![]() ![]() or the amazing AvP with full intros, cutscenes credits and endings from the original), but yeah, I was always critical by not adding those extra features like a good rewarding ending (the credits screen is always an anticlimatic way to beat a great mod), but then again, he's improving quite a lot and delivering better and deeper mods. That said, like adding Mania exclusive enemies, hidden modes and routes, maybe remixes of the classic stage in a "Champion Edition" visual style, etc.Ĭm_Blast's babies are quite fun, I must say, and especially the recent ones start to take off and add even cooler features (for example, the hidden path in The Punisher that takes you to the deleted plane scene. dunno, the creative side of me always takes over and makes me do omakes (or additional exclusive content) while still keeping the theme of the tribute mod I'm working with. I always see tribute mods (this is MY vision of tribute mods, mind you), first, as a full visual recreation from the original one (precise palettes, precise enemy placement in normal difficulties, right music, etc.), but. So when you know the original games, the tribute mods that you would like the most would not be the same that if you don't know the original game. I even try to help them with sound modding when I can. ![]() On the other hand, you have tribute like DDII and Rushing Beat from Don Vecta who go for gameplay more than visual regarding the roster.Īll in all, it will always be gimmicky whatever the path the modder chose to highlight, and I respect both choice (even though I am more into gameplay but that just me). That makes some battle a bit out of place gameplay wise, but visually speaking, it matches pretty good. In example Final Rage trilogy (augmented anthics) and The Punisher have roster based on visual and not on gameplay. Some are limitation of sormaker, other is his own vision of the original game which I respect. Most of CM Blast's tribute are good but always lack of stuff here and there. So when I play a tribute mod, I try to understand what the modder can do and what the modder can't. You miss a lot of feature like hidden items, pit combat, weapon management, destructible environement/layer. In my case, I have played a lot capcom beat em up and this is what make the tribute formula frustrating some time. I share your opinion overall, original mod have more appeal than tribute. This other type of mod is more oriented to make people think: "I'm not sure if I playing a Sorr mod based on C&D or a C&C hack with Sor characters in it". Of course, would better If I choose exactly the enemies I want, but there are lots of mods doing that (I have some mods too using my own will to do it). ![]() I tried to use at least a similar feeling: the velociraptor only throws you (as Ash), the Triceratops looks big and threatening, but is really easy to avoid him (like Bongo). I always try to imitate the original, so if someone play the game and know that in stage X the stage starts with some dinosaurs, I want to give them those dinosaurs. The mod is good to play, the maps are nice, and the customized objects are excellent! Strange the rolling stones make a mtal noise, but I think you don't have the choice. But that is just my personal feeling, maybe this kind of mods are more appricated by people how played a lot to the original game.Īnyway. Vince wrote:Hi! Just test the new version.įor information, the mods that try to adapt a game with SorMaker are not the ones I prefer, because I feel the creators try to imitate the original game, more than doing a good mod (some details looks too artificial: the crushers with dinosaurs feet, the human/dinosaur hybrid played by a pink Mr.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |