= Metroid Vanguard = Samus Aran in SRB2 [v1.3a]

[Reusable] = Metroid Vanguard = Samus Aran in SRB2 [v1.3a] 1-3a

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Metroid Vanguard 2.png

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!

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!

A big update improving gfx, performance, gameplay physics and adds new tricks like Screw Attack walljumps and omnidirectional walljumps. Still a bit rushed, so we might need a 1.3a patch someday.
-Disabled the "cross" crosshair type's aim-adjust when in netgames to avoid desyncs. Though I really recommend using any other crosshair in general.
-Added a special optimized level you may enter before save files show up to avoid crashes. This auto-loads in single player. In netgames you may select it at your whim. The save menu pretends this stage doesn't exist and will treat the last level or boot level as the "current level".
-Added stage preview pictures for DSZ4, ACZ4, and the Safe Save Load level.
-Added jump buffering from falling & pain states for easier player control.
-The Wave Beam charge shot no longer self-inflicts damage when shot at certain angles in coop.
-The Plasma Beam now has a seperate explosion hitbox for opening monitors easier.
-Players now respawn with an increased amount of minimum ammo if they Game Over to bosses in DSZ4 & ACZ4.
-Improved performance when other players all spam missiles or wave shots.
-Removed compatibility with Duke Nukem mod in favor of compatibility with upcoming Duke update.
-Random misc minor stuff
-Added compatibility to use Samus' custom dialogue system on non-Samus characters. All you need to do is add player.mo.forcesamustext = true when calling the function. For examples on actually using the function, enter LUA_SAMM with SLADE and use the CTRL+F feature to look for "example part 1" and "example part 2". The Samus Dialogue function on line 1500 also gives extensive detailing on its variables. Requires knowledge of Lua.
-Optimized save & loading code to be less intensive.
-Saves no longer instantly auto-loads save 1. Wait as you long as you think you'll need for your game to catch up.
-You now have to play the Metroid Vanguard campaign for achievements. Make sure "World Events" are not disabled!
-If your savefile has the "cleared game" achievement, story dialogue will now stop appearing on that save.
-Game now autoselects current-level if you're a netgame joiner.
-Samus now shoots a little higher if the player forces the crosshair to 'cross'. Personally I still recommend the Angle Crosshair.
-The default setting now lets joiners join with their personal save files. Enter your ship to turn this off or on. Does not override your old save.
-Improved custom skincolor detection for Samus' "custom suit" options. Custom skincolor mods no longer need to be loaded in any specific order to work properly either.
-Autobrake no longer applies to the morph ball regardless of setting.
-You can now reset the first time setup menu in the ship options.
-Updated Morph Ball physics. Speed retention massively improved.
-Updated non-morphed physics. More responsive strafing and momentum redirection.
-You can now morph from springs and when walking off ledges, but vertical momentum is cut.
-Beam Combos and Hyper Beam are *much* less performance intensive.
-Samus' viewpoint is now higher in first person to reflect her actual height.
-Minimum spiderball charge increased from 38% to 50%.(Happens when morphing in midair.)
-Boost Ball now draws in ammo/energy pickups and no longer drags down the spring ball effect.
-Added a framejump system (5 frames of coyote time) to make jump timing windows more generous. Does not apply to the Spring Ball.
-Removed Crystal Flash's instant Shinespark and Screw Attack. They caused players to accidentally fling themselves into the stratosphere too often.
-Some of the Wave Charge Shot's diffusion blasts will home into nearby enemies or monitors now. (But never players)
-Added fall height stun. Doesn't apply to morph ball.
-Removed Crystal Flash scroll text. The player's likely too overstimulated at this point to take all that in. Just mash that missile button!
-Updated the look and feel of most weapons, their impact, explosions, etc. The new visuals are purely cosmetic and do NOT affect hitbox or damage balance.
-Morph Ball leaves a Metroid Prime style trail now when moving fast.
-First person arm cannon now angles itself based on your movement. Can be turned off in the Ship Menu.
-Explosion glares now reflect Samus' face in her visor like in Metroid Prime
-The main Spider Ball HUD now shrinks rather than disappears whenever you're not actively using the Spider Ball, sparkles upon a full recharge, and now also blinks and glows purple when the Spiderball is unusable. -Added extra graphics when the speedbooster activates.
-HUD now encircles the lockon health meter, and displays a small graphic of said enemy + their weakness.
-Scan visor icon pops up when it's usable.
-Minor update to Samus' walljump animations
-Frozen enemy Ice Blocks are now true 3D thanks to 2.2.9's splats.
-Stole SA-Sonic's saloon door bust gfx.
-Enemies now catch fire from plasma beam kills
-The main Spider Ball HUD now shrinks rather than disappears whenever you're not actively using the Spider Ball, sparkles upon a full recharge, and now also blinks and glows purple when the Spiderball is unusable.
-Boost Ball tackle damage nerfed (*36 to 30*), but granted a missile tank steal mechanic! The odds are based on the victim's max missiles. IE: 11% success chance if victim has 20 missiles, but 71% if they have 200. It always fails against a max count below 20.

-Hitting the winning player in Hunters with charge shots now drops prism orbs. Only you can see these and pick them up. They replenish 5 energy and 1 missile, are slightly magnetic, and disappear within 8 seconds. Their magnetism can be strongly amplified with the charge beam's pull-in effect.
|Power Beam charge shots grant 1 orb, Spazer and Ice grant 2, Wave and Plasma grant a large prism.
|As an exception, Bombs and Boost Ball tackles also grant prism orbs (*with a 1 second cooldown*)

-Nerfed the Wave Beam's Charge Shot/Beam Combo damage(46 to 39) and slowdown debuff(80% to 30%), but added the status effect "Wave Overload". Wave Overload lasts for 2 seconds and makes Samus:
|Uncontrollably spam missiles and beams if not Morphed, otherwise spam bombs.
|Randomly and instantly swap beam weapons |Randomly start a beam combo if you have alot of missiles (50+)
|Unable to charge, use Power Bombs, Super Missiles, the Speed Booster, Spider Ball, or the Boost Ball.
|Able to Screw Attack instantly, instantly dispells the effect. However, your launch angle will be uncontrollable.
|Forced to turn your shinespark charge into an instant Shinespark/Ballspark forward angled directly at your shooter. This can backfire at the shooter, but also be used purposely to make someone fly straight into a pit or crusher

-Death Ball:tm: impacts now make the user recoil, but fires flaming bolts across the field and inflicts Wave Overload status.
-Updated a few admin-intended functions normal players were able to access.
-Monitor respawn custom time menu option works properly again.
-Beams and explosions no longer clip into walls when fired from point blank range.
-Fixed 2.2.10-update related HUD errors
-Fixed a 2.2.10-update related glitch where you'd lose the ability to fire/morph.
-Fixed 2.2.10-update related immortality glitch.
-Patched out rare crusher softlock in Eggman Castle 3
-Changed methods so mods trying to force SF_SUPER and transform sectors won't bug out.
-Misc minor bugs.
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.
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.
-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.
There is an isolated gorey scene in the darkness of ACZ4. You'll get an unmissable warning well before it appears and an option to turn it off if this kind of stuff bothers you.
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Author
Golden Shine
Downloads
34,030
Views
63,000
Extension type
zip
File size
55.7 MB
MD5 Hash
6433b1889696b0c191ba272f96f599cc
First release
Last update
Rating
4.83 star(s) 47 ratings

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Latest updates

  1. 1.3a hotpatch, fixed crosshair desync and save menu crash

    Here it is, the anticipated hotpatch to fix a crosshair desync. Comes with a few QoL features as...
  2. The much-needed 1.3 update!

    2.2.10 breaking Samus forced my hand into an update, and then I got carried away. 1.3 is a...
  3. v1-2

    Just a minor update I worked on this evening. Fixed that persistent .bat file mistake and the...

Latest reviews

Yeah!!!
My one of favorite addon for srb2 are update!
And it's cool!


Well just like somewhere there was a new battle with eggman...
But I've had enough and new hmm shooter super metroid prime randomizer gameplay.

Thanks for game! ( U wU)
Upvote 0
so cool i love metroid and this is awesome!
Upvote 0
This mod was a blast to play, I played the Prime games (Got to the artifact hunt for MP1, forgot where I am in MP2, and near beating MP3 I think)
Upvote 0
Easily one of my favourite character mods, but not without it's flaws. It's first is how extremely difficult ACZ4's boss is. That being said, I have been known as being pretty bad at Metroid Bosses. The second problem (and the most important of the 2 so it'll be in caps) SOFTLOCKING CAN HAPPEN. Entered ACZ4 with one life, died to the boss and tried to continue only to find I couldn't morph ball, so I couldn't get to the boss arena holding energy.
Upvote 1
Insane level of depth. Experiencing all of the vanilla levels as Samus really gives them a different feel, heightened by small aesthetic changes that bring a more metroid atmosphere. Never thought I'd love Deep Sea Zone this much. There's also a couple of extra stages for good measure where story beats are needed. There's a few lines at the start of most stages, which are all very well written characterizations for Samus and remind us all the eggman really *is* an intergalactic threat.
The moveset of Samus is really inclusive and complex, making it very possible to get to any character restricted routes. This allows her gameplay to focus more on item completion, rewarding each new monitor you find with a chance at a permanent upgrade to her arsenal. I ended up spending upwards of 20 minutes per level at times searching for upgrades and emerald tokens (which are also reworked). It may take some time for 100% completion, which is where this mod's save system comes in.
This has to be the most transformative character mod in existence. It's hard to put all of the experience into words, so you should definitely try it if you haven't.
Upvote 0
Great mod, great levels, great character,but there's one thing i noticed, the last level function is broken af, you can grind on the first half of the game to reach ultimate power before you even beat dark samus, and i have no idea how to recharge the hyper beam, other than that it's awesome👍
Upvote 0
As a huge Metroid fan, I must say, WOW.
I found this on twitter after Samus was trending, and immediately downloaded and did a full playthrough on it. It's pretty cool how if you aren't used to playing SRB2 in a first person perspective, the levels feel so much different, I found myself getting lost in levels I would normally zoom through (Which is not at all a bad thing), I would find emerald tokens (And alternate paths, though because I prefer playing SRB2 as just Sonic) I NEVER would have found on a vanilla SRB2 playthrough by just casually exploring with Samus. Once I got boost ball and shinespark, I would try to find all kinds of shortcuts especially in ACZ. I also love the couple original acts, with unique bosses, and the entire map giving such a dark and creepy atmosphere, I saw these non-moving enemies and when I shot them they would vanish, and in my head I'm like "Wait what are they doing?" and then it hit me "OH It's just like Super Metroid, those are husks!" or "Watch out for the blue?" and then approaching the boss of that act and realizing what that meant. I love the attention to detail, and the little references. If there ever were an update to this mod, I would personally really like having the Power Grip from Zero Mission (Although that would snap levels in half with all the movement options already lol), and of course 3D models, at least for Samus and her gunship. Overall just a very solid mod and worth playing through if you're looking for something a little different.
Upvote 0
This is amazing. Although after downloading version 1.2 my 100% run has come to a dead stop by the hands of a horribly consistent crash that seems to occur since the mod's save well... saved after the metal sonic fight. Every single time it gives me a segment violation when I try to start up a run and my save appears present in slot 1.

In the very least, is there any way to delete the save without going into the campaign?
Golden Shine
Golden Shine
The save isn't corrupted or anything. It's the menu causing a lagspike and SRB2 not being able to load all the data fast enough. How often this occurs depends on your device's performance.

-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!
Upvote 0
literally made an account here for the first time in like 10 years to say that this is awesome. downloaded this around 10p and ended up accidentally pulling an all-nighter playing it. it's inspired me to pick lua back up again and try my hand at srb2 mods.

my only notes:
1. arid canyon boss was an *amazing* inclusion, but it is kind of a
visual clusterfuck, particularly because there aren't any 3d models as of yet. the excessive knockback and hitboxes flying everywhere is extremely difficult to deal with in first-person, and even harder with sprites. i'd remove the shadow clones and sparks flying and make the battle much more like the first one in [redacted] - slower-paced, and more constrained.

(also, it seems like it really ought to be the final boss in lieu of OVA robot)

2. you've already got the metroidvania vibe with the monitors, but i think the levels themselves could be chained together in a metroidvania-esque way too, with the entrances and exits being two-way. obviously you're working with the existing campaign, but you could use the same techniques as the actual sm randomizer to generate a level path that is theoretically completable with the items in set locations. just an idea - one that i might work on at some point myself.

3. the solution you've come up with for the emerald tokens is clever, but i think a better one lies in prime games: the chozo artifacts / sky temple keys. with the game already allowing you to go to previous levels without losing equipment, it seems like you could gate the final level behind the chozo artifacts, and then replace their locations as-necessary to require samus's items to access. you could combine this suggestion with (1) and (2) and make the arid canyon boss the reward for collecting all the artifacts, etc.

4. samus's walkspeed probably doesn't need to be so fast - combined with the low traction, it was a liability during some of the platforming sections, which there are many. it'd probably be good to lower her base speed and then raise it back once you get the speed booster.

overall, probably the best srb2 mod i've ever played! which says a lot, because the competition is fierce. amazing work.
Upvote 0
Two things before we start: I have no prior experience to metroid besides refrences and i completed this game twice once on zero mission and a second time on the second difficulty with 100% armor.

Overall this mod was Incredibly fun and well made. It fully utilizes the open Map design of the levels making exploration very fun (only thing that was a little annoying was getting health batteries). combat felt satisfying and platforming was decent. extra credit to the overall tone of the game with it always having an ``abandoned´´ fell to it thx to the soundtrack and slight weather and time changes. but here are some minor complaints that would make the game perfect in my eyes.

1. Some bosses are WAY too easy same can be said about the regular enemies even on harder difficultys

2. The hyper beam is way too overpowered for how easy it is to get all emeralds. i would recommend either nerfing (boring route) or making the emeralds harder to get by bringing special stages back (epic route).
I would recomend making em small arenas where you fight a horde of regular enemies within a time limit (seriously i loved fighting those small metroids would be a shame to only fight em once)

3. i feel like theres a gap between egg rock act 2 and the level after that because it all happens so sudden, another level inbetween wouldnt hurt.
also the last two bosses feel very anticlimactic in the first playthrough (although the 100% bonus makes up for it)

4. (Huge spoiler warning) The story feels like its taking place shortly after the bad ending (implied trough time differences and someones body still twitching and being down there in the first place) which brings me too two issues.

The story has build up from showing the danger of metroids too actually killing a main game character, giving (me at least) expectations on how it will end. But after the boss fight with my faker the story just stops developing anymore and goes straight to destroying eggmans base.
What about the other characters? what was the point of killing someone if your not gonna expand on that. just either dont kill someone or atleast mention what happend too the rest (like for example you could make the escape pod crashland when you get outside after beating the faker).

In short i dont think you are confident in your story to be able to kill of characters (no offense to you, your mod is still amazing and i know it took you alot of effort)

Second issue is samus questioning how someones transporting metroids so fast followed up with two levels later with the blood writing ``beware of the blue´´ this made me assume sonic is involved in those two things which wasnt the case.
Here you just need to phrase the blood writing differently.

5. Egg rock act 2s music isnt fitting with the tone of all the other levels.(this is very minor)

and that sums it up. theres no need for my complaints to be coverted into an update since my oppinion may not line up with others or yours even and i know you also have your own life (i wasted an hour of mine writing this) and you probably want to work on other projects.
i would gladly like to hear your thoughts and wish you good luck on your future work.
Golden Shine
Golden Shine
Hey, thanks for the detailed review! Let me try return the favor!

1: Try give Fusion Mode a shot, you probably won't find it so easy! (don't do it on "new game plus" that time. :P) If even that's easy, try a low% Fusion run. If you find THAT easy, try entering eSports.

2: Turning special stages back on IS an option in the ship, actually! I just personally think they're repetitive for anybody who's collected the emeralds before. NiGHTS special stages use the same gameplay for all characters and break the Metroid spirit.

3: I got really burned out after the ACZ4 and DSZ4 bosses and stage and would've had to delay Metroid Vanguard and give up on SA-Sonic if I continued. Glad you're up for more content, though!

4: It being Fang is moreso an easter egg than anything meaningful. The Sonic cast isn't really related to the mission or ever brought up. Samus just got fed up with Eggman's intervening and extended the mission to take him down. (Really, just an excuse to keep playing through SRB2's campaign. The story was written around SRB2's campaign rather than vice versa.)

The "Blue" Fang wrote on the wall is a warning not to approach the nearby Phazon. (Which is blue.)

5: Was meant as final stretch base-storming hype music. The game's a cakewalk after ACZ4 until Brak catches Samus off-guard.


That's my thoughts! Much as I love Metroid Vanguard, I might not approach it again in the future. But then I did say that before and the 2.2 update ended up alot more ambitious than intended, so who knows!
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