocking West Maridia Guardian.
- Reduced activation time for platforms in lava.
- Automap fixes.
- Screw Attack doesn't give speed boost in sand falls when in air.
- minor expansion relocations.
- Added energy refill before first save in Tourian after completing Phase 1
- Made crumble block permanent at end of the final security death beam.
- Tweaked grapple beam swing  behaviour
- misc. tile changes in level data

Steel Sparkle

Those look like some welcomed changes..Nice to see things being fixed and tweeked. Are those changes so far or do you plan on doing them and lastly do you plan on making anymore changes after that or is this it?

Digital_Mantra

yeah those changes are reasonable, though I found grapple to be perfectly fine..

Drewseph

Quote from: Steel Sparkle on August 01, 2015, 07:38:44 PM
Those look like some welcomed changes..Nice to see things being fixed and tweeked. Are those changes so far or do you plan on doing them and lastly do you plan on making anymore changes after that or is this it?

Those are changes already made for the upcoming release.

MetroidPeter

Quote from: Drewseph on August 01, 2015, 04:27:06 PM
- Moved and changed behaviour of Express Elevators.  They can now
  connect to any other unlocked express elevator instead of two fixed ends.

You can now go from one express elevator to any other? How does THAT work?

Drewseph

Quote from: MetroidPeter on August 02, 2015, 05:30:12 PM
Quote from: Drewseph on August 01, 2015, 04:27:06 PM
- Moved and changed behaviour of Express Elevators.  They can now
  connect to any other unlocked express elevator instead of two fixed ends.

You can now go from one express elevator to any other? How does THAT work?

Play 1.5 and you will see :)

A Dummy

Sweet! This looks like a good time as any to play this redesigned redesign hack.

And also:

Quote from: Drewseph on August 01, 2015, 04:27:06 PM
- Metroid stun is always maxed when stunned by bombs.  It no longer stacks.
- Increased countdown until Metroid's re-spawn

This looks like what will make Metroids less infuriating while still keeping them dangerous, nice job.

advancedpillow

Word. This is sounding excellent. You've addressed all of my issues with the game. I am now whole-heartedly looking forward to replaying. Because I am so ready to love this game!

Steel Sparkle

What Pillow said. I can't wait to LP this gem <3.

Strokend

I managed to get to an eastern portion of Brinstar (Still west of the bug head on the map), but seem to be stuck here. The Hint told me how to get here, and it's telling me to go up on the right side of an almost square room, but it looks like I  need either the freeze beam or a grapple beam to get further.

[spoiler][/spoiler]

CaRmAgE

Quote from: Strokend on August 07, 2015, 01:16:53 PM
I managed to get to an eastern portion of Brinstar (Still west of the bug head on the map), but seem to be stuck here. The Hint told me how to get here, and it's telling me to go up on the right side of an almost square room, but it looks like I  need either the freeze beam or a grapple beam to get further.

[spoiler][/spoiler]

You could do the Hell's run like in the original Redesign.  Fortunately, there is another option...

[spoiler=Hint 1]Look for a hidden passage that will lead you to that spot.[/spoiler]
[spoiler=Hint 2]
Quote from: Strokend on August 07, 2015, 01:16:53 PM
and it's telling me to go up on the right side of an almost square room,
You're not too far off.[/spoiler]
[spoiler=Solution]Check the shaft directly under the 'B' in Brinstar for a hidden morph ball tunnel.[/spoiler]

OhCwap

Dunno if it's has already been asked, but, it's intended that phantoon gets insta killed by a x-factor?

Strokend

Quote from: CaRmAgE on August 07, 2015, 02:49:29 PM
Quote from: Strokend on August 07, 2015, 01:16:53 PM
I managed to get to an eastern portion of Brinstar (Still west of the bug head on the map), but seem to be stuck here. The Hint told me how to get here, and it's telling me to go up on the right side of an almost square room, but it looks like I  need either the freeze beam or a grapple beam to get further.

[spoiler][/spoiler]

You could do the Hell's run like in the original Redesign.  Fortunately, there is another option...

[spoiler=Hint 1]Look for a hidden passage that will lead you to that spot.[/spoiler]
[spoiler=Hint 2]
Quote from: Strokend on August 07, 2015, 01:16:53 PM
and it's telling me to go up on the right side of an almost square room,
You're not too far off.[/spoiler]
[spoiler=Solution]Check the shaft directly under the 'B' in Brinstar for a hidden morph ball tunnel.[/spoiler]

I swear I was looking all over for such a secret. I hate hell runs, and 300 energy is not enough to finish it. I would be able to reach the ice beam, but only 50 energy is not enough to get back to a spawner to refill.

CaRmAgE

Quote from: Strokend on August 08, 2015, 12:10:45 PM
Quote from: CaRmAgE on August 07, 2015, 02:49:29 PM
You could do the Hell's run like in the original Redesign.  Fortunately, there is another option...

[spoiler=Hint 1]Look for a hidden passage that will lead you to that spot.[/spoiler]
[spoiler=Hint 2]
Quote from: Strokend on August 07, 2015, 01:16:53 PM
and it's telling me to go up on the right side of an almost square room,
You're not too far off.[/spoiler]
[spoiler=Solution]Check the shaft directly under the 'B' in Brinstar for a hidden morph ball tunnel.[/spoiler]

I swear I was looking all over for such a secret. I hate hell runs, and 300 energy is not enough to finish it. I would be able to reach the ice beam, but only 50 energy is not enough to get back to a spawner to refill.

300 is actually enough (and all you can have at that point, anyway), because Drewseph designed it, so all enemies during the run drop large energy all the time.  So if you feel you must do the run, shoot everything with missiles, not just the guys at the pipes.

JAM

Quote from: Drewseph on August 02, 2015, 07:01:50 PM
Quote from: MetroidPeter on August 02, 2015, 05:30:12 PM
Quote from: Drewseph on August 01, 2015, 04:27:06 PM
- Moved and changed behaviour of Express Elevators.  They can now
  connect to any other unlocked express elevator instead of two fixed ends.

You can now go from one express elevator to any other? How does THAT work?

Play 1.5 and you will see :)
Drew made TEETH... =) Awesome!

PKstarship

#472
Hello! I recently finished Super Metroid Redesign: Axeil edition 1.4 and would like to give my input. About eight months ago I played the original Redesign. It started off decently, but the physics, the Hell Run, and The overall difficulty drove me away, and I stopped playing shortly after aquiring the Hi-jump boots. About a month ago, I gave Axeil Edition a shot and was pleasantly surprised.

-Things I Liked-
[spoiler]First off, the physics improvements are really amazing, as Samus no longer falls like a rock a split-second after the apex of her jump. The In-game timer and percentage counter on the equipment screen was also a nice touch. The hint system is also very well done, and I loved that it shows backtrack locations after you get the Super Bombs and Speed Booster. And while some hate the guardian hunting, I enjoyed it, as it reminded me of trying to find the Chozo Artifacts in Metroid Prime. The Hell Run feels a lot more fair than it did in the original Redesign too. The Screw Attack, while difficult to get, is a very awesome item. Not only does it kill almost anything, but it gives that nice speed boost, too. Finally, the addition of auto-walljumping and auto-morphing was a nice touch. I know those abilities quite well, but having them be automated saves you from having sore thumbs.[/spoiler]

While I like a lot of things in this, there are some things that irritate me.

-What Annoyed Me-
[spoiler]Crateria depths is an interesting part of the game, as it makes getting the gravity suit feel that much more rewarding when you finally do get it, but the ninja pirates? You can barely stand a chance against them as they aren't hindered by the water. And also, before you get the Hi-jump, moving through water in ball form is the slowest thing ever. Wouldn't a ball be more hydrodynamic than a woman in space armor? The Lost Caverns is an interesting concept, but it feels that the solution is too well-hidden. Another thing that gets on my nerve is how drawn out some of the bosses are. Phantoon only gives you a chance to attack after four or so minutes of dodging its projectiles. Fighting Ridley and then the Golden Torizo right after annoyed me because I just got done fighting a boss, just to have another boss come out of nowhere. There is also a distinct lack of Save Stations placed around Zebes. And finally... Norfair. Some lava pits in Norfair are almost impossible to escape, if not fully impossible. Combining that with a lack of Save points makes Norfair terrifying until you get the gravity suit. I'm not quite done talking about lava though...[/spoiler]

I don't fully hate Tourian, but some things about it still bother me.

-Tourian and the escape sequence-
[spoiler]I've seen many people angry about Tourian. Personally, I kinda like the feeling of infiltrating the space pirate base and slowly taking it down. The first thing that annoyed me though was how the brown pirates are immune to the screw attack. Pretty minor, but I found that the Metroids were WAY worse. The Metroids in normal Tourian aren't too bad to deal with, but the Feeding Pit... some rooms In the Feeding Pit have more Metroids than are in the entirety of Tourian in the original Super Metroid. And the Metroids move lightning-fast, making it nearly impossible to get a bead on them, and if one latches on and you remove it, another Metroid INSTANTLY latches on, forming some cruel loop that goes on forever. The Death-beams didn't cause very many problems for me, except for one room that drops you onto one if you forget to jump through the door, which is pretty cheap. I was suprised to see the Mother Brain room absolutely unchanged. The Mother Brain fight was pretty easy. I found it interesting that Samus loses most of her equipment after being blasted by the hyper beam, something that reminds me of the Metroid Prime games. After that came the escape. Nothing has made me so mad as i was there. Everything starts off decently, with a room that tests your ability to... bomb jump? one room annoyed me because you have to jump through a door in a specific way to get to the other side, but if you mess up you have to go through a few rooms to attempt the jump again. then there's the iconic "jump up a shaft full of very small platforms to get to the elevator" which I actually really like. The Crateria Depths part stressed me out, moving so slow while timer ticks down. Then came the rage. The areas of Crateria with the gray mushrooms was a nightmare. Rooms filling with lava so fast that if you mess up a jump, you can't do anything except watch Samus die a painful death. If I were to type all the profane things I yelled after playing this, I would be Perma-Banned from this forum. That is how much I hate this part. I have played the entirety of the game up to this point without using save-states, but after dying to the lava around five times, I save-stated my way to the Gunship. Essentially, I hate the escape because it shows a lot of the flaws that Redesign has,  such as the painfully slow morph-ball, slow water sections, inobvious ways to get through certain rooms, and several unfair lava rooms, all just crammed into fifteen minutes. I don't mean to sound like a jerk here, but these things do really bother me.[/spoiler]

Anyways, thanks for letting me rant here, and I hope my input can help you in some way. Can't wait for 1.5  :^_^:

Edit: Every time you visit a new region for the first time, the name appears in the bottom-left corner of the screen, and it looks really professional. Could it do that every time you enter the region, not just the first time? And could there be a way added to switch between beams quickly without pausing when beam combo isn't equipped? And could there be separate arm cannon graphics for each beam when only one beam is equipped at a time? Just some small requests that would be cool to see in a later version of this.

LiquidDreams

I haven't played much, but I really like how huge the world is. Finally something I can truly get lost in.

Like someone else pointed out, I also think there are too many doors. Maybe removing a few would be a good idea.

And:

Quote from: PKstarship on August 14, 2015, 07:24:48 PM
Every time you visit a new region for the first time, the name appears in the bottom-left corner of the screen, and it looks really professional. Could it do that every time you enter the region, not just the first time?

I second this. It's a very nice touch.  :^_^:

Can't wait for Redesign 1.5!

SuperKB

Hello everyone. I'm pretty sure most of you know me from m2k2. I just finished clearing this game 100% today. Great remake Drew. I'll write a review later but now the rest is needed.