Double Dragon II: The Advance Megamix by WSE

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Double Dragon II: The Advance Megamix by WSE

Post  Don Vecta on Wed Jan 08, 2014 8:31 pm

So here it is, my secret project, a remake of Double Dragon II.






This is how a remake of Double Dragon II Arcade would come up with a couple of enhanced graphics and using the arranged music album as well.
It also includes a special remix path that mixes up elements from Double Dragon Advance and Super Double Dragon.
Enemy placement is exactly verbatim as appears in Double Dragon II arcade in Hard mode, with extra enemies in Very Hard and Mania. The Megamix path also have exact positioning mixed of DDA and SDD.

The cast of characters includes almost every baddy from the 2D Double Dragon series, all with exact palettes of each and every enemy appearing in the games. It's highly recommendable to play it with the custom sound pack and the palettes, otherwise you'll miss half the fun of this mod as it's a big tribute to the series.

Scenes ripped and edited by yours truly. Using some rips from Mr. Q's mods of Double Dragon.

Includes custom palettes and sounds. For the custom sound files, place the folder "Sound Effects data" in the main folder of SORR, then rename it into "data".

The custom palettes can be places in the enemies palettes, substituting the existing ones (back up your own palettes).

Special thanks to Laucorn and Xenovant for their help.

Oh... also...
Spoiler:
As you may know, my mods always include something special... keep playing and you'll unlock something really cool...

Withering Surface Entertainment, 2014.

Download:
https://www.dropbox.com/s/badipm018wcpve2/-%20Double%20Dragon%20II%20Advanced%20Megamix.rar
https://anonfiles.com/file/5440a3ab4552222ffd89226a3fce7dca
http://www.4shared.com/rar/nyQ-zhm2ce/-_Double_Dragon_II_Advanced_Me.html


Last edited by Don Vecta on Wed Jan 08, 2014 9:17 pm; edited 1 time in total

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Re: Double Dragon II: The Advance Megamix by WSE

Post  Charco on Wed Jan 08, 2014 9:03 pm

AHA! Very cool! Looking forward to trying this out!

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Re: Double Dragon II: The Advance Megamix by WSE

Post  Tarma on Wed Jan 08, 2014 11:26 pm

Oh, yes, a new mod! Smile

I am downloading it, thank you, Don Vecta!
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Re: Double Dragon II: The Advance Megamix by WSE

Post  BigDarsh on Wed Jan 08, 2014 11:34 pm

Amazing! Downloading Right Now! :p
Does your Max "Zangief" Hatchett is avaible in the pack?  Embarassed

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Re: Double Dragon II: The Advance Megamix by WSE

Post  Shiva on Thu Jan 09, 2014 3:43 am

Wow, new mod! Downloading it.

Edit: Very cool and nice mod, Don! Good work!

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Re: Double Dragon II: The Advance Megamix by WSE

Post  Don Vecta on Thu Jan 09, 2014 6:07 pm

BigDarsh wrote:Amazing! Downloading Right Now! :p
Does your Max "Zangief" Hatchett is avaible in the pack?  Embarassed

Actually, nope... but I can upload them for you. I have World Warrior, Champion Edition and Hyper Fighting colors. Smile

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Re: Double Dragon II: The Advance Megamix by WSE

Post  BigDarsh on Thu Jan 09, 2014 6:31 pm

Ok time as come for me to give feedback for people who work here (Tarma this is your turn soon  Wink ).
I've did 3 runs, and here is my review.

Sound Effect:
Spoiler:
They are very Cool but a bit overused? (Golden rage? subway mayem?)
But I never enjoy so much being f*ckin' Blocked in a mod!  pirat and the new characters/mook's death sound are gold to my ears (even if Adam is reused from another mod)

Palette:
Spoiler:
This is definitly your best point in all your mods (Adam Extended, HUNTER, Subway Mayehm; Rushing Beat Remake, and this one. Not only they are astonish, but they match the layer that turn the mod into almost a new atmosphere.
You have an artistic touch I felt in the Konami Game "Crime Fighter 3 /Violent Storm"
I have no word to describe (my english is not good enough) that "pale" "pastel" touch
Few Example in this one:
Musashi blue / Ash green / SoR1 Judo Babe Green and orange hair / Galsia light blue / Mona Lisa 3 (Light Blue) / Shiva 2 Black n Grey
Shadow theme is great too! It's work like wonder  What a Face  

Music:
Spoiler:
I like saxophone in your mods! ^^
Music is really cool, I love it! (Techno Japan did good job here!)

Layers:
Spoiler:
Glaze Effect like in subway mayhem! Awesome. I don't know how you do this and I can say I would not think a DDII mod could benefits this gorgeous layers. Match the spirit of your palette mook too.

Enemy Roster Selection:
Spoiler:
neat, i don't know if they fit the original games (moveset / ai behavior) because I play DDII very long time ago and stop it quite fast. However, I really like your selection as a set of mook for a SoRRV5 Mods. They have all special attribute in their IA  Behavior/Moveset

Example: Ash, Galsia, Slum, Haku-oh / Hakuyo / Ninjo / Judo Babe 1
You've made very intersting battle with them

Boss Roster Selection:
Spoiler:
Very good choice too,
Barbon, Shiva 2/3, Yamato, R Bear, Rudra
Plus Bongo 1 as a "Running Gag Gimmick" ( Wink)

Enemy Placement and battle design
Spoiler:
To be honest, some battle are pretty insane espescially last boss of the two first roads
I know you try to be faithful to the original game which I found too hard, and I think that's why
your mod is particulary difficult.

I always play hard mode to check/discover the mod (gliches, spot food, and pick up etc) and it's very rare I have to use continue in v5.0a since Hard is not hard anymore lol.

However most of the battle are interesting because there are pit, great collision map (it fit the graphic very well), and no platform (very few and not difficult at all so it don't handicap "low jumpers")
So I think it's a great work you've made; it is just that i'm not into "techno japan hard core style" more than anything.
In hard mode: your mod is doable for the price of 1 extra credit maximum so it's okay

Lenght:
Spoiler:
I Like hub, it permits to chose your lenghts of play and your challenge! The main problem is I can't get the 3rd ending!
I did:
Route 1+Route 3 (Blaze2)
Route 2+Route 3 (Adam)
Route 1+Route 2+Route3 (Axel1)
(Glitch? Not avaible in hard mode?)

Glitch:
Spoiler:
Only one time, I get stuck on the truck top. Blaze respawn on the edge in spite of the middle of the screen keep dying (spawn trap by the wind). I have to restart. I don't know if it's a SoRMaker known glitch or not. On a side note, I play a tons of time Gang of Fury or HUNTER and it never happened so...

Conclusion:
Spoiler:
I have to try harder difficulty before making a real opinion, but your mod is really cool, faithful to the original (I think). It's kinda hardcore, but not stupid at all. There are a lot of tactis involving piting and food managemant, and a lot of extra 1up (point/pick up). Artisticly speaking it is gorgeous (sound/graphic layer/palette)
8/10

PS: I would be glad if you can upload your Max's Palette, yep. Thank you  cyclops


Last edited by BigDarsh on Thu Jan 09, 2014 6:41 pm; edited 1 time in total

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Re: Double Dragon II: The Advance Megamix by WSE

Post  Don Vecta on Thu Jan 09, 2014 6:40 pm

^ WOOO! This was a great review! Thank you very much!

Yeah, Hard's enemy placement is verbatim to the originals.
Spoiler:
The hidden third route is a homage to the Turbografx 16 and the NES version of the game... with some new stuff added. I knew in DDII NES the 2D  platforming was simply moronic and many times I threw the controllers away out of frustration. I mean, come on, it's a fucking BEAT 'EM UP, NOT A PLATFORMER (I played DDII arcade first... in fact, was my VERY FIRST beat 'em up, this is the reason I made this mod, actually)

Tell me about this glitch in the final route you mentioned... exactly how it is so I can fix it up. Is it a game breaker?

Anyways, this feedback is highly appreciated. I'm so glad you enjoyed this megamix.

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Re: Double Dragon II: The Advance Megamix by WSE

Post  BigDarsh on Thu Jan 09, 2014 6:59 pm

Oh my, forgot to descript the glitch, no game breaker:
Spoiler:
After Abadede Scene in the chopper in the last route, the game get back to the title screen "DDII press start" (not the HUB, the title screen). Only tested in Hard Mode

PS:

Spoiler:
I understand your nostalgia, mine is for Final Fight 1989 even it is flaw by our day too (Enemy placement is terrible in this game lol) But this is My very first Beat Them Up, and I think that's why I'm not into Techno Japan Style
a) plateforming is the first thing they get rid off,
b) they put 3 differents character like Golden Axe with pro and cons, and they create the grappler type with jumping throw,
c) they add Z Axis Reach to all attack so you don't have to be right in front of your opponent to punch him
d) They create the 0 frame start up grab by collision. no need to stun the opponent with a kick like in Crime Fighter 88 or Techno Japan game such as Renegade 86, or DD 87/DDII89. They turn the grab into an unblockable move by the way
e) They alter the jumping curve of the characters (higher) and it turn it into a mobility tool to defend and not a "jump kick starter anymore".

I know people think I'm a capcom whore when I say this but I am not, I'm just a BTU lover, and I say Final Fight create the BTU because they give depth to it by changing those rules and imposing them to almost every beat them up that comes out after it (even Violent Storm quit the Crime Fighter Mechanics to go with Final Fight Rules).

For the Zangief Palette, I think it could be cool to pack them and share them in the palette thread Wink

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Re: Double Dragon II: The Advance Megamix by WSE

Post  Don Vecta on Thu Jan 09, 2014 7:12 pm

BigDarsh wrote:Oh my, forgot to descript the glitch, no game breaker:
Spoiler:
After Abadede Scene in the chopper in the last route, the game get back to the title screen "DDII press start" (not the HUB, the title screen). Only tested in Hard Mode

PS:

Spoiler:
I understand your nostalgia, mine is for Final Fight 1989 even it is flaw by our day too (Enemy placement is terrible in this game lol) But this is My very first Beat Them Up, and I think that's why I'm not into Techno Japan Style
a) plateforming is the first thing they get rid off,
b) they put 3 differents character like Golden Axe with pro and cons, and they create the grappler type with jumping throw,
c) they add Z Axis Reach to all attack so you don't have to be right in front of your opponent to punch him
d) They create the 0 frame start up grab by collision. no need to stun the opponent with a kick like in Crime Fighter 88 or Techno Japan game such as Renegade 86, or DD 87/DDII89. They turn the grab into an unblockable move by the way
e) They alter the jumping curve of the characters (higher) and it turn it into a mobility tool to defend and not a "jump kick starter anymore".

I know people think I'm a capcom whore when I say this but I am not, I'm just a BTU lover, and I say Final Fight create the BTU because they give depth to it by changing those rules and imposing them to almost every beat them up that comes out after it (even Violent Storm quit the Crime Fighter Mechanics to go with Final Fight Rules).

For the Zangief Palette, I think it could be cool to pack them and share them in the palette thread Wink

It IS a game breaker and I'm a fucking moron! Okay, everyone, please. In case you...
Spoiler:
find the extra route, in SORmaker, stage 3 - 6, check for the scaled Abadede in Hard, he should be in BOSS mode and not normal, change him in order to proceed.
Anyways, I'll patch it up in the next revision. Let's wait for more feedback.

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Re: Double Dragon II: The Advance Megamix by WSE

Post  Saven on Thu Jan 09, 2014 9:36 pm

I only played Double Dragon II Arcade once before, but I decided to go ahead and give this one a shot as well.

I only played the arcade route so far and haven't been able to play the other route yet. It feels really faithful to the original arcade version. Although it does cut some parts out in areas (platforming sections), it still does make up for it regardless. My favorite thing about this route is stage 3 by far. It felt completely redone and there was a lot of effort and love put into this stage and it was fun to go through.

One big complaint though, while it is faithful to the arcade version, I feel that its TOO faithful in some areas. Mainly what I have a problem with is a few scaling issues (mainly the first stage) where everyone is a foot taller than a helicopter. Shocked It took me out of the atmosphere of the game a little bit as I thought I was a walking giant at first.  Laughing 

Now I was able to see the bonus this game has to offer so I will go ahead and review that too:
Spoiler:
Yeah, I was kidding about only playing one route obviously Razz. I went on this route on accident and was shocked and glad to see a complete remake of the NES Double Dragon II, which is the first DD I have ever played and still my favorite game in the series today (Well, I guess technically Double Dragon V is the first one I played, but that game doesn't count because its fucking shit).

One of the first things I have ever thought about doing when it came to modding in SORMaker was a remake of the NES Double Dragon II, but I eventually moved on to other things (The only game that I've made so far and I have been taking a lot of time on it. It's called Duke Nukem Forev-ahem I mean uhh Streets of Rage Resurrection). But regardless, I'm glad to see that this game has finally been done justice and in good hands too.

This route is the meat of the game so far. I can tell A LOT of effort and work has been put into recreating all of these levels. It was a fine job both graphically, challenging, and overall fun gameplay-wise. Speaking of graphics, I was WOW'd at the helicopter stage. This was easily my favorite remade level. The scrolling made it feel pseudo-3D-like for me. And I LOVED how you put black bars at the bottom and top of the screen just like in the original too. And speaking of that level, I always thought that Abadede was the boss of that level when I was younger, so I was thrilled to see he was the boss here. Laughing 

It was very faithful recreations of the original game, and even the changes you made were great too (thanks for not even attempting to do the platforming section in Mission 6, I fucking HATED that mission in the NES game). And I'm glad that you put Wily/Mr. X in Mission 8 as a boss, it never felt right not fighting him in the NES version. Final boss was what I expected to fight, but never expected how you went about it. And I really enjoyed it as a final fight. I wish there was some way you could put in the Shadow Warrior's death and dying words. Sad

A couple minor complaints though. Firstly, I felt that the collision on the platforming section on the rocks in the middle of the waterfall in Mission 5 was way too small and I wished you could have made them bigger. I lost quite a few lives on that section. Secondly, a few of the songs in the game overall didn't sound like they looped correctly.

Overall though, I really loved this route compared to the other route (even though I'm biased). Although something just feels missing from the arcade route. Besides Arcade Mission 3, it felt a little uninspired compared to this route.

Overall though, I give this whole game a 8 or 9/10 so far. Thanks for recreating one of my favorite games of all time.  Very Happy 

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Re: Double Dragon II: The Advance Megamix by WSE

Post  BigDarsh on Fri Jan 10, 2014 12:09 am

Okay, I've did two more runs (Axel1 & Shiva2) after fixing the glitch and wow, I understand while you said it was a "gamebreaker", I was not aware there were so much I miss! Heavy Spoiler Ahead!

Spoiler:

The route 3 is huge compare to the other. I think it is Double Dragon II Nes from what Saven said in his review. So here is what I have to say. Everything look gorgeous in this part of the mod, and the progression as more depth. I love the water of the boats, the differents scene of the forest, the dark temple with invisible floor.

Regarding difficulty, the more I play it, the more I found the two first routes very pleasant in strategy cluster. Once you know who can drops food/points, and once you know who will spawn when, you can definitly make great battle, and long battle shorter. I manage to keep my life gauge and Life Counter pretty high this time.  Smile 

About the 3rd route, there is more plateforming but it is okay once again. I'm not agree with Saven, the Rock Area is perfect regarding collision map (tested with Shiva 2 and Axel 1, and both can cross it well). I like the train of death too (HUNTER GreenLeaf Road XD), and all those kind of creative arena from route 3.

My only cons is now i saw the lenght of route 3, it is almost a mod by itself. As you are force to play one of the two first route to unlock it, it makes the game very long (and I play only on hard for the moment). I think offer free access to the third route from the scratch maybe a good idea even if it does not fit the story well.
Whatever you decide when you will have more feedback, it's amazing work.
You earn 1 point. 9/10!

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Re: Double Dragon II: The Advance Megamix by WSE

Post  Don Vecta on Fri Jan 10, 2014 4:24 am

Great comments and feedback, guys. I'm glad you've found out what was the 3rd route about.
Spoiler:
Yes, I had to do it cuz I knew if I only have done DDII Arcade, I'd have had immediate requests to have done the NES/Turbografx-16 version. That's why I went the extra mile and made the whole third route as the "full game"... but at the same time, as an extra mode.

Unfortunately, there's no way to have a proper unlocked mode in SORmaker. I really wanted to open this third route as a reward from beating any of the other two routes, that's why I made a special hub for this. Anyways, the point is that the missions are usually small compared with other SOR/Final Fight ones, so I think it's alright the length of the mod with one basic route plus the NES one. Anyways, after the people have played this mod, the next revision will have the hub with everything unlocked. Smile

I'll do a full list of cast of characters and why did I choose those enemies to fit in the whole universe of Double Dragon. I'm glad everyone is enjoying the game as it is.

And yeah, my apologies on the first helicopter. Couldn't find a proper resized heli that match the perspective and resizing would cause a horrible sprite spread... guess next revision I'll do a full sprite work to it... but might take some time and work to do.

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Re: Double Dragon II: The Advance Megamix by WSE

Post  Karma on Fri Jan 10, 2014 8:45 pm

Holy crap, this one is hard Smile DD2 was also my first beat 'em up, and the hidden route brings back memories from when I was little.
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Re: Double Dragon II: The Advance Megamix by WSE

Post  Karma on Sat Jan 11, 2014 5:24 am

Finally managed to make a full run from arcade all the way through the spoiler on mania. I had 2 lives left at the end. Well done Smile
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Re: Double Dragon II: The Advance Megamix by WSE

Post  Don Vecta on Sat Jan 11, 2014 10:12 am

Glad you enjoyed it.

Yes, the mod is hard, but I placed food items/enemy drops and lots of pits so people can play strategically and get rid of the crowds easily, minding to either throw baddies and sacrifice the food drop or getting rid of them quickly and move on forward.

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Re: Double Dragon II: The Advance Megamix by WSE

Post  Karma on Mon Jan 13, 2014 2:52 am

I'd love to know where you found the music, or did you make it yourself?
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Re: Double Dragon II: The Advance Megamix by WSE

Post  Karma on Mon Jan 13, 2014 4:15 am

Has anyone else found the hidden tribute to the NES DD1?
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Re: Double Dragon II: The Advance Megamix by WSE

Post  Don Vecta on Mon Jan 13, 2014 12:13 pm

Karma wrote:I'd love to know where you found the music, or did you make it yourself?

lol, I'm not that good in creating music! Nah, this is from the Double Dragon II Arranged soundtrack. You could find it on shadowhaxor.net or Galbadia Hotel.

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Re: Double Dragon II: The Advance Megamix by WSE

Post  Charco on Mon Jan 13, 2014 12:44 pm

Did you use any music from the Neo Geo Double Dragon game? Some tracks on that are kinda cool.

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Re: Double Dragon II: The Advance Megamix by WSE

Post  Don Vecta on Mon Jan 13, 2014 6:19 pm

Charco wrote:Did you use any music from the Neo Geo Double Dragon game? Some tracks on that are kinda cool.

Nope, only the AST and a couple of tracks from the OST and Double Dragon 1 AST too.

Spoiler:
Oh yeah, BTW... In the NES/Turbografx-16 route, there IS a hidden route.

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Re: Double Dragon II: The Advance Megamix by WSE

Post  BigDarsh on Thu Jan 16, 2014 1:25 am

That was epic. Finally manage to beat it in Very Hard with Blaze 2 while finding the hidden route (lovely work here). I really like your difficulty scaling for this mod. Very challenging but nothing really broken and all the piting game is really well designed. Last Bosses fight are too hard for me, but I think this mod target high level players so it fits.

PS: Thank you for Max Capcom Palette DV!

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Re: Double Dragon II: The Advance Megamix by WSE

Post  Laucorn on Thu Jan 16, 2014 4:59 am

Congrats on the mod being completed. From what I've played it's excellent. I'll have to give this one a go in its entirety soon enough.

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Re: Double Dragon II: The Advance Megamix by WSE

Post  Karma on Fri Jan 17, 2014 2:59 am

Sigh... I feel accomplished. Just got done going through all three paths in a row, on Mania, with the extra boss cheat active. I literally had one hit left on the last life of my last continue when I beat the last boss.

I need a cigarette.
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Re: Double Dragon II: The Advance Megamix by WSE

Post  Don Vecta on Fri Jan 17, 2014 5:34 pm

Karma wrote:Sigh... I feel accomplished.  Just got done going through all three paths in a row, on Mania, with the extra boss cheat active.  I literally had one hit left on the last life of my last continue when I beat the last boss.

I need a cigarette.

Congratulations, bro. Well done. Yes, I know, it's not an easy mod, especially in Mania, but I think it's not broken at least. Smile

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Re: Double Dragon II: The Advance Megamix by WSE

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