Streets of Rage: Rescue Metro City

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Re: Streets of Rage: Rescue Metro City

Post  Shiva on Wed Oct 30, 2013 3:29 pm

Great mod.

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Re: Streets of Rage: Rescue Metro City

Post  Tarma on Wed Oct 30, 2013 5:39 pm

Shiva wrote:Great mod.
Thank you for playing my mod. Smile

Here are some minor fixes :
- Roo's police call bug fixed
- the Training Mode is now call "Warm Up Mode". It's is less difficult and, I hope, less boring. Smile
- boxes instead of barrels
- you can not any more beat boss's mooks before facing them

Main: http://valou.ludo.free.fr/NEO/Tarma/rescue_metro_city.rar
Mirror: http://www.filedropper.com/rescuemetrocity
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Re: Streets of Rage: Rescue Metro City

Post  Tarma on Sun Nov 03, 2013 3:25 pm

Here are two videos made by skyshiver. He plays an old version. Bosses have got now less health and are helped by mooks like Bongos SoR2, Electras, Truckers, etc.

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Re: Streets of Rage: Rescue Metro City

Post  Shiva on Sun Nov 03, 2013 5:14 pm

Tarma wrote:Here are two videos made by skyshiver. He plays an old version. Bosses have got now less health and are helped by mooks like Bongos SoR2, Electras, Truckers, etc.

I'll make video too to my english channel.

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Re: Streets of Rage: Rescue Metro City

Post  Tarma on Sun Dec 29, 2013 6:43 pm

Thank you! Smile You can make it with... the Ultimate version!  Razz 

I have improved the graphics with small color fixes et even more Easter eggs. In Alpha Street stage, you can now enter the supermarket. Of course, I followed Don Vecta's, BigDarsh's and Augmented Antics' advices, as I did for the previous version: better ennemy placement, weaker bosses with mooks, etc.

It is not finished. Streets of Rage: Rescue Metro City is now a little far from the original Final Fight series. Also, I did a "Classic" version with old graphics and musics, without visual effects.

The two versions are in one package : http://www.filedropper.com/rescuemetrocity_1


And to finish with, here are some pictures (the "Classic" version on the left, normal version on the right):












Last edited by Tarma on Thu Jan 02, 2014 7:15 pm; edited 6 times in total
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Re: Streets of Rage: Rescue Metro City

Post  Shiva on Sun Dec 29, 2013 6:49 pm

Great! Very cool screenshots, downloading it!

Edit: Tested, no comment. Just a score 8/10. Waiting for your Mutant City mod Smile

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Re: Streets of Rage: Rescue Metro City

Post  Tarma on Mon Dec 30, 2013 12:06 pm

You are fast! 8/10 for the "Classic" version or for the two versions?  Razz 

Here is the new game map:

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Re: Streets of Rage: Rescue Metro City

Post  Shiva on Mon Dec 30, 2013 1:12 pm

Tarma wrote:You are fast! 8/10 for the "Classic" version or for the two versions?

4/5 for Classic, 4/5 for Normal Razz

Small work, and your mod was downloaded in 1 second Razz

So, video will soon. I just need to correct my Bandicam program (after a PSP Emulator, it stay buggy) and I'm working with my mods.

Edit: So, videos was made! I played as Axel with my Cody Palette. Will soon videos with 2 route (as Adam with Guy Palette).

Stage 1


Stage 2


Stage 3


Stage 4


Stage 5


Stage 6


Stage 7


Stage 8





Last edited by Shiva on Fri Mar 21, 2014 10:18 am; edited 1 time in total

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Re: Streets of Rage: Rescue Metro City

Post  Don Vecta on Mon Dec 30, 2013 9:03 pm

Whoa~! Wasn't aware of it. A "Champion Edition" version of this mod. Downloading as we speak.

EDIT: I need another mirror besides that failshit called filedropper. It keeps literally dropping the file incompletely in the transfer!

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Re: Streets of Rage: Rescue Metro City

Post  Tarma on Tue Dec 31, 2013 10:33 am

@ Shiva:
Oh, thank you for the video, you are very fast! Smile
So, it helped me to fix 4 or 5 things.

Don Vecta wrote:Whoa~! Wasn't aware of it. A "Champion Edition" version of this mod. Downloading as we speak.

EDIT: I need another mirror besides that failshit called filedropper. It keeps literally dropping the file incompletely in the transfer!
Yes, you will find a "Normal" version with ehanced graphics (better than the previous one) and a "Classic" version, next to the original Final Fight series.

If you can't download them, you can try this: http://valou.ludo.free.fr/NEO/Tarma/rescue_metro_city.rar


Last edited by Tarma on Thu Jan 02, 2014 7:16 pm; edited 1 time in total
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Re: Streets of Rage: Rescue Metro City

Post  Shiva on Tue Dec 31, 2013 10:54 am

Tarma wrote:@ Shiva:
Oh, thank you for the video, you are very fast! Smile
So, it helped me to fix 4 or 5 things.
You are welcome!  Very Happy 

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Re: Streets of Rage: Rescue Metro City

Post  BigDarsh on Sat Jan 04, 2014 7:53 pm

I still can't make a review for this one (time is our enemy) but yeah, you put so much effort in this mod, it just unfair to stay silent so yeah. Here is a just a "cheer up" / "pat" message!

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Re: Streets of Rage: Rescue Metro City

Post  Tarma on Sun Jan 05, 2014 5:08 pm

Oh, thank you. Smile

Here is a version with some small fixes, after I saw Shiva's videos. It will be the last and I will keep it online not for long, I'm going to make another project.
http://www.filedropper.com/rescuemetrocity
http://valou.ludo.free.fr/NEO/Tarma/rescue_metro_city.rar
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Re: Streets of Rage: Rescue Metro City

Post  BigDarsh on Fri Jan 10, 2014 6:37 am

Intro:
Spoiler:
I must admit I love Street Fighter Universe til SF3.3 1999. Final Fight is the first beat them up I play
and the first videogame I've touch. That's how fucked I am, and that's why it's never easy to make a review of a mod like yours.

When "Final Rage" comes out, amazing work from DeusEX87 (Augmented Antics) in summer 2011. I was excited.
After playing it, I was a bit disapointed because of Abadede v5.0 as Andore (That was painful).
Few monthes after, Final Rage Trilogy 1.0. I was shocked! Final Fight 3 and 1 in one mod with a HUB!
That was a great idea, but once again, after playing it, Thouzer as Dirk or Slash as Dirk.
That tone down my enjoyment.
Then Final Rage Trilogy 1.2. More Food, More life, easier ok, but still very hard battle due to Bosses As Mook.

I do respect the huge work of DeusX87, and I'm still playing it from time to time, because I failed to do my own Final Fight 3 Mods . But Then, comes out Tarma's First Mod "Rescue Metro City".
Will it manage to break through the top?

I've played the first version of this mod; staying silent, waiting for the final release.
I don't like to be mean, I want to help with feed back and review. Final Fight is a
very special BTU to me, Final Fight 3 too, and Street Figther Universe was awesome by this time.
That's why now the final version is release, I can open my heart! :p

Sum-up "Classic+Normal":
Spoiler:
Your mod is great, but not perfect. I will go in depth, but keep this in mind. I've played everymod on this forum: the worst and the better. That make me "nitpicky" even if I don't mean to be. Your mod is better than many other. I play your mods since it cames out, following upgrade and trying to give you advice, and it is my fan favorite despite it cons. It fails only on a few clusters,  and that's not enough to make it a bad. It is a really great job, with lot of effort put into it and it has a lots of quality including "all the basics of the ennemy placement" (very important to respect).

Concept "Classic+Normal":
Spoiler:
Your idea is great, instead of doing something like Final Rage Trilogy, you play the card of the "Cross Over" and assume it.
I love it, it's "SoR invited in Street Fighter's Canon" which involve Metro City, (Super Muscle Bomber, Final Fight, and Street Fighter).
You use cutscenes with sprite rip from those games very well, but you also use cameo animated sprites in layers too and that the way Capcom would do it. This is awesome when combined with SoR Bosses as their own role which their own music/theme: This Rocks!
No-one did this before you, and that's one of the best point of your mod :
"Fan Service + Consistancy = Cross Over"
Note: Very Nice synchro "Sound / Picture Intro" By The Way! It is not easy to do, and you did well!

Palette: "Classic+Normal"
Spoiler:
This is one of the cons of the mod, but honestly, without customizing palette, it's very difficult to create an atmosphere. The only mod which manage to do this perfectly is "Gang of Fury" (Zarzak), so I can't blame you. Sometime the mook feels "random" but, once again, it is hard to do (and it is your first mod).

Music: Classic
Spoiler:
Nothing to say special. Final Fight + SoR Mythic Theme well place at the right moment just to recall the player he is in a cross over, and not in a regular tribute. Perfect, once again here.
Quality Speaking, the volume and sampling can be better but it is okay.

Music: Normal
Spoiler:
Better Quality compare to classic, but some remix from FF CD and SF Zero replace original music.
It's not a cons, it match the "concept" of "upgrade" of this edition. I prefer original, but that's just my taste. It's a great improvement in quality and fan service.

Layers-Classic Edition:
Spoiler:
You manage to overcome one thing "resizing the floor" to avoid black line. Although it look neat, it makes battle bland especially in Final Fight 3. The main problem is FF3 is low number screen mook (to fit the original game I think), but they are mostly low level Galsia, Donnies, Signal (to match the street theme I think). The wide Z Axis gameplay wise is too breathy. It makes the battle less intense that it could, when you combine this to the fact that high level mook are
almost never present in this route. It break the rythm in a word, but nothing is broken. Everything is functionnal and no battle are crazy (and that's an important thing to me).

Pretty Soldier Sailor Moon: There are two laws on the internet:
IF something exist; there is a porn version of it on the internet.
If a mod is created with a specific theme, you will found Pretty Soldier Sailor Moon in it.

I just laugh when I discover the streets. I may think you are not aware of this private joke in the modding community but  I've played so many mod that by now, I'm always waiting to look for the pretty soldier sailor moon material in the mod.
In this one, it was just here, to be here. BUT, I love those materials, they are gorgeous to look (even if this banpresto game sucks) and the cameo you put in it with Dean is just too cool!

Street Fighter Zero:
That was a great idea to invite SoR in the "Street Fighter Canon". The only problem that come with this idea is this: it slow the action down (because short layers. I know, I met this problem while making my own mod Wink) and combined with low level mooks from FF3 route, it just lack of energy. Howerver, those layer are awesome for SF Universe fan of course, and fit the mod.

Layers: Normal Edition
Spoiler:
To make it short, it outmatch the classic edition (more easter egg, more polished)

Difficulty/Ennemy Placement/Battle Design:
FF1 Classic + Normal
Spoiler:
Good. The difficulty is progressive, food is well placed, and the mooks become stronger with the frenziness of Final Fight (so that fits) as the game progress. That are the basics of a good mod, and it's very rare: Really Good Job.
Plus you put your personnal touch in it (The Cody Battle, The "OMG Intro Stage!", The Shiva Battle).
My only grip is stamina for some mooks/bosses but it's not really a grip. FF1 was like that so that fits the tribute, and nothing is broken. Just old school. High Damaging characters make this route better.
On a sidenote: FF1 was more enjoyable with high damaging character.


FF2 Classic + Normal
Spoiler:
The main dish. It is the Final Fight I don't like very much, but this is were the classic edition shine. It's still great in the normal. First, the resizing does not slow the game as much as in FF3 Route Classic since you use a better roster. Low level mook, mid level mooks (asian and girls) and high level mook (asian, trucker and boxer). My only very little grip are some Boss Life bar like Jet 2 who can't be combo, the Twins (except if you use police) and the last bost rush (example: Bongo SoR1, with lots of life with no mook, just boring, not difficult).
You use Japan theme Mook for the 1st stage (which are pretty strong) but it fits the layer so I understand your choice.
I love how you insert the dock of pretty solider sailor moon in that route. It is well placed, and overthebay and bay area music is very good choicie for that stage. This is my favorite route for battle design, enemy placement, and variety. Great rips too.



FF3 Classic + Normal
Spoiler:
FF3 Route Classic: Bland. I don't want to be harsh, everything is functionnal, and noting is broken so that's work and it is the most important thing. But no creative idea here, no progression in difficulty (always the same low levels mooks). There are those robots in factory that spice up a bit the track, but all in all, battle feel to generic here (but it is your first mod so it's ok).

FF3 Route Normal: Better than the classic for some zones featuring wide Z Axis area but Jet3 with the same gauge as other boss is a real problem, especially when use as a sub boss. The Boss Rush of the last stage is good but not perfect (too much hp for sub bosses, not enough mooks
to spice up the dish). For standard battle, the mod has no real cons, it works better than classic edition even if it is still mainly base on low level mooks.
On a side note, FF3 was the easiest of the series, with a lot of fan service, and this route match this aspect.

All in All:
FF3 Route was the weakest point of the Classic Edition, and it is now much more solid with this one. Good Job!
There's no point in playing classic Edition for this route IMHO.

Conclusion:
I think the Classic Edition is outmatch by the Normal edition in every cluster, except for music (but just my taste, quality of music are better in normal than in classic edition). This mod is very good, though lacking of progression and creativity in battle design, but every thing is functionnal (no broken battle, no game breaker, and nice amount of pick up ressource).
The visual is awesome, the plot is great, the route map is well designed. I love it, and I prefer it compare to Final Rage Trilogy (just my taste) which is pretty different to tell the truth.
7/10 as a SoR Mod; 8/10 for Street Fighters Universe Fan.


Last edited by BigDarsh on Tue Jan 14, 2014 5:02 am; edited 2 times in total

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Re: Streets of Rage: Rescue Metro City

Post  Tarma on Fri Jan 10, 2014 5:47 pm

Oh, thank you for the review ! Smile I am happy you enjoyed the mod.

Did you try the "Classic" version? In the "Normal" version, you will find much more improved graphics and musics.

About Route 3, you are right: fighting areas are very large. It is easy to escape ennemies. I recently added an "Andore Cage Fight" for Routes 2 & 3, did you play this version?

Once again, thank you for the review. Smile
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Re: Streets of Rage: Rescue Metro City

Post  BigDarsh on Fri Jan 10, 2014 11:53 pm

I have played all of your versions of the mods since it cames out (follow this project in shadow as explain in the begining of the review).

You put "Classics" and "Normal" (Champion Edition ^^) version in your final pack so I will review both (I think it's fair to not ignore what you choose to release as a final project).

This is how I work. Pick one road (let's say FF3 Classic, because this is the first one I did  Rolling Eyes )
Do it in hard mode with several characters to test difficulty and to spot enemy and food (plus discover secret item the modder put here and there). After those several run, I pick my main character for very hard difficulty (my "difficulty for v5.0a"). I rarely go mania but sometimes it happens for mod I really love and really know by heart, and that are not too long (concentration is the key to beat mania. Time is our ennemy).

Once this is done, I take note for the review, then I pick another road. ^^
As there is three route and two version of the mods, I will make two reviews (based on the 5th january update since it is the final version). I've just edited to add the FF2 Classic Route, and some info I forgot to give in "Music".

I will make the review of Normal Edition later (it will be shorter because it is just an upgrade).

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Re: Streets of Rage: Rescue Metro City

Post  Tarma on Sat Jan 11, 2014 12:23 am

Okay, thank you very much. Smile

When I started my mod, I didn't know about the Sailor Moon joke. I even didn't know about Final Rage Trilogy. I started my mod alone, without taking advices.  Embarassed 

About the mod, I wonder if you tried or not the version with the last fixes. Did you play this one or this one?...
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Re: Streets of Rage: Rescue Metro City

Post  BigDarsh on Sat Jan 11, 2014 10:53 am

I've waited the final release for reviewing but, the last version is the one with brown building (the one on the right). On a side note, there were a small glitch I fixed.

Final Fight 3 Route Classic. When you pick Callman Bar, you go to the scene you would go if you do not enter the bar (scene 14). I set the "Go" to "scene 15" to get the right path. (Callman Bar).

Spoiler:
I love the trick you use to avoid vertical scrolling in the scene before that one (the vertical street); using two barbon to trap you

PS: Don't worry about Final Rage Trilogy or Pretty Soldier Sailormoon. Here is an interesting side note.
One of the very first good mod release was "Le Retour de Mr X" (Mr X Return). It was released in june (SoRV5 was release the 4th april). I did the beta testing of that mod because RobertoBernado would like something pretty challenging before releasing in the forum. He told me that he choose brawl brothers as layer rip because Final Fight was "Overused" (that was 2 month after the release of SoRRV5 and Final Rage was not made by this time!!!).

Then I think, "if I make a mod one day, I will use Pretty Soldier Sailor moon in it for two reasons: a) they are not used (it was the case by this time) and b) they are gorgeous".
I think everypeople on the planet share the same taste. Final Fight is a classic (overused 1), Pretty Soldier Sailormoon have the most beautiful material ever to be made in side scrolling game (overused 2).

So what happens to your choice is "normal". Inter Subjectivity. Nothing more. Wink

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Re: Streets of Rage: Rescue Metro City

Post  Tarma on Sat Jan 11, 2014 9:57 pm

Thank you, I fixed the glitch. Smile

http://www.filedropper.com/rescuemetrocity
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Re: Streets of Rage: Rescue Metro City

Post  BigDarsh on Tue Jan 14, 2014 5:06 am

Okay, I've finished my full review of your mods (classic + normal) and edited my message with it. I like you work, I'm sure your next mod will be greater than this one which is pretty good for a first time! (Lots of work and passion in it, and will be the best Final Fight Mod for a long time I think: The Number of view of this topic is enough to tell it!).

I'll be glad to help if needed, just call me.  Wink 

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Back in our day... Streets of Rage - the Classic - the Original - was the best damn game out there."

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Re: Streets of Rage: Rescue Metro City

Post  Tarma on Fri Jan 17, 2014 11:12 pm

Thank you for your great review, BigDarsh. Smile

Sadly, I think this is my first mod... and my last mod. It kept me too much time and it was boring to finish... It is never finished, there is always something to fix, something to improve.  Razz
I prefer being a single player and enjoying other mods.

Anyways, I am going to try to finish my other mod. Smile 

I made a short video to show differences between "Classic" and "Normal" versions:
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Re: Streets of Rage: Rescue Metro City

Post  realnabarl on Sat Nov 08, 2014 5:46 pm

Downloaded through the first link, WinRAR popup-ed an error message window (no english WinRAR so I can't describe it). Re-download and the problem remain. But the rar was able to open and at repair window it found all the files, no problem I guess. Will try it later, thanks.

Edit: Oh no, files are broken, please check it. I tried downloading twice again, with Firefox built-in download tool and Internet Download Manager, same problem occured, it must be the file issue.

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Re: Streets of Rage: Rescue Metro City

Post  Tarma on Mon Nov 17, 2014 6:14 pm

realnabarl, I can not anymore upload the mod on the Free server. Embarassed
You can download it at this URL: http://www.filedropper.com/rescuemetrocity20

Anyways, hello everybody, long time no see. Smile

I have less time for playing SoRR mods but I am going to try the new ones.

My mod Rescue Metro City has been improved as far I could (Normal version). I'm proud to present...



Features:
- enhanced graphics
- enhanced musics
- new background sounds
- battles against bosses more intense: they have less lifebars and more mooks to help them
- much more Easter eggs
- enhanced introduction
- Classic version closer to original game than before












Last edited by Tarma on Sun Dec 14, 2014 5:54 pm; edited 4 times in total
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Re: Streets of Rage: Rescue Metro City

Post  Don Vecta on Mon Nov 17, 2014 6:29 pm

Great, welcome back, Tarma!

Hey, while you're at it, why don't you try using the new features of SORRv5.1? Like adding Final Fight's breakable objects and whatnot? I'm sure you'll find the new stuff rather interesting.

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Re: Streets of Rage: Rescue Metro City

Post  Tarma on Tue Nov 18, 2014 6:44 pm

Yes, I am trying using the breakable objects. It is very difficult to use for me. I put Final Fight barrels in Route 1 but they are not where they should be. It is strange (I don't understand the "000 control" story).

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Join date : 2013-06-16
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Re: Streets of Rage: Rescue Metro City

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