= Metroid Vanguard = Samus Aran in SRB2 [v1.5d]

[Open Assets] = Metroid Vanguard = Samus Aran in SRB2 [v1.5d] v1.5d

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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 areas, bosses and enemies.
  • 3 new optional bonus items, the Power Grip, improved walljumps, new secret techs, and a Lock-On for accessibility/3rd person versatility, 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.

If you're missing only SamusMusic.pk3, you can get it seperately here.

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!

MAIN/MISC
-Improved performance all across the board.
-Improved support for dedicated servers. Things should be tracked better now even without a player 0. If you join an empty dedicated server without admin, YOU'll be considered the host and can manipulate Samus' admin settings.
-You can now view your item-screen in multiplayer too. (hold the score button) This feature is COOP-only!
-Non-Samus players now also drop Samus-specific items when they open monitors, and their destroyed monitors respawn quicker.
-Some VFX improvements, like new 3rd person charge VFX, Speed Booster windlines, improved boss Shields, Final Boss debris, etc.
-Minor HUD QoL improvements, like ammo flashing red when used up, active, beamswitch icons, etc.
-Added extra Samus' hurt SFX so they don't get as repetitive and work better for Morph Ball.
-Samus' low energy alarm now shuts up after 6 seconds.
-Changed Spiderball meter drain a little. (Buffed...somewhat?)
-Added more HUD elements to aid with Spiderball mechanics.
-Added ForceSamusSkin, SamusNetSaves, SamusCampaign, MetroidSkins, and SamusDifficulty commands. They do what the gunship already does, although ForceSamusSkin is a new console exclusive command. It's useful over the regular forceskin since Samus is technically 2 skins.
GAMEPLAY TWEAKS
-The Spider Ball now recharges very slowly in midair, and has improved wall-tracking.
-Samus' Ice and Hyper Beam shots now scale with her movement speed!
-Rebalanced monitor item drops a bit in all gamemodes. 1-up monitors can now drop a ammo/health buffets, for example.
-The Gattling Vortex now halts firing when Shinesparking/Screwattacking with reduced drain, rather than canceling the combo entirely.
-The Gattling Vortex no longer drains missiles when you're in a knockback state.
-Improved Travel paths of Ice Charge Combo blasts and Wave Charge Shot explosions.
-Improved 3rd person autoaim & lockon. (Samus remains recommended for 1st person!)
-Spazer Shots, Spazer Charge Shots, and regular Plasma Shots now have mild "floorsliding" properties.
-Your Power Beam Combo meltdown is now much quicker if it's your only beam. (20 seconds > 5 seconds)
-Changed Spiderball meter drain a little. (Buffed...somewhat?)

CAMPAIGN:
-You may now quick-travel to checkpoints in DSZ4/ACZ4 after getting there, even after a game-over.
-You now respawn with full health + some ammo in DSZ4/ACZ4 when dying to the boss.
-In Multiplayer Coop, grabbing checkpoints now heal you to a minimum of 50 energy.
-MT_BLUECRAWLA now has nerfed speed & range on the flamethrower. (Hyper/Fusion Difficulty)
-MT_MINUS and MT_VULTURE now deals more damage, while MT_BUGGLE deals less.
-MT_UNIDUS is now huge, faster, and deals more direct damage.
-MT_ROBOHOOD now shoots a ricocheting fire arrow volley to be more thematically accurate.

HUNTERS & MATCH MODES
REBALANCING:
-For a battle's first 90 seconds, the Power Beam will need to boot up its "Long Beam" properties. This is to encourage upgrading ASAP, and allow easier getaways in the initial parts of a match.
-You now start off with the Power Grip, unless you're in Challenger Mode.
-Scanning now reveals monitors in Matches too! Also, for a Match's 1st minute, scanning now ONLY reveals monitors.

CATCH UP MECHANICS:
-If you join late into a Match, you'll start with extra ammo tanks assuming the other players are far ahead on score.
-Everybody but 1st place now (re)spawns with their Scan Visor Radar active.
-You can now only scan for players who are of equal score to you or higher.
-Ammo-refill amount on death is now based on how far behind you are on score.
-Getting killed by players when already far behind on score late in a match now grants missing equipment.

BOUNTIES:
-Added sparkling Bounty Target icons to the Radar. Bounty Targets are players in 1st place or using Challenger Mode. The player that last killed you also becomes a personal Bounty Target. Bounty Targets grant +25% score and may drop prism orbs. (*orbs only you can see and grab*)

BUGFIXES:
-Made an incredibly hacky method to prevent netgame desyncs when Samus' camera auto-switches. Please notify the SRB2's github that camera.chase does NOT sync unlike the original chasecam toggle that got removed from Lua's access for no valid reason.

-Limited enemy-sprite rollangles to prevent SRB2 2.2.13's gradual memory leak from crashing SRB2. Notify SRB2's github of this rollangle memory leak to ensure 2.2.14 ACTUALLY fixes it.

-Samus' shots now won't get stuck on walls to your right as easily.
-Samus' shots are more accurate when fired at extreme angles.
-Fixed a few cases where projectiles with floorsliding properties acted funky.
-Fixed some color and cross-netplay-emerald saving issues. (...again)
-Fixed the Save Menu crash. At least, I assume so, since I've never seen it happen to anyone since the code redo.
-Fixed Achievements only being awarded on 100% playthroughs since 1.4. (whoops...)
-Forced Egg Colosseum to end the level if he gets literally flung into hell, buried thousands of meters below the ground.
ITEMS:
-Added the Power Grip! Grab ledges by holding forwards. Leap off with a well timed jump press (Like Metroid Dread), or morph onto a ledge with spin. Stacks with high jump and other boosting items. Found commonly in whirlwind and ring monitors!

-I've changed the amount of item % completion some items give.
-Hyper Beam: From 6% to 10%.
-Ice Beam Combo - From 3% to 2%
-Screw Attack - From 3% to 2%
-Space Jump: From 3% to 2%
-Boost Ball: From 2% to 1%
-High Jump: From 2% to 1%.
-Power Grip: New item that adds 1%.

For the <5% save file achievement, you want beat the main campaign on 5% item completion or lower! These changes should allow more creativity on how players want to tackle this challenge.


SAVE FILES:
-Fixed bug where exiting the game with supercolors selected messed with your settings.
-Slightly decreased chance of savemenu crash through performance increase.

Saves are auto converted on changing settings/stage, and are probably not compatible with previous Samus versions


GAMEPLAY:
-You now retain your Charge Beam when walljumping, like in most modern Metroid titles.
-The Space Jump now lets you space jump or walljump after having run off ledges, like in Metroid Prime Hunters.
-The Spider Ball now stores any higher charge you had when you unmorph.
-After a game over, Samus now regains all missiles/power bombs you had before dying. If you die with more missiles/powerbombs than you had, you'll retain the higher amount.
-Purple health(lowest tier) drops tend to be much rarer now if you're below 50% of your max energy.
-Added more falling GFX+SFX for extra landing clarity.
-Placed true Final Boss on it's own dedicated map. You may forcefully warp there to start the fight, but keep in mind it's explicitly designed for a Fully Powered Samus. No concessions were made, so don't expect to be able to win with most characters! The campaign still automatically funnels you there once you reach 100%, so don't worry about manual warping.
-Morph Ball bombs now dispel the ACZ4 boss' homing mines.
-Extra visual support for the uncapped framerate.
-Minor optimizations.


BUGFIXES:
-Issues fixed from the transfer to SRB2 2.1.11 include: The slew of error messages, uncapped FPS rendering effects wrong, the true final boss breaking completely, improper ship rendering, a remade fps camera system to fit 2.2.11's new restrictions, and various effects breaking.
-Fixed Screw-Attack walljumps having buggy detection in automatic mode.
-Disabled jump-buffer inputs when holding jump out of a spacejump.
-Samus no longer interferes with Adventure Sonic's GFX if added after him.
-Removed all instances of music fading to reduce odds of crashes related to Lua's music system.
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, lag-dependant.
-Adding SamusMusic.pk3 BEFORE SMCL_Samus means you get the placeholder music. Add Samus first, then add it, or simply let the auto-add feature do its 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 disable it if you're worried about getting squicked out!
TANK EXPANSIONS:
Missile Tank = 3841
Energy Tank = 3842
Super Missile Tank = 3843
Power Bomb Tank = 3844

POWER UPS:
Morph Ball Bombs = 3831
Hi Jump/Spring Ball = 3849
Boost Ball = 3845
Spider Ball = 3974

Speed Booster = 3846
Screw Attack = 3848
Space Jump = 3850
Power Grip = 3862

Varia Suit = 3867
Gravity Suit = 3847

BEAMS: (Get one 2x for the Beam Combo)
Charge Beam = 3851
Spazer Beam = 3852
Wave Beam = 3853
Ice Beam = 3854
Plasma Beam = 3855

AMMO/HEALTH:
Missile Ammo = 3861
Missile+ Ammo = 3839
Super Missile Ammo = 3860
Power Bomb Ammo = 3859
Small Energy (Purple) = 3858
Medium Energy (Red) = 3857
Large Energy (Yellow) = 3856

BONUS ITEMS:
Auto Tank = 2165
Ammo Digitizer = 2166
Scan Visor = 2172

DSZ4:
Sanus' Gunship = 2171
Larva Metroid(In Egg) = 2170
Larva Metroid = 2160
Metroid = 2161
Super Metroid (Unfinished!) = 2162
Omega Metroid = 2163
Omega Metroid Shell = 2164
Grounded flames = 2158
Falling Leaves (Becomes Phazon Particles if ANGLE is 90) = 2167

ACZ4:
Dark Samus Stalker = 2168
Dark Samus (Boss) = 2169
Fang Corpse = 2173

For Phazon:
Make a water FOF calling action 443 with "PZPAIN". Phazon texture name is PHAZ01. Samus gains immunity if she has player.sam_phazonsuit, but this isn't tracked by the game.​

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Author
Golden Shine
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Latest updates

  1. v1.5d (Suit Maintenance Complete!)

    I felt like doing some minor maintenance on the fastest thing alive! MISC CHANGES: -Spiderball...
  2. v1.5c - Patches (the Untethered)

    v1.5's interior code revamp was massive, so I was ready to patch many inevitable new bugs in a...
  3. v1.5b: The version that should not exist

    Hunters broke if you shot someone. ...this fixes that. That'll be all. If you're missing...

Latest reviews

This is hands-down one of the best addons ever. There's just.... so much cool stuff. Samus' moveset is really solid and every new upgrade makes it even better. The new acts for both DSZ and ACZ are really solid/ The sheer level of customization is also really neat (from the color of Samus' Power, Varia, and Gravity Suits and Gravity Suit lights to so much more). The music is phenomenal as well. Just everything about this addon is amazing imho, aside from the RNG (which is always kinda bs sometimes, no matter the medium, so it is what it is). Overall, a 10/10
Golden Shine
Golden Shine
Glad you discovered it and had a fun deep dive! May RNGesus bless you in the future!

(...but not so much you get Power Bombs and Gravity Suits before your first missile tank!)
Upvote 0
My god, this mod is amazing, i think it may genuinely be one of the best SRB2 mods i've ever played, i haven't quite completed the main campaign yet (currently at ACZ4) but goddamn this mod is so good

The custom bosses are so damn cool, the Omega Metroid fight was genuinely amazing and dealing the killing blow with a shinespark was so damn satisfying

I'll admit that part of the reason ive stopped at ACZ4 is *that one scene* before the boss, im aware you can turn it off and i do plan on doing so when i eventually resume playing, but for some reason i started feeling really anxious upon starting the act since i saw the scene a year or so ago back when i first played this mod, that doesn't change the mod being amazing thus far but i was just feeling a bit anxious about that bit in particular

Anyways, 10/10
Golden Shine
Golden Shine
Bravo on actually connecting a shinespark on the Omega! That's some pro play right there! Sorry about the ACZ4 anxiety ending up being the bad kind of anxiety for you. It's meant to be more of a thrilling eerie, not to get you down or anything! Please feel free to turn it off next time.
Upvote 0
Hands down one of the best character\entire game mods for the game, so much attention to detail with how many new interactions were added and how much the gameplay was changed, genuinely feels like I am playing a different game. I feel like the SRB2 level design plays very nice with a more exploration-heavy character like this. awesome mod i love it
Upvote 0
Awesome stuff. Though personally I am not a fan of the change to force the player's crosshair to a particular one, I believe that should be up to the player's preference entirely.
Golden Shine
Golden Shine
Sorry about that! I'd have preferred to give a prompt letting players know SRB2's crosshair isn't accurate for Samus and let it be auto-swapped once, but a silly SRB2 update now prevents Lua from affecting the crosshair.

It's only active while Samus is loaded, at least.
Upvote 0
Overall this mod is good but there is one problem there is no way to change your save file in multiplayer unless the game mode is changed (I think) so i was thinking to add a command that lets you select a save and if the server wants you to start fresh make the command not work.
Golden Shine
Golden Shine
I can't, unfortunately. SRB2's method of "loading saves" online is incredibly hacky, and it's a miracle Samus' complex save files work at all, both in terms of actually syncing and not crashing the game. If a player could deload their saves and access the menu on will, we'd have crash/desync-fests and griefers would be given a great tool to destroy netgames.

...so I opted to only allow it once for stability.
Upvote 0
is one of the best characters ever i see in my life... abyways i also im gonna ask if are a opcion to put the story again because the dialogues is not appear anymore when i play again
Golden Shine
Golden Shine
Story dialogue isn't replayed on completed save files, but it will on fresh ones!
Upvote 1
WHAT DO YOU DO WITH THE BAT FILE
Upvote 0
nice mod. check it out if you like metroid prime i guess.
Upvote 0
It's fun until DSZ in my opinion; I stopped playing after CEZ Act 3.

The enemies become increasingly more and more annoying to deal with from then onwards. But not in a way that actually challenges the player. Most regular enemies receive the most mundane abilities conceivable, such as the Blue Crawlas having flamethrowers and the Red Crawlas very lethargically flying in your general direction and rarely dodging your attacks. The Crushstaceans have children for whatever reason. And the Jet Jaws are just themselves being mildly irritating as usual, although slightly more so as it's difficult to see in the water. This visibility issue is more noticeable on a level with less water, GFZ Act 1, where the relatively shallow depths are darker than the abyss. The Egg Guards in CEZ can teleport? This feature often works to their detriment as you can trick them into teleporting off of a ledge. They also like to interrupt your jumps, as they can teleport high into the air. The prompts telling you how to use an item sometimes don't go away, even if you disable them. This fortunately doesn't persist between Acts. The text boxes are also comically large, and are so intrusive that I have to wait for them to go away in order to proceed. Quite often when I pick up a missile tank, the text reaffirming the fact that I have indeed picked up said missile tank outstays its welcome and interrupts gameplay. Meanwhile a Buzz sneaks up on me and drains my health at an alarming rate.

On the topic of items and pickups, you can get almost everything within the GFZ (if you are lucky) or midway through Act 1 in THZ. This causes the player to become too powerful, too quickly even on the hardest difficulty. Every regular enemy becomes trivial to deal with; almost no obstacle cannot be passed. Any and all fun that I could've had with a challenging experience is drained. Not to mention, the Chaos Emeralds are made even easier to acquire, as you don't have to do the special stages. Instead, you just have to not take damage for the rest of the level. This is impossible to fail, as there's nothing stopping the player from just obliterating every Badnik before picking them all up. And even if you don't, the Badniks are still woefully incompetent at thwarting anyone's plans if you're at least mildly cautions and become super sniper Samus. I also wish that in the place of Emblems, were literally anything of value. I hate it when I bust down a breakable wall or explore who knows where only to find nothing. There's also a problem with missiles. Because I played on the hardest difficulty, the increased cost of using missiles instilled the notion that I should save them for when I actually need to truly obliterate enemies. Even though I had over one hundred missiles to spare by the end of THZ Act 2, I was just afraid that I would happen upon God or something and that I would need every single one. It's like with the grenade launcher in Left 4 Dead 2, where you have a very limited supply of ammunition that many players save for only when the Tank appears; rarely use it for anything else out of the fear that they'll waste valuable shots or harm teammates. And then they run around with either melee or the Magnum and contribute very little and feel disappointed. There's also the problem with the fact that Samus' arm-cannon just feels way stronger than regular missiles. Especially when no base game enemy actually poses a threat. The charged shot excels at everything. Then there's super missiles, which I surprisingly used more than the regular missiles, but only for wall busting and to make Eggman disappear in a blink of an eye.

There's also a problem with the arm-cannon's projectile hitting things that it clearly didn't. Such as the walls in a tight space. Or around corners. Or anywhere with complex geometry for that matter. And to elaborate further, what i mean is that the projectile visually does not hit the wall. It would clearly be moving around it, before suddenly stopping and the projectile impact effect would play a significant distance away from where it actually was.

Moving onto the morph ball, it feels iffy to move with. Especially with how there are many instances where using its various abilities can cause the player to lose all aerial control. I also got stuck inside of the terrain once, which made me quite sad. The situation was quite inescapable.

The Screw Attack I used only to get past spikes; a few enemies. It can also sometimes be used in situations where the player is stunned. This caused a bug in the Metroid boss fight where after being knocked back I immediately used the Screw Attack and upon touching the ground my ears were destroyed by Samus doing the damage sound at an incomprehensible rate before keeling over and dying.

Speaking of Metroids, I have never met a more irritating enemy ever. These enemies put the Cloakers from Payday 2 to shame. But unlike the Cloakers, they lack a brain and can't navigate around the very level they are introduced in. When I turn a corner and I see a Metroid failing to move around a pillar, I just burst out laughing. Truly the most intimidating lifeform. But when they stop being stuck, they become an Expert Mission Boss in DBXV2 and get autododge. And even though I am clearly hitting them as my projectiles cease to exist and do the impact effect, they just somersault in a random direction while trying to deliver the grand suck. And even if I hit them immediately afterwards as they're incredibly predictable, they just seem to have nanomachines and refuse to get frozen or die. And then they just pop out of the blue because the level they are in has terrible visibility. Or they accidentally abuse decades old glitches to glide across walls or the ceiling at super speeds. And when they do deliver the grand suck, they just don't want to let go. Whether I blast myself with a missile, the Hyper beam, Morph Ball Bombs or the Power Bomb they just don't leave me. Fortunately I eventually free myself, but as I would like to reaffirm, they're really irritating. More so on moving platforms, and slopes.

Moving onto the bosses, they're pretty bad. GFZ is just Eggman but now he's Frieza and sometimes throws energy balls at you, somehow. THZ I couldn't see as I had the Hyper beam and instantly killed him. The totally not completely broken, boring and often times plain unfair Metroid boss fight is cool in theory. But first of all, I should not enter a boss fight being hit by a ranged attack that stuns me, of which I couldn't see as I'm facing the wrong direction after falling through a seemingly incorporeal floor. And then being hit by an attack that I still can't see as I'm still stunned and can't turn. Before being knocked into a wall and receiving damage, while being inside the Metroid. Who then proceeded to knock me away to the other side of the room all the while dealing completely ludicrous amounts of damage in comparison to literally anything else that I've faced thus far. And then dying sends you ALL the way back to the start of the level so you have to slog through a whole lot of nothing and the same cacophony of Metroids. This boss has a ranged attack that spews... Something in all directions and (assuming your not blindsided by bad level design) is incredibly easy to dodge. But also it is incredibly annoying as this devious fellow likes to sprint up to you before using the attack immediately, with very little warning. Furthermore, the attack has some questionable collision. His next attack is some kind of fire breath, which he used at all the wrong occasions. Then there is his charge, which is fair I guess. I wish there was more warning though and that he couldn't just spam the same attack over and over and over again. I don't even know if he actually has a regular melee attack. 80% of the fight was him charging at me, 5% him using the fire attack while out of range; 15% him checking if I'm awake with his actual ranged attack. But I see why he would use the charge so often, after all he likes to magically accelerate to his top speed practically instantly. Fortunately, luck was on my side and he got stuck in the wall. I blasted him with my Hyper beam and Ice Beam. I do wish there was more of an indicator as to how much health he had left. Perhaps like in Metroid Fusion where the Omega Metroid's "skin" changed colour as it became closer to death. If this is already a feature then I guess I'm blind or it wasn't noticeable. Then, there's CEZ Eggman, who is just himself but also Frieza.

The level after DSZ Act 2 is a cool addition. But I don't have much positive to say. It often looks ugly and claustrophobic in the later half. The completely random change in camera when you go down the tube with the Chaos Emerald before it left me temporarily bewildered. Why did this exist? What purpose does it serve? All it did was strip any hope of immersion I might have and leave me waiting for the camera to return to normal so I can continue playing the game. Additionally, the first half is super boring. Aside from exploring, there isn't much that I found interesting to do. And any attempts to build atmosphere just went over me. I cannot be scared by a Badnik that received the grand suck from a Metroid if I'm playing as Samus in her prime with every upgrade. Some areas being dark also doesn't build tension or make it scary. It's just annoying. The later half being claustrophobic interrupts gameplay, and is annoying. Not only for me, but the poor Metroids who get stuck literally everywhere. The lack of visibility means that I wander into damaging floors that I, as you can assume, cannot see. The terrain also interrupts most of my projectiles. Even when they do not hit. At all.

There's also a problem where the special abilities for the beams you get just don't work most of the time. And then they disable the beam despite doing nothing. And then you have to wait until the next century before you can roll the dice to see if it works like I'm playing HL2RP and the Civil Protection are metagaming as usual. Probably just a me issue.

I'm not sure if I'm just blind and missed it, but I do wish there was an option to disable the splash effect on the visor. And Samus' face. It's distracting; the splashes cause my eyes to water.

Also, there's a rare bug where you can wall jump off of very small inclines and floors even. I noticed it while strafing circles around enemies; other players.

There is no doubt that a lot of effort was put into this mod.
I look forward to seeing it improve.
I rate the:
- Sprites: 10/10
- Skin (Samus): 10/10
- Exploration: 9/10
- Customizability: 7/10
- The Choice of Music: 7/10
- The Level Design: 6/10
- Combat: 6/10
- Enemies: Mediocre
- Bosses: Mediocre
- Arsenal: Good
- Compatibility with Netgames: 8/10
- Difficulty: Easy, but boring and tedious with seemingly random difficulty spikes.

Overall, I rate it a 7.35/10.

I am aware of the content I did not experience personally, but my friends told me about it. I obviously cannot comment much on it, other than it looks cool.
Upvote 1
y'ever run out of health due to something stupid and instead of dying you just go full metal unga bunga and proceed to destroy everything in a 3 mile radius

yeah that's happened to me
in all seriousness i absolutely love this mod
all of the cool details from the dialogue to the hidden final boss just make this mod probably the most expansive character mod on the MB if i'm gonna be honest, the only nitpick i really have is that i feel like it's a little TOO hard to find the special items
i still haven't found the FIRST ONE EVEN AFTER I LOOKED UP A GUIDE, although that may just be a skill issue on my end
very good mod, caveman brain do enjoy a lot
even tried the bosses as fang which went incredibly poorly as i should have expected
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