SRB2 Message Board  

Go Back   SRB2 Message Board > Sonic Robo Blast 2 > Releases > Characters

Reply
 
Thread Tools
SRB2 =Metroid Edition= Samus Aran[UPDATE 1] (Samus.wad) Details »»
SRB2 =Metroid Edition= Samus Aran[UPDATE 1] (Samus.wad)
Version: Update 1, by Golden Shine (Here to bring light!) Golden Shine is offline
Developer Last Online: Jun 2019

Category: Version: SRB2 Rating: (8 votes - 5.00 average)
Released: 06-16-2017 Last Update: Never Installs: 7
Characters Scripts Sprites/Graphics



Last summer I've played a classic Zandronum mod called Metroid Dreadnought for the first time...and with me being a huge Metroid/SRB2 geek, I couldn't help but feel inspired to bring Samus Aran to the strange world of SRB2! Obviously, SRB2 is a whole different beast from the likes of standard DOOM and Metroid, so a lot of work needed to be done to make it work. But I think I got it to work out in the end! You guys can judge, though, 'cause I'm releasing this early to celebrate Metroid Prime 4 and Metroid: Samus Returns!

CHECK OUT THE TRAILER!

The wad teaches you how to play as you go and unlock powers one at a time, so you should be able to ease yourself into it even if you've never played Metroid games. If it's STILL overwhelming, well....then check out the google docs! It has info on the controls, all upgrades, console commands, multiplayer damage, advanced techniques, etc!

GOOGLE DOCS (Info/Controls/Commands/Etc)

For example, I bet a select few of you will want to use the SWAPFIRE command to swap FIRE and NORMALFIRE.


Spoiler: Update 1 Changelog

I'm so sorry for making you all update, but a gamebreaking bug showed up and it'd be terrible of me to just leave it in. But hey, I added some new features too to make up for the inconvenience. ^^;

●Charge Beam now attracts ammo/health pickups.
●Holding the scores button now brings up Samus' equipment screen in Single Player.
SamusPowerDrop command added. It's an admin-only command that can drop any individual powerups or tanks, including Energy Tanks.
●Monitors broken by Sonic characters in coop will now respawn too, so you no longer need to yell at other players for breaking them.
●You need Super Missiles/Powerbombs to break Knuckles-only walls now. Bombs/missiles still work on spinbustables, though!
●Fixed permanent Screw Attack invulnerability/reflect exploits.(Basically why I updated)
●If you fail to charge your beam all the way, you'll now fire a normal shot instead of nothing.
●Samus now starts with 50 health if she enters a new level with less.
●Sonic characters can now kill Samus in Match, and generally shouldn't cause as many bugs. I still wouldn't call it balanced, though.
●Tweaked balance. Some enemies do more or less damage, some have more resistance to Samus' attacks, Super Missiles only do 2x damage on bosses now, Powerbombs do 3x, some minor Match multiplayer balance tweaks, monitor drop rate has been slightly tweaked, etc.
●Some other minor fixes.

Unfortunately I could not fix the Morph Ball getting stuck on ramps glitch when going very fast. It's a bug with SRB2's scaling in general, not Samus specifically.

Download Now

File Type: zip Samus.zip (1.70 MB, 4311 views)

Screenshots

Click image for larger version

Name:	srb20061.jpg
Views:	2708
Size:	144.4 KB
ID:	10727   Click image for larger version

Name:	srb20031.jpg
Views:	3371
Size:	131.8 KB
ID:	10728   Click image for larger version

Name:	srb20054.jpg
Views:	2699
Size:	130.3 KB
ID:	10729   Click image for larger version

Name:	srb20027.jpg
Views:	2571
Size:	170.5 KB
ID:	10730   Click image for larger version

Name:	srb20073.jpg
Views:	2641
Size:	189.0 KB
ID:	10731  

Click image for larger version

Name:	srb20059.jpg
Views:	2348
Size:	118.5 KB
ID:	10732   Click image for larger version

Name:	SAMSCHAR.png
Views:	12221
Size:	6.1 KB
ID:	10733  

Show Your Support

  • This addon may not be copied, reproduced or published elsewhere without the author's permission.

Comments
Old 07-05-2017   #42
Golden Shine
Here to bring light!
 
Golden Shine's Avatar
Default

Thanks a lot for the advice! I'm a mindlessly bumbling idiot when it comes to working on HUD stuff. The only way I get anything done at all is by constant trial and error until I seem to get things where I want them....and then figure out it still breaks in netplay/splitscreen/weird resolutions/certain addon combinations. It's been a nightmare, but I plan on addressing as much as I can in future updates.

Quote:
Originally Posted by "Lat'" View Post
Sometimes I find myself farming a monitor for a power up I want to have only because it keeps giving me pickups I already have maxed out (missiles/morphball bombs). Maybe adding checks on the player's arsenal to prevent such scenarios would be good.
Everything Samus gets is a luxury, so not getting exactly what you want on the first try shouldn't be an issue. There's already checks for some monitors that basically guarantee powerup drops depending on the player arsenal, but that's not the case for more rare/powerful drops. If I guaranteed drops for everything depending on what you had, you could be at full power easily at the end of GFZ2. Getting too much ammo should be an encouragement to use missiles/powerbombs. They are still stronger, after all. Only giving you tanks/powerups just because you're stingy and maxed out would be nuts. Also, respawning monitors are only in multiplayer coop. You won't get that luxury in Single Player. Now I could make monitors ricochet shots from players who've already opened them before in coop, but I feel like that goes a bit too far just to prevent camping...?

Quote:
Originally Posted by "Lat'" View Post
I also don't know how difficult it would be to implement, but having a system that saves your abilities similar to KeepStuff.wad if you are to get synched out of a netgame would be very neat, as I can see stuff being very detrimental to a player who just got a fully powered suit and happens to get synched out because someone has terrible internet.
If I can do it, I more than happily will! Been looking into something like that for the autospeedbooster and swapfire commands too.

Quote:
Originally Posted by Axonic View Post
This wad is amazing, man! I remember hearing about the Metroid Dreadnaught mod and being disappointed that I couldn't buy the game required to play the mod. But you, Golden Shine, made my dreams come true! I've played this mod a lot, and I gotta say, you did an excellent job!

I do wonder what your future plans for the mod may be. You plan on adding stuff? Or just a couple of bug fixes and balances to the character? Possibly even... including her grappling beam?
Thanks a ton, I'm glad to make people happy! I've been thinking about the Grapple Beam, but I feel like in this kind of game it'd be waaaay overpowered. I could limit it's use, maybe, but how? Grapple Beam "ammo"? In general a powered up Samus already borderline breaks SRB2....still, that said, I do have at least one little extra ability in mind. Also been considering beam combos like in Metroid Prime, but ooooo boy....would be a bitch to balance those....
__________________
Released addons so far:

SRB2 Metroid Edition(Samus.wad)
Golden Shine is offline   Reply With Quote
Old 07-07-2017   #43
Flare957
a.k.a. HyperFlare957
 
Flare957's Avatar
Default

There seems to be an issue when it comes to playing as Samus in pre-2.1 Special Stages. Not matter how many rings you collect, you'll never reach the requirement. Any way to fix that?
Flare957 is offline   Reply With Quote
Old 07-07-2017   #44
Legendary Emerald
Custom User Title
 
Legendary Emerald's Avatar
Default

This is probably a bad question, but when did SRB2 stop allowing save files when character WADs are loaded in? I'd love to play through all of the game with Samus, but I'm not up to doing it all in one run. Is this problem local to me, or does everyone experience it?
Legendary Emerald is offline   Reply With Quote
Old 07-08-2017   #45
Golden Shine
Here to bring light!
 
Golden Shine's Avatar
Default

Quote:
Originally Posted by Flare957 View Post
There seems to be an issue when it comes to playing as Samus in pre-2.1 Special Stages. Not matter how many rings you collect, you'll never reach the requirement. Any way to fix that?
Since Samus doesn't use the ring system, it simply never counts rings. Pre-2.1 special stages never even came to my mind since they're not used anymore. That said, I know some ways to get around this, so it'll get fixed.

Quote:
Originally Posted by Legendary Emerald View Post
This is probably a bad question, but when did SRB2 stop allowing save files when character WADs are loaded in? I'd love to play through all of the game with Samus, but I'm not up to doing it all in one run. Is this problem local to me, or does everyone experience it?
It's been an issue for a long time. If the game thinks it's modified, it simply refuses to save anymore.(though you can cheat this limitation by adding a character and then some mod with a custom save) Even if this wasn't a thing, though, the problem is that it won't save any Lua data anyway, so you'd still spawn without all your collected powerups.

Closest thing you can do is use the level select and SamusPowerDrop command to bring you to the level you used to be in and give yourself the powerups you used to have.
__________________
Released addons so far:

SRB2 Metroid Edition(Samus.wad)
Golden Shine is offline   Reply With Quote
Old 07-22-2017   #46
Rumia1
Backseat Developer
 
Rumia1's Avatar
Default

Alright so I've just come back to play this wad once again, I figured something like Mystic Realm would be good to play through with it since it feels very exploration heavy.

Within the first level I went out of my way to find every single monitor I could and get what I could from them. Out of all the monitors I destroyed only one of them had an upgrade (the Ice beam) and two of them had missile drops, not expansions, drops. The rest consisted entirely of just gold health pickups.

Please increase the rarity of these golden health drops and maybe swap their chances of dropping with the purple health drops.


Also, I'd like to report a bug that the high-jump doesn't actually make you jump any higher than usual, it just gives you the spring ball ability and that's it.

One last thing, could you make it so that energy tanks perminantly increase your health in Single Player and make them the only thing that drop from 1-up monitors? perhaps making it so that you don't actually die from pits and such and instead get warped back to the last checkpoint you touched with a chunk of your health taken away? I played through the entire single player campaign and I had an incredible amount of difficulty defeating the final boss even though I went out guns blazing with super missiles and power bombs.
__________________
Quote:
Originally Posted by Cirno
Egguman-senpai...
Rumia1 is offline   Reply With Quote
Old 07-25-2017   #47
who-what-where-whale
who-what-where-whale
 
who-what-where-whale's Avatar
Default

I just finished the vanilla map-pack with Samus and holy crap do I love this WAD. The way that most SRB2 maps are made translates very well to a Metroid-y character. The way the upgrades work makes me actually want to explore the levels, and when I got a fully powered-up suit in CEZ2 and that pumped-up brinstar music started playing I got the most amazing sense of joy and awe.
I had a blast playing this, but I do have a bit of feedback and nitpicks. First of all, as other people have stated, some of the upgrade items' icons don't make sense. Second of all, increase the amount of height the springball can jump, because in Metroid 2 and Super Metroid the high-jump boots increase the springball jump height as well as the regular jump height, and in Zero Mission the High-Jump boots grant the springball, and its jump-height is as high as regular high-jump-height. Third of all, is there a way to diagonal shinespark? I know you can do it vertically and horizontally but I couldn't do it diagonally.
__________________
and there he goes...
he hass the signature
who-what-where-whale is offline   Reply With Quote
Old 07-25-2017   #48
Rumia1
Backseat Developer
 
Rumia1's Avatar
Default

Quote:
Originally Posted by who-what-where-whale View Post
Third of all, is there a way to diagonal shinespark? I know you can do it vertically and horizontally but I couldn't do it diagonally.
All you have to do is press back instead of forward to diagonal shine spark, this doesn't work in analog mode though (and really, why would it?)
__________________
Quote:
Originally Posted by Cirno
Egguman-senpai...
Rumia1 is offline   Reply With Quote
Old 08-04-2017   #49
Golden Shine
Here to bring light!
 
Golden Shine's Avatar
Default

Quote:
Originally Posted by Rumia1 View Post
Within the first level I went out of my way to find every single monitor I could and get what I could from them. Out of all the monitors I destroyed only one of them had an upgrade (the Ice beam) and two of them had missile drops, not expansions, drops. The rest consisted entirely of just gold health pickups.
Sounds like really specific RNG. I'll continue to fine-tune monitor drops bit by bit.

Quote:
Originally Posted by Rumia1 View Post
Also, I'd like to report a bug that the high-jump doesn't actually make you jump any higher than usual, it just gives you the spring ball ability and that's it.
Are you absolutely sure? I have GIFs from the current Samus version with the High Jump and without the High Jump and it works exactly like it should. Did you add any other wads other than Samus and Mystic Realm that could've interfered somehow?

Quote:
Originally Posted by Rumia1 View Post
One last thing, could you make it so that energy tanks permanently increase your health in Single Player and make them the only thing that drop from 1-up monitors?
I'll keep it in mind, at least for the Single Player campaign. For the final boss, I suggest saving your powerbombs/super missiles for the last few hits to kill him before he can blast you off the stage.
__________________
Released addons so far:

SRB2 Metroid Edition(Samus.wad)
Golden Shine is offline   Reply With Quote
Old 08-04-2017   #50
Rumia1
Backseat Developer
 
Rumia1's Avatar
Default

Sorry, the high jump not working was a bug with one of the wads I'm working on that I always load with the game and I just realised that it was the cause a few days ago when working on something else.
__________________
Quote:
Originally Posted by Cirno
Egguman-senpai...
Rumia1 is offline   Reply With Quote
Old 04-18-2019   #51
Cabelio
The "Last Hero"
Default

Some bugs to be fixed:


Samus cannot shinespark in lower scales, and can shinespark without speed booster in higher scales (Could not replicate latter)


Samus can clip through elevating terrain using morph ball against walls.


Boss knockback from power beam can make scripted bosses impossible.


ACZ upper path merge double spring really just doesn't function without morphing. Samus gets a spontaneous amount of bonus momentum mid-flight, causing issues in that specific spring string.


Morph Ball allows wall clipping at high speeds.


Energy Tanks are not remembered between levels.



Some suggestions:


Minor visual indications for charged boost ball and power bombs. (Red and green glows)


Use grapple beam to grab onto objects like Tails automatically when shooting at them.


Special beam attacks from Super Metroid? I don't know how'd they trigger...


Crystal Flashing. Just, crystal flash.


Give more velocity out of wall jumps in 3D to allow easier wall jumping, and ignore back inputs unless a parameter (ex. expertmode) is activated to override easier wall jumps.


In 2D, allow automatic aiming with forward and backward buttons to direct to up and down immediately, like in the games.
__________________
The Support Class who can't land a rail on a noob as long as they move.
Cabelio is offline   Reply With Quote
Old 2 Weeks Ago   #52
Golden Shine
Here to bring light!
 
Golden Shine's Avatar
Default Samus.wad 2.2 is being worked on!

Hey everyone, I've been working on Samus again recently! The update's already taken me more time than the entire initial release, so expect it to be a big one....and probably also take a while longer! Also, I realize OpenGL and some resolutions got screwed up even more in recent SRB2 updates, but I managed to redo the way I've written the HUD for the next release. Until then, I suggest using 1080*1920 in software.

==============================

Quote:
Originally Posted by Cabelio View Post
Some bugs to be fixed:
Samus cannot shinespark in lower scales, and can shinespark without speed booster in higher scales (Could not replicate latter)
Surprised you even found this out. Putting that on the to-do list.
Quote:
Originally Posted by Cabelio View Post
Samus can clip through elevating terrain using morph ball against walls.
SRB2 never expects you to switch scales anywhere other than in controlled environments, so it acts wonky sometimes. I put a safeguard into the new version to try and prevent this, mainly to prevent accidentally crushing yourself, but I can't promise it'll be perfect.
Quote:
Originally Posted by Cabelio View Post
Boss knockback from power beam can make scripted bosses impossible.
You mean custom bosses? I'll put in an exception to not push them back.
Quote:
Originally Posted by Cabelio View Post
ACZ upper path merge double spring really just doesn't function without morphing. Samus gets a spontaneous amount of bonus momentum mid-flight, causing issues in that specific spring string.
Considering it's extremely rare and easy to work around, I won't mess with that. I'd likely just cause bugs with other springs if I tried.
Quote:
Originally Posted by Cabelio View Post
Morph Ball allows wall clipping at high speeds.
As in actually clipping past walls? I'm not sure what you mean. Can you show me?
Quote:
Originally Posted by Cabelio View Post
Energy Tanks are not remembered between levels.
That was intentional. They were only for Match/CTF. Due to high demand, though, I've recently implemented them as a system for Coop replacing lives.
Quote:
Originally Posted by Cabelio View Post
Minor visual indications for charged boost ball and power bombs. (Red and green glows)
Already a variation of that implemented in dev version!
Quote:
Originally Posted by Cabelio View Post
Use grapple beam to grab onto objects like Tails automatically when shooting at them.
That's a cool idea. The Grapple Beam isn't a high priority yet, mainly because I'm trying to think of a good way to translate it into SRB2. There's no items to grapple to or pits you have to cross with it, and grappling any random ceilings or flying Tails' could quickly become either too situational or overpowered.
Quote:
Originally Posted by Cabelio View Post
Special beam attacks from Super Metroid? I don't know how'd they trigger...
Already implemented in the dev version! They're Metroid Prime-styled Beam Combos, using up excess missiles for special attacks.
Quote:
Originally Posted by Cabelio View Post
...not a priority, but who knows? An extra easter egg can't hurt.
Quote:
Originally Posted by Cabelio View Post
Give more velocity out of wall jumps in 3D to allow easier wall jumping, and ignore back inputs unless a parameter (ex. expertmode) is activated to override easier wall jumps.
Walljumps have always been a bit of a secret bonus for the ones truly trying to master Metroid. I know Samus Returns made it supereasy, but I'd prefer to keep it a reward for skill.
Quote:
Originally Posted by Cabelio View Post
In 2D, allow automatic aiming with forward and backward buttons to direct to up and down immediately, like in the games.
I never even thought about up/down aiming. Will definitely put that in.


Golden Shine is offline   Reply With Quote
Old 2 Weeks Ago   #53
Twins'R'Awesome
Lower-Mid tier pixel artist
 
Twins'R'Awesome's Avatar
Default

Interesting that you're continuing to work on this despite Kart taking all of the glory compared to SRB2

I'm not complaining tho, Samus is a fantastic character that I enjoy playing with, but the only problem I'm seeing, which is probably not even a fixable issue due to how complex the character is, a more simplified control scheme.

It feels weird that I have to get all new binds set up just to play as him, the way his controls are setup are not at all SRB2-like, and as a result, I have to rebind some things back to normal whenever I have to switch to say: Sonic during ringslinger modes (why would I ever do that :V).

Hope that issue is at least considered when she will eventually get the update she needs atm
__________________
The most E P I C gamer around~
Twins'R'Awesome is online now   Reply With Quote
Old 2 Weeks Ago   #54
Rumia1
Backseat Developer
 
Rumia1's Avatar
Default

I'd say a temporary fix would be to set up some sort of exec file where you have all your Samus binds in one and your non-Samus binds in another, then use the exec command to rebind on the fly. This may be more work than you wanna do though.
__________________
Quote:
Originally Posted by Cirno
Egguman-senpai...
Rumia1 is offline   Reply With Quote
Old 2 Weeks Ago   #55
Sinny33
 
Sinny33's Avatar
Default

Saturn MD2 anyone?
Sinny33 is offline   Reply With Quote
Old 2 Weeks Ago   #56
Golden Shine
Here to bring light!
 
Golden Shine's Avatar
Default

Quote:
Originally Posted by Twins'R'Awesome View Post
Interesting that you're continuing to work on this despite Kart taking all of the glory compared to SRB2

I'm not complaining tho, Samus is a fantastic character that I enjoy playing with, but the only problem I'm seeing, which is probably not even a fixable issue due to how complex the character is, a more simplified control scheme.

It feels weird that I have to get all new binds set up just to play as her, the way her controls are setup are not at all SRB2-like, and as a result, I have to rebind some things back to normal whenever I have to switch to say: Sonic during ringslinger modes (why would I ever do that :V).

Hope that issue is at least considered when she will eventually get the update she needs atm
I'm not doing it for popularity, I'm just not really into SRB2 Kart. Not calling it trash, but there's a lot of Mario Kart clones. There's only 1 Sonic game like SRB2.

Anyway, the major focus on the upcoming update is actually accessibility and options! Autospeedbooster and swapfire are implemented into the new ship system for easy access. Weapons can be instantly switched to with numbers, and the Screw Attack can alternatively be activated by double-tapping jump.(Meaning the CUSTOM buttons are entirely optional now)

Analog mode is now also supported and has close range aim-assist on anything that's not a player.

The Screw Attack can be alternatively angled up and down with spin/jump. Shinesparks can alternatively angled diagonally now by pressing spin.

If there's any other binds you find troublesome or wish there was an option for, let me know! Right now in development the only buttons necessary to play Samus are jump, spin, fire, and normalfire.
__________________
Released addons so far:

SRB2 Metroid Edition(Samus.wad)
Golden Shine is offline   Reply With Quote
Old 2 Weeks Ago   #57
Rumia1
Backseat Developer
 
Rumia1's Avatar
Default

Thank you for Analog Support, I will love you for all eternity.
__________________
Quote:
Originally Posted by Cirno
Egguman-senpai...
Rumia1 is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:25 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2019, vBulletin Solutions, Inc.