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SM Redesign: Axeil Edition FINAL

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

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CaRmAgE

Quote from: Lady Aran on June 17, 2016, 04:17:34 AM
Well, I made it to Phantoon and...well, the bastard won't die! He's completely red, but all he does is either figure-8 around the room or float in the middle of the room and spam the blue eyeball-shield thing. I've already been fighting him for at least 15 minutes and I'm getting kind of frustrated. I've even tried using the X-Ray scope during the instances he vanishes (I can see his silhouette, lol) but that doesn't seem to do anything.

I remember him being kind of a bitch in SM, but this is crazy. Hopefully though, I'm hoping it's just on account of me being stupid instead of requiring something like the Wave Beam to finish him off, as I do not have it yet. I do have Spazer though.

[spoiler=Phantoon tips]Pretty sure you should be using missiles to damage him.  Otherwise, the fight will take forever (He does have a lot more HP this time).  Also, for the shield thing, IIRC, you can pass through the fires harmlessly using a pseudo-Screw Attack, but I could be remembering wrong.  Finally, due to him randomly doing his Super-Missile counter during the second half of the fight, you may have to try damaging him whenever he becomes vulnerable during his figure-8 pattern instead of waiting for the rain of fire.[/spoiler]

Lady Aran

#626
Thank you very much for the tips! Yeah, I tend to use missiles on him even in vanilla SM, so I'm used to that. I did notice he's got a lot more health compared to vanilla though, which is both good and bad.

And I was finally able to beat him earlier, thanks to your help, so thank you. Got the Gravity Suit and am currently exploring Maridia!

ETA: By the way, does anyone have danidubs map for this game? I tried using google, but everytime I click on the map image, I get taken to what I presume is the site his web-site is hosted on. I'd like to have it more for reference than anything, to go with other hack maps I've got. Thanks! :)

Quietus

You could always one-hit-kill him with a shinespark, but I recall that requires more than us mere mortals can manage. :^_^:

CaRmAgE

Quote from: Lady Aran on June 17, 2016, 05:04:19 PM
ETA: By the way, does anyone have danidubs map for this game? I tried using google, but everytime I click on the map image, I get taken to what I presume is the site his web-site is hosted on. I'd like to have it more for reference than anything, to go with other hack maps I've got. Thanks! :)

I mentioned this on the Ice Metal thread, but the Mapstation site is down right now.  Unfortunately, the Axeil Edition is the one map I forgot to download, so I don't have a copy.  Drew moved about half of the expansions around, but the map of the old version could still be helpful for finding some of them.  If you want, I can temporarily upload the map of the original Redesign to my Photobucket, so there's at least something to reference for the time being.

Quietus

You can access a cached version of the Axeil map here. :^_^:

Lady Aran

CaRmAgE, thank you for the offer, but I actually already have the map for the original Redesign. But thank you :)

Quietus, thank you for the map! :D Definitely going to save this!

Also...I'm a bit stumped as to how the hell I'm supposed to make it past all these damn crumble blocks in Norfair. Remind me again why crumble block jumping was removed?

In game:


On map:


If it's like I suspect, given the curve, I'm guessing getting to the other side involves HBJ? If that's the case, I may as well skip the damn thing, as HBJ or even IBJ in SM I could never get the timing down for. I can IBJ in MZM though, but this isn't MZM.

I miss my crumble block jumping :(

CaRmAgE

Quote from: Lady Aran on June 18, 2016, 03:09:49 AM
Remind me again why crumble block jumping was removed?

Drew didn't want players to break the puzzles he made with different solutions, which is understandable.

Quote from: Lady Aran on June 18, 2016, 03:09:49 AM
In game:
[spoiler]

[/spoiler]

You're supposed to use a single bomb jump with a "running start"...

Quote from: Lady Aran on June 18, 2016, 03:09:49 AM
On map:
[spoiler]

[/spoiler]

[spoiler=Alternate solution]...or you can take the shortcut along the right side[/spoiler] (that's what I did).  Keep in mind you'll still need to use the above solution to get the expansion in the big room to the left, as there's no alternate solution for that one.

Technomagus

I haven't bothered putting the annotations on my Axeil 1.52 videos, but after checking my notes from poking around in SMiLE, Phantoon is absurdly weak to Charge Shots, taking 4.5x damage from them.  For reference, Charged Ice deals 300 damage, Wave deals 200, and Spazer deals 250, pre-multiplier.  Missiles, on the other hand, only deal 100 damage, and he only takes 1.5x damage from them.  Phantoon only has 4,864 HP, as well, so 4 charged Ice shots will kill him, as they deal 1,350 damage a hit.  A well-timed Wave SBA could also one-shot him, in theory.

Actually, here's the weapon damage chart (as of 1.52) for reference:

Missile - 100 damage
Super Missile - 300 damage
Bomb - 30 damage
Power Bomb - 200 damage hits twice

Echo - 4096
Speed Booster - 500 per frame
Shine Spark - 300 per frame
Screw Attack - 2000 per frame
Psuedo Screw Attack - 10

SBA (affected by charge multiplier) - 300 per particle

Beam type - Uncharged/Charged
Power (No beams) - 10/150
Ice - 75/300
Wave - 30/200
Spazer - 25/250
Plasma - 50/800
Ice/Wave - 88/336
Ice/Spazer - 51/350
Ice/Plasma - 90/1000
Wave/Spazer - 46/200
Wave/Plasma - 75/900
Ice/Wave/Spazer - 114/400
Ice/Wave/Plasma - 100/1200

[spoiler=Boss Notes]Ridley and Draygon both take 1/2 damage from charged shots, but can be damaged by uncharged Plasma and Plasma combos.  Dragon takes a massive 52x damage from uncharged Ice/Wave/Plasma, if you can obtain Beam Combo and Plasma before fighting him, otherwise he takes 10x damage from uncharged Plasma, Plasma/Ice, or Plasma/Wave.  Ridley takes normal damage from any uncharged Plasma shot.  Ridley, Draygon, and Gold Torizo all take double damage from Super Missiles.  Ridley takes double from PBs, and GT takes double from Charged Shots, as well.  Draygon takes 27.5x damage from normal bombs, too.  If you fought Ridley on Ceres station, every shot landed will reduce his health in Lower Norfair by 70 HP, to a minimum of 8,996 out of a maximum of 30,288.  Gold Torizo has 16,000 HP, and Draygon has 10,000 HP.[/spoiler]

Lady Aran

Quite the informative post there, Technomagus. Unfortunately, though I've managed to beat Kraid, Crocomire, Phantoon and Draygon, I 've yet to get to Gold Torizo and Ridley...and at this point, I'm not sure if I ever will. Seems like everywhere I try to go (and thanks to Quietus, I now have a map, which I use almost every second) there's either a gate or, more likely, a gray door. And it seems like the only way to actually get to Ridley is via shinesparking through the room that held the [spoiler]Grapple Beam[/spoiler], I think. So, needless to say, I'm feeling a bit discouraged, frustrated and burnt out from the tedious task of merely trying to get from point A to B.


CaRmAgE

Quote from: Technomagus on June 19, 2016, 02:43:14 AM
I haven't bothered putting the annotations on my Axeil 1.52 videos, but after checking my notes from poking around in SMiLE, Phantoon is absurdly weak to Charge Shots, taking 4.5x damage from them.  For reference, Charged Ice deals 300 damage, Wave deals 200, and Spazer deals 250, pre-multiplier.

Never thought to use the Ice Beam, since that beam normally sucks.  Good to know.

Quote from: Lady Aran on June 19, 2016, 05:05:16 AM
Quite the informative post there, Technomagus. Unfortunately, though I've managed to beat Kraid, Crocomire, Phantoon and Draygon, I 've yet to get to Gold Torizo and Ridley...and at this point, I'm not sure if I ever will. Seems like everywhere I try to go (and thanks to Quietus, I now have a map, which I use almost every second) there's either a gate or, more likely, a gray door.

[spoiler]Remember the gate puzzle in the top-right corner of Norfair (not the Screw Attack one, but the one several rooms above that)?  Go one room to the left and use a Power Bomb.  That's the entrance to Lower Norfair.[/spoiler]

Quote from: Lady Aran on June 19, 2016, 05:05:16 AM
And it seems like the only way to actually get to Ridley is via shinesparking through the room that held the [spoiler]Grapple Beam[/spoiler], I think.

[spoiler]That's part of the EPB route, so you can ignore it.[/spoiler]

Technomagus

Also, just a few more things to note:  It is possible to fight Ridley before Draygon (little late), and it is possible to obtain Plasma before fighting Ridley.  Supposedly, it's possible to obtain Beam Combo before Draygon, but I haven't been able to figure it out yet.

Lady Aran

Holy shit, I made it to Tourian! Yay for me! And you know what? It stinks! I went back and read some of the tips people posted here about the god-awful Metroids, tried them repeatedly, and still found myself eaten alive. Specifically when dealing with my first 3 Metroid room...I killed all 3 and then they quickly respawned and I knew I was screwed. I must have spent a good 2 or 3 hours trying to beat them, to no avail. It was at this time that I finally said "f%^# it!" and played another hack.

I was willing to overlook the tedious exploration, because parts of it were quite fun. But I cannot overlook the shitpickle that is Tourian. While the new Metroid AI is neat, after the fiasco with having to kill the 3 Metroids I'm probably not going to finish this hack, unfortunately. You just...shouldn't have to deliberately take a fatal acid bath to get the damn things off, only to have them float right above you and just repeat the damn cycle.


A Dummy

#637
The Metroid respawns should be on a limited count, I don't know exactly how many it is but if you keep killing them it should stop after awhile.
Bombs are probably the better and easier option for dealing with Metroids anyway.
I think it takes 4 bombs +1 more for each Metroid attached to you, and when they get knocked off with bombs they are stunned for a bit, giving you a chance to freeze and kill them.
To really make the acid trick work, I think you have to freeze them before jumping out of the acid so them don't just latch right back on again, it can potentially be faster to do it this way, but harder to actually execute.

Does the Screw Attack help at all? I honestly can't remember if the Screw Attack stopped Metroids from latching on or not, I should probably play this hack again to refresh my memory. (I also don't remember if Power Bombs were helpful or not.)

Lady Aran

Power bombs don't work, I tried them. The Screw Attack doesn't help either; pretty much the only things that work are bombs and missiles and the ice beam.

Drew was kind enough to send me a PM with some helpful tips on how to get past the rooms with the 3 Metroids in them, so I'm going to try again. I sure as hell didn't get this far just to quit. Despite my issues with parts of the hack, it really is a pretty fun, albeit massive, SM hack :)

Alukraid

Try again when 1.6 releases. Can confirm doable Tourian!  :cheers:

Technomagus

Screw Attack only repels Metroids if you are directly above them, otherwise you get latched.  Screw Attack as a whole is completely useless in Tourian, since it can only destroy Rinkas.  Every other enemy will knock you out of it.  Drew's Metroids specifically punish the default "Freeze then Super" mentality of fighting them, since supers have such a huge cooldown.  The "correct" way to fight them is to let them latch onto you, bomb them off to stun them, and then freeze and kill them with five missiles one at a time while the others are still stunned.  In other words, the complete opposite of every other Metroid strategy in existence.

Lady Aran

Quote from: Alukraid on June 21, 2016, 09:38:02 AM
Try again when 1.6 releases. Can confirm doable Tourian!  :cheers:

Crap. That's all well and good, but what will happen to my current game when I update the hack to 1.6? I assume a hard save is a good idea?

Alukraid

Hard save or save states will transfer between versions without issues. (From my experience anyways)

CaRmAgE

Quote from: A Dummy on June 20, 2016, 10:29:33 PM
The Metroid respawns should be on a limited count, I don't know exactly how many it is but if you keep killing them it should stop after awhile.

Unless it was changed in one of the more recent versions, all the Metroids in the room have to be dead at one time in order for them to stop spawning.  That's why picking up their drops before they're all dead is a bad idea.

Quote from: Alukraid on June 21, 2016, 08:31:01 PM
Hard save or save states will transfer between versions without issues. (From my experience anyways)

For my experience, hard saves are safer, since they just store information on where you are and items obtained.

Rezbyte

#644
Hey there, first post!
Started a new run recently, hadn't played 1.52 yet.
The readme mentions that is is possible to skip Walljump using the EPB route, but after collecting Morpball->Missles->Bombs i found out that this particular sequencebreak also triggers the barrier which blocks off Walljump during the EPB run. The only way to leave the area is with an infinite bombjump. Is this supposed to happen? It thought it would have been a neat shortcut, just like the heatrun before Kraid.

TheAnonymousUser

Quote from: Rezbyte on June 24, 2016, 02:10:09 PM
Hey there, first post!
Started a new run recently, hadn't played 1.52 yet.
The readme mentions that is is possible to skip Walljump using the EPB route, but after collecting Morpball->Missles->Bombs i found out that this particular sequencebreak also triggers the barrier which blocks off Walljump during the EPB run. The only way to leave the area is with an infinite bombjump. Is this supposed to happen? It thought it would have been a neat shortcut, just like the heatrun before Kraid.
First off, if you haven't, at least finish axeil before trying epb at all.
[spoiler=Not sure if spoiler, but will do anyway]
Secondly, I wouldn't say it's "possible" to skip walljump. More like you don't get it at all, and the game makes sure of it, just like with bombs.

I suppose you've noticed all the little wire like tiling across crateria. The majority of those are armed, and touching even one bombs you out of epb (ie. reset)

Unfortunately, epb involves using a piece of tech which isn't even mentioned at all (and to my knowledge, is specific to axeil edition):
If you (crouch) jump and do a damage boost early enough, you'll gain more height, along with the horizontal distance of a damage boost. And sadly, epb is very heavy in diagonal damage boosting (or whatever people want to call them. Either way, epb requires way too much of it)[/spoiler]

Rezbyte

#646
I already finished the game and know how the EPB challenge works, i was talking about using the EPB puzzle just to get back to the ship and move on to collect bombs (the regular ones, not Powerbombs). This way its possible to skip the trip to Brinstar and back for Walljump but also means for whatever reason that you wont be able to get Walljump at all

TheAnonymousUser

Quote from: TheAnonymousUser on June 24, 2016, 03:02:06 PM
[spoiler=Not sure if spoiler, but will do anyway]
...More like you don't get it at all, and the game makes sure of it, just like with bombs.
I think you missed that part...
iirc, the readme even states that starting epb means you forfeit bombs and walljump. So you what you're trying to do is already not possible...

Rezbyte

[spoiler=From the official Readme:]Skip Walljump: If Samus manages to avoid "detection" after claiming missiles and morphball then a passage in the landing site will let your return to your ship. You can then head over to get bombs.

Early Powerbombs: There is a powerbomb expansion directly behind the first missile pack. If you manage to pass through the proper security trigger then you can return and collect this expansion. However, if you are "detected" you cannot ever get this powerbomb until you have powerbombs. The gatekeeper will IMMEDIATLEY grant access to Tourian if you collect this expansion!
      The Challenge: Bombs and Walljump boots are inaccessible during this challenge. Use hard saves at designated stations, since there is a possibility you will get permanently stuck.  Use caution when entering morphball passages.[/spoiler]

The way im reading this, Walljump should only be blocked off if i actually collect Powerbombs.

TheAnonymousUser

Quote from: Rezbyte on June 24, 2016, 05:14:47 PM
[spoiler=From the official Readme:]Skip Walljump: If Samus manages to avoid "detection" after claiming missiles and morphball then a passage in the landing site will let your return to your ship. You can then head over to get bombs.

Early Powerbombs: There is a powerbomb expansion directly behind the first missile pack. If you manage to pass through the proper security trigger then you can return and collect this expansion. However, if you are "detected" you cannot ever get this powerbomb until you have powerbombs. The gatekeeper will IMMEDIATLEY grant access to Tourian if you collect this expansion!
      The Challenge: Bombs and Walljump boots are inaccessible during this challenge. Use hard saves at designated stations, since there is a possibility you will get permanently stuck.  Use caution when entering morphball passages.[/spoiler]

The way im reading this, Walljump should only be blocked off if i actually collect Powerbombs.
The way those 2 are worded, it's as if they're 2 different things, so I guess I can see where you're coming from there. But in reality, they go hand in hand, because bombs require walljump, and is blocked off by a sensor, whilst walljump is just blocked off by a sensor