Streets of Rage: Syndicate Chaos

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Streets of Rage: Syndicate Chaos

Post  SoulFireBlaze on Sun Feb 11, 2018 2:04 am

STREETS OF RAGE: SYNDICATE CHAOS

This project was once started by me years ago, but it was cancelled due to some development issues. Some time last year, BlackBlade34 talked to me about bringing the project back to life. He led the project's development with some help from me and already existing stuff that was made by me years before. Modifications have been made here and there, but now you can finally experience this once lost SoRMaker game made to be played in Streets of Rage Remake V5.

Story:
Two years after the events of Streets of Rage 3, a war between two crime syndicates wreak havoc around the city. Gang wars and murders are happening everywhere, and it's up to Axel, Blaze, Adam, Skate, Max, and Zan to stop the syndicates. Our heroes must split up into two teams, each searching for one of the syndicate bosses and bringing down the syndicates. The identities of both crime bosses are mysteries that must be solved by each team, fighting through countless waves of criminals once again on the STREETS OF RAGE.

If you are playing as one of the following characters, the story continues by taking the straight path in Stage 1:
Axel
Blaze
Max

For these other characters, the story continues from an alternate path in Stage 1:
Adam
Skate
Zan

DOWNLOADS:

Regular download:
https://mega.nz/#!EfgCRCSa!pRO3jyxb3ce0XvMXdXRx5R6_zwWmOgChrOGOrEKxY8U

Enemy Palettes:
https://mega.nz/#!FboXjBYZ!QxLB2691Cn4Sr3tesqvEAU4oKbKFoAMIbZ2sfBQSeDY

For people who have trouble installing SoRMaker mods (comes with SoRRv5 and other related utilities/resources, so download will take longer):
https://mega.nz/#!oaYxwC7B!Zp34k6r12QaaprJNrbTr1URHhMKFNEyhfmlZx9eOU4Q


Last edited by SoulFireBlaze on Mon Feb 19, 2018 2:03 am; edited 4 times in total
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Re: Streets of Rage: Syndicate Chaos

Post  Don Vecta on Sun Feb 11, 2018 9:20 am

Hell yeah! Time to dust off my SORR and play again!

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Very cool night stage on the bridge! Thank you very much! Very interested mod)

Post  Puzirkov on Sun Feb 11, 2018 7:44 pm

SoulFireBlaze wrote:STREETS OF RAGE: SYNDICATE CHAOS

This project was once started by me years ago, but it was cancelled due to some development issues. Some time last year, my friend Blackblade34 sought to work with me to revive and finish the project. Modifications have been made here and there, but now you can finally experience this once lost SoRMaker game made for Streets of Rage Remake V5.

Story:
Two years after the events of Streets of Rage 3, a war between two crime syndicates wreak havoc around the city. Gang wars and murders are happening everywhere, and it's up to Axel, Blaze, Adam, Skate, Max, and Zan to stop the syndicates. Our heroes must split up into two teams, each searching for one of the syndicate bosses and bringing down the syndicates. The identities of both crime bosses are mysteries that must be solved by each team, fighting through countless waves of criminals once again on the STREETS OF RAGE.

If you are playing as one of the following characters, the story continues by taking the straight path in Stage 1:
Axel
Blaze
Max

For these other characters, the story continues from an alternate path in Stage 1:
Adam
Skate
Zan

DOWNLOADS:

Regular download:
https://mega.nz/#!EfgCRCSa!pRO3jyxb3ce0XvMXdXRx5R6_zwWmOgChrOGOrEKxY8U

For people who have trouble installing SoRMaker mods (comes with SoRRv5 and other related utilities/resources, so download will take longer):
https://mega.nz/#!oaYxwC7B!Zp34k6r12QaaprJNrbTr1URHhMKFNEyhfmlZx9eOU4Q
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Re: Streets of Rage: Syndicate Chaos

Post  Sshadow5001 on Mon Feb 12, 2018 12:50 am

So does this mod contain any custom palettes? I'm just curious.
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Re: Streets of Rage: Syndicate Chaos

Post  SoulFireBlaze on Mon Feb 12, 2018 1:45 am

Yes, sorry if they weren't included before.

https://mega.nz/#!FboXjBYZ!QxLB2691Cn4Sr3tesqvEAU4oKbKFoAMIbZ2sfBQSeDY
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Re: Streets of Rage: Syndicate Chaos

Post  Blackblade34 on Mon Feb 12, 2018 1:49 pm

Don Vecta wrote:Hell yeah! Time to dust off my SORR and play again!

Just go for it, but I suggest you to start the game with Path A since Path B is more difficult!
Anyway good luck with your game-play! Twisted Evil Cool
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Re: Streets of Rage: Syndicate Chaos

Post  Charco on Mon Feb 12, 2018 8:34 pm

Great to see a new mod, will download this and play it with my buddy!

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Re: Streets of Rage: Syndicate Chaos

Post  Blackblade34 on Tue Feb 13, 2018 3:56 pm

Charco wrote:Great to see a new mod, will download this and play it with my buddy!


Razz Have fun with it gentlemen, I hope you will enjoy it!
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Re: Streets of Rage: Syndicate Chaos

Post  Sshadow5001 on Fri Feb 16, 2018 5:57 pm

Alright I gave the 1st path a playthrough, wasn't to bad at all, though the cutscenes scripts need a bit of work.
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Re: Streets of Rage: Syndicate Chaos

Post  Mr.Din on Fri Feb 16, 2018 11:08 pm

Hope you plan on giving credit for using project neo's select theme. playing through this now.

Edit: so played through what I assume is Axel, Blaze and Max's path.

- The story is alright, lot's of idle talking but I like the attempt. Never been a big fan of dialogue in the middle of fighting so if anything important was there I skipped it.

- Some stages look beautiful, others have some potential with a little less copy pasta going on but then there's some that have really annoying things like the overlay of red, very harsh on the eyes.

- Music choice is a bit all over the place, I do like the use of fighting force tracks as well as some new (to me anyway) SoR remixes though some other tracks feel out of place.

- Enemy placement could definitely use some work, feels a bit messy in some areas, empty in others. There are some awkward moments where I thought the level would end and it didn't. like when I fought the antonio clone in the casino, the wave of hakuyo's after him just felt off, maybe swap them?

- The escape scene is horrendous, honestly. WAY too much going on, poison gas, explosions everywhere, walls, fire, a timer and even a completely out of place falling container. Sheesh pick 1 or 2 and stick with it lol.

- I do like the mixture of some elements, the conveyor belt in combination with the press. needs a little fine tuning but it's a good concept, makes the factory feel like a factory.

All in all the mod has serious potential, keep at it. I'll be back with more feedback on the other route(s)

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Re: Streets of Rage: Syndicate Chaos

Post  Blackblade34 on Sat Feb 17, 2018 11:05 pm

Mr.Din wrote:Hope you plan on giving credit for using project neo's select theme. playing through this now.

Edit: so played through what I assume is Axel, Blaze and Max's path.

- The story is alright, lot's of idle talking but I like the attempt. Never been a big fan of dialogue in the middle of fighting so if anything important was there I skipped it.

- Some stages look beautiful, others have some potential with a little less copy pasta going on but then there's some that have really annoying things like the overlay of red, very harsh on the eyes.

- Music choice is a bit all over the place, I do like the use of fighting force tracks as well as some new (to me anyway) SoR remixes though some other tracks feel out of place.

- Enemy placement could definitely use some work, feels a bit messy in some areas, empty in others. There are some awkward moments where I thought the level would end and it didn't. like when I fought the antonio clone in the casino, the wave of hakuyo's after him just felt off, maybe swap them?

- The escape scene is horrendous, honestly. WAY too much going on, poison gas, explosions everywhere, walls, fire, a timer and even a completely out of place falling container. Sheesh pick 1 or 2 and stick with it lol.

- I do like the mixture of some elements, the conveyor belt in combination with the press. needs a little fine tuning but it's a good concept, makes the factory feel like a factory.

All in all the mod has serious potential, keep at it. I'll be back with more feedback on the other route(s)




Thanks for comment mate! Well, the enemy replacement has given a lot of question to us! My partner( SoulFireBlaze)wanted much more foes at a few battle scenes, but I was convinced about putting more foes on those scenes will make the game-play too hard for the players, so I decided to make some scenes easy and others will be hard so I was balancing the game mod on this way!
Hahahaha!: The escape scene is unique really, I have put many effects, traps on it but I still feel like that scene is easy enough! We have tested that scene about 300 times(maybe more)but it is not difficult to complete it, if u keep practicing on it you will get used to it easily and very soon! Smile
Anyway good luck for path B but be gentle there since that route is more difficult then path A! Twisted Evil
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Re: Streets of Rage: Syndicate Chaos

Post  Blackblade34 on Sat Feb 17, 2018 11:09 pm

Sshadow5001 wrote:Alright I gave the 1st path a playthrough, wasn't to bad at all, though the cutscenes scripts need a bit of work.


Well done! Wink Have u played the Path A on mania level? Path A on mania is gonna give you the ,,real end credits,,!
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Re: Streets of Rage: Syndicate Chaos

Post  Don Vecta Yesterday at 9:45 pm

Okay, so I tried route one. This is my feedback:


  • Mixbag of styles among the scenes. Some were splendid (loved the casino, for example or the park), some other were okaysh but some were a true eyesore (like those weird neon looking areas or the office of Mr. X), I think graphically speaking the mod was inconsistent in style and quality.
  • Enemy placement was also kinda mixed. Some areas were quite fun while other were dragging too much. I learned that a good pace never goes beyond 2 waves of enemies per stop. Needs work and fine tuning.
  • Liked the production of showing a post-credits scene bringing a sequel. That was nice, just get rid of those neon colors!
  • Music wise was okay, unremarkable except the casino area, which had the best music in game.
  • I also hated the last sequence. Too much going on and that game over timer was way too much. There were 3 escape missions back to back and was getting old, the third one was what made me drop the controller and not trying again. Definitely that killed the mod in my eyes.
  • Lots of technical issues out there like misplaced layers that showed blurrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrred areas, enemies popping out of nowhere and so on. Needs more fine tuning out there.


It does have potential cuz has some fun parts but others need some work going on. Not bad but can be a lot better.

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