- I give permission for this addon to be reused, modified, or ported by anyone
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- Yes
- I understand my submission will be rejected if it does not follow forum rules, Submissions guidelines, and/or file name conventions
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- Yes
Metroid Vanguard is the story campaign's name for Samus Aran, a character mod originating from much excitement upon seeing Metroid Dreadnought!
Whether you play Samus' story which comes with unique dialogue, stages, events and bosses...or play Hunters to fight other players, looking for powerups and aiming for 100% item rate is always the name of the game! You can customize the game with the Gunship's menus, so if you really want to play 3rd person, suck at aiming, etc, you'll be covered with the Lock-On and other accessibility options.
New 2.2 Features:
- Up to 99 save files that are even cross-compatible with online play or levelpacks.
- New story, events, dialogue, and DSZ4+ACZ4! Features new secrets, bosses and enemies.
- 3 new optional bonus items, new hidden techniques, and a Lock-On for people playing third-person, are bad at aiming, stuck in a laggy net-game, etc!
- Hunters gamemode! Specialized version of Match just for Samus with optimized settings. Crossplay with Sonic characters and mods like Duke is still possible!
- New options, first-play menu, and (highly recommended)auto-add feature for SamusMusic.pk3.
BurningFox - Upgrading the player sprites from the original Dreadnought ones, and making the Power Suit variants!
Lightdasher - Making the sprites for Arid Canyon 4's custom boss!
Giancarlo1987 - The Metroid Vanguard logo you see in the thread!
DrStephen - 100% ending firework sprites
SMS Alfredo, Bloops, Tatsuru, Amperbee, Flame - Giving me Lua tips when I got stuck
Hero 3.0 TSB - Adding an extra frame to Samus' jump animation.
Nev3r - Letting me edit assets from his canceled Samus to make the new visor-edges.
Rumia1 - Getting placeholder MIDIs for those unable/unwilling to get SamusMusic.pk3
Motdspork - Being a big inspiration with his Duke Nukem release!
And from beyond the SRB2 community
Spore Spawn - Allowing me to use and edit his reticule for the scan visor, and also the item capsule for the 3 new bonus items!
TerminalEst123 and the Metroid Dreadnought Team - Main inspiration. Some of og base assets. Generally being awesome.
Ramagno - For the side view of the Omega Metroid sprite, originally seen in AM2R. I based the design and other angles of his sprite!
Music Composers - I've included a tracklist with credits alongside the SamusMusic pk3! Hope I did okay by you all the way I mixed it in. Special thanks to MetalWario64 for remastering some tracks exclusively for Metroid Vanguard!
Lightdasher - Making the sprites for Arid Canyon 4's custom boss!
Giancarlo1987 - The Metroid Vanguard logo you see in the thread!
DrStephen - 100% ending firework sprites
SMS Alfredo, Bloops, Tatsuru, Amperbee, Flame - Giving me Lua tips when I got stuck
Hero 3.0 TSB - Adding an extra frame to Samus' jump animation.
Nev3r - Letting me edit assets from his canceled Samus to make the new visor-edges.
Rumia1 - Getting placeholder MIDIs for those unable/unwilling to get SamusMusic.pk3
Motdspork - Being a big inspiration with his Duke Nukem release!
And from beyond the SRB2 community
Spore Spawn - Allowing me to use and edit his reticule for the scan visor, and also the item capsule for the 3 new bonus items!
TerminalEst123 and the Metroid Dreadnought Team - Main inspiration. Some of og base assets. Generally being awesome.
Ramagno - For the side view of the Omega Metroid sprite, originally seen in AM2R. I based the design and other angles of his sprite!
Music Composers - I've included a tracklist with credits alongside the SamusMusic pk3! Hope I did okay by you all the way I mixed it in. Special thanks to MetalWario64 for remastering some tracks exclusively for Metroid Vanguard!
Samus teaches you how to play as you go and unlock upgrades one at a time, so you should be able to ease yourself into it even if you've never played Metroid games. Your ship unlocks advanced info, so stop back often if you like knowing all the intricacies!
-Rare crash upon booting save menu. About 0.1% to 10% chance depending on how laggy the game is. Playing in Software or using the Android port also increase crash odds. This should sort itself if SRB2 ever gets optimized, but perhaps I can figure out a solution one day. Custom online-compatible save systems are tricky.
-Adding SamusMusic.pk3 BEFORE SMCL_Samus means you get the placeholder music. Add Samus first, then add it or just let the auto-add feature do it's thing.
-If you add custom colors before adding Samus, her suit colors may be different for that playsession. Adding Samus first negates this problem.
-Adding SamusMusic.pk3 BEFORE SMCL_Samus means you get the placeholder music. Add Samus first, then add it or just let the auto-add feature do it's thing.
-If you add custom colors before adding Samus, her suit colors may be different for that playsession. Adding Samus first negates this problem.
Just a quick update.
-Added 2.2.9's new glow-rendering to certain effects.
-CHAOS MODE: Samus' Hyper Mode enemies never spawn in Chaos Mode, Emeralds never act like single player tokens, and Samus can't hurt others anymore. Probably won't work in full compatibility, but right now, if you add Samus before Chaos Mode, it's quite playable at least!
Balance Changes:
-Lowered damage taken from instakills. (49 to 40. Fusion Mode is still 65.)
Bug Fixes:
-Put in a safeguard reverting Samus' color to the default if you tried to save a color above the amount you have added at this point. This caused crashes for some people.
-If infinite lives are on, Samus now also has infinite respawns.
-Fixed the ".bat' file mistake from the 1.1 release.
-Added 2.2.9's new glow-rendering to certain effects.
-CHAOS MODE: Samus' Hyper Mode enemies never spawn in Chaos Mode, Emeralds never act like single player tokens, and Samus can't hurt others anymore. Probably won't work in full compatibility, but right now, if you add Samus before Chaos Mode, it's quite playable at least!
Balance Changes:
-Lowered damage taken from instakills. (49 to 40. Fusion Mode is still 65.)
Bug Fixes:
-Put in a safeguard reverting Samus' color to the default if you tried to save a color above the amount you have added at this point. This caused crashes for some people.
-If infinite lives are on, Samus now also has infinite respawns.
-Fixed the ".bat' file mistake from the 1.1 release.
Options & QOL Changes:
-You're now presented a clear warning and option to censor the ACZ4 corpse scene when you enter ACZ4.
-The First Setup Menu now sets your Crosshair to "Angle". It only does this for the first time playing, hopefully that's an ok compromise.
-Default Lock-On setting is now "toggle" rather than "hold".
-Cursor now starts at your saves rather than "Play Without Saving", and you'll need to hold jump for 1 second to select "play without saving".
-New tutorial on Lock-On, Charging, and Monitor Hunting, since some poor confused souls were being introduced to Samus in Hunters/Match/CTF, otherwise only knowing how to spam poorly aimed powerbeam shots.
-Revised Level Clear theme by MetalWario64.
-Directional blood splatter when getting hit is now a Prime-style light.
Balance Changes:
-Powerbombs/Hyper Beam instakill Egg-Guards, and their teleport now accounts for vertical aim, momentum, and height limitations.
-The ACZ4 and DSZ4 bosses deal less damage. (Roughly 10%, depends on attack)
-Hitting Samus players multiple times in a row with weaker attacks will now also be able to make them drop their emeralds/flag.
-CF is 20% less common in Hunters/Match/CTF.
-You'll regain a spacejump if you bounce off a monitor.(Remember you can also morph/walljump to freedom when "stuck" in a corner)
-Edited ACZ4's ending to make the implied trick more apparent, hopefully having players disregard the Shinespark and Boost Ball sooner.
Bug Fixes:
-The Hunters/Match medals for winning in Challenger Mode are fixed! By extension, the True Hyper Beam Combo is available again!
-Fixed Hypermode enemies not spawning properly upon respawn in single player if the mapheader had noreload.
-Enemy rolling now only happens in 2.2.9 to prevent lag when using 2.2.8.
-CF glow is now disabled if you're using software to stop lagging the game. Thanks, ancient renderer.
-Fixed a rare save loading issue upon respawn.
-More various bugfixes and minor balance adjustments.
-You're now presented a clear warning and option to censor the ACZ4 corpse scene when you enter ACZ4.
-The First Setup Menu now sets your Crosshair to "Angle". It only does this for the first time playing, hopefully that's an ok compromise.
-Default Lock-On setting is now "toggle" rather than "hold".
-Cursor now starts at your saves rather than "Play Without Saving", and you'll need to hold jump for 1 second to select "play without saving".
-New tutorial on Lock-On, Charging, and Monitor Hunting, since some poor confused souls were being introduced to Samus in Hunters/Match/CTF, otherwise only knowing how to spam poorly aimed powerbeam shots.
-Revised Level Clear theme by MetalWario64.
-Directional blood splatter when getting hit is now a Prime-style light.
Balance Changes:
-Powerbombs/Hyper Beam instakill Egg-Guards, and their teleport now accounts for vertical aim, momentum, and height limitations.
-The ACZ4 and DSZ4 bosses deal less damage. (Roughly 10%, depends on attack)
-Hitting Samus players multiple times in a row with weaker attacks will now also be able to make them drop their emeralds/flag.
-CF is 20% less common in Hunters/Match/CTF.
-You'll regain a spacejump if you bounce off a monitor.(Remember you can also morph/walljump to freedom when "stuck" in a corner)
-Edited ACZ4's ending to make the implied trick more apparent, hopefully having players disregard the Shinespark and Boost Ball sooner.
Bug Fixes:
-The Hunters/Match medals for winning in Challenger Mode are fixed! By extension, the True Hyper Beam Combo is available again!
-Fixed Hypermode enemies not spawning properly upon respawn in single player if the mapheader had noreload.
-Enemy rolling now only happens in 2.2.9 to prevent lag when using 2.2.8.
-CF glow is now disabled if you're using software to stop lagging the game. Thanks, ancient renderer.
-Fixed a rare save loading issue upon respawn.
-More various bugfixes and minor balance adjustments.
-Rare crash upon booting save menu. About 0.1% to 10% chance depending on how laggy the game is. Playing in Software or using the Android port also increase crash odds. This should sort itself if SRB2 ever gets optimized, but perhaps I can figure out a solution one day. Custom online-compatible save systems are tricky.
-Adding SamusMusic.pk3 BEFORE SMCL_Samus means you get the placeholder music. Add Samus first, then add it or just let the auto-add feature do it's thing.
-If you add custom colors before adding Samus, her suit colors may be different for that playsession. Adding Samus first negates this problem.
-Adding SamusMusic.pk3 BEFORE SMCL_Samus means you get the placeholder music. Add Samus first, then add it or just let the auto-add feature do it's thing.
-If you add custom colors before adding Samus, her suit colors may be different for that playsession. Adding Samus first negates this problem.
There is an isolated gorey scene in ACZ4. While obscured by darkness, the details are intense. You'll get an unmissable warning well before it appears and an option to turn it off, so don't worry if you feel you'd otherwise enjoy the mod.
-First, try to start in OpenGL and close any programs, see if it works in a few tries.
-If that doesn't do it, rename sav1.dat to sav2 or sav3. That moves the save slot so nothing will be loaded at first and SRB2 gets more time to initialize. You'll find that file in "Luafiles>Client>MetroidVanguard"
I'll probably try to make another patch in the future to try mitigate SRB2's I/O limitations. Sorry for the trouble!