Path of Shadow Dancer - Final v1.12

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Re: Path of Shadow Dancer - Final v1.1 UPDATE

Postby Iceweb38 » Thu May 31, 2012 7:12 pm

Well the labyrinth files are separated from the rest in the patch archive so you can absolutely keep the labyrinth as it originally is and apply the other changes in the same time.
Thanks for the kind words :D
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Re: Path of Shadow Dancer - Final v1.1 UPDATE

Postby realnabarl » Fri Jun 01, 2012 9:42 am

1 more problem:
There is a pop-up fat guy (name is Heart) in stage 4-1.

BTW, I found that random drop would cause player got even less points from item than from food.
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Re: Path of Shadow Dancer - Final v1.1 UPDATE

Postby Iceweb38 » Fri Jun 01, 2012 11:47 am

realnabarl wrote:1 more problem:
There is a pop-up fat guy (name is Heart) in stage 4-1.

BTW, I found that random drop would cause player got even less points from item than from food.


*facepalm* I'm going to fix this >_<

Regarding the points, yeah I noticed and thought it was very strange at first. And that's why I decided to have the last stretches of ennemies in both disco and iceberg stages to release food instead of money.
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Re: Path of Shadow Dancer - Final v1.11 UPDATE

Postby graylandertagger » Sun Jun 03, 2012 5:05 am

To anyone still having trouble with the maze i've written a list of directions in the spoiler bar below. The directions are ment for the patch version, but I think it should work for the unpatched as well. The maze agitated me so much that I felt it should have been completely removed, but now that i'm past it I can go on.

Spoiler: show
1st room:Just take the door on the right.

2nd room:Last door on the right.

3rd room:1st door on the right.

4th room:Last door on the right.

5th room:Middle door on the left. Important note:This part doesn't use the fre camera meaning that the moment you see the middle door stop and wait for for the enemy to approch. If no enemies present move a bit more to the left and then wait a little. The last thing you want to do here is trigger the appearance of the three SOR1 Haku-Oh's. That'll prevent you from using the middle door. You can fix this glitch modifing using SORmaker use the freeflow camera, but for those of you who don't it's best that you know.

6th room:Just take the door right next to where you start. Before you can you'll have to clear this area out completely. Unlike the last area this part has a freeflow camera.

7th room:Head right and approtch the red door. You'll head to the boss level.
Last edited by graylandertagger on Mon Jun 04, 2012 4:51 am, edited 1 time in total.
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Re: Path of Shadow Dancer - Final v1.11 UPDATE

Postby Iceweb38 » Sun Jun 03, 2012 11:37 am

For the third time:

graylandertagger wrote:
Spoiler: show
6th room:Just take the door right next to where you start(don't go left in this room).


Spoiler: show
Going left in the room will not prevent you from taking the right door, you just have to reach the free camera. And in the patch, I put an ennemy right where the free camera point is so you'll be forced to get to the left anyway.
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Re: Path of Shadow Dancer - Final v1.11 UPDATE

Postby bazzza » Sun Jun 03, 2012 1:25 pm

graylandertagger wrote:To anyone still having trouble with the maze i've written a list of directions in the spoiler bar below. The directions are ment for the patch version, but I think it should work for the unpatched as well. The maze agitated me so much that I felt it should have been completely removed, but now that i'm past it I can go on.

Spoiler: show
1st room:Just take the door on the right.

2nd room:Last door on the right.

3rd room:1st door on the right.

4th room:Last door on the right.

5th room:Middle door on the left.

6th room:Just take the door right next to where you start(don't go left in this room).

7th room:Head right and approtch the red door. You'll head to the boss level.


To literate a point the labyrinth stage is very similar to that of the on in the revenge of shinobi witch in it self was quiet generic, not very hard to workout, and I still salute the iceman for sticking to his guns and leaving it in it was a greatly well done stage and the best stage of the mod by far also I hope to see more labyrinth stages in the future for mods.
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Re: Path of Shadow Dancer - Final v1.11 UPDATE

Postby Iceweb38 » Sun Jun 03, 2012 1:36 pm

Actually, the layout was more inspired by Shinobi III, which as I said before tended to punish the player much more than in RoS and also included traps rooms.
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Re: Path of Shadow Dancer - Final v1.11 UPDATE

Postby bazzza » Sun Jun 03, 2012 2:07 pm

Iceweb38 wrote:Actually, the layout was more inspired by Shinobi III, which as I said before tended to punish the player much more than in RoS and also included traps rooms.


Umm yeah my bad you did make that point sorry dude I have just recently played through shinobi 3 I have still never finished it hard as nails that game.
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Re: Path of Shadow Dancer - Final v1.11 UPDATE

Postby graylandertagger » Mon Jun 04, 2012 5:42 am

I know that I used the term nice work earlier and granted I don't regret doing so. Nor do I hate life for playing this mod. However after playing through the game several times in order to beat I honestly began to notice several other gameplay issues that ruined the mod for me and that the only reason I enjoyed the mod at first was due fact that I was relaying far too much on the positive aspects of it as there are things in this most that work wonderfully. While this is just my opinion I really feel that this mod is more of an aquired taste. I understand why so many people liked this mod and accept the right to disaggree with them as their exists some very good things about it.

First the good:
Even though the graphics lack detail the backgrounds in some of the levels such as 8-1 are excellant even if they are taken from the Shinobi series. The placement of the enemies is also excellant as it throws a varity of combinations of enemies at you. The game also have some nice uses of the SORmaker features in my opinion compaired to what one would think as they further add more complexity to fighting enemies. The use of conveyer belts for example are done here better than anywhere! Loved what ice did in the airplane level.

As for the bad:
While the placement of enemies is great it also feels very random most of the times which alones isn't a problem, but at the same time is removes the emotional feel of the concept of each level having it's own them like it was in the Shinobi games. I wouldn't mind this if the game alternated between theme and enemy placement focus like in Way of the Warrior, but it almost never does. One could alternate between palletes from stage to stage to make the color of the pallete fits with the feel of the level, but that's not used here either. I know people are going to point to a great mod such as Gangs of Fury, but even that mod had some restraints on the enemy placement add some feel to the level as opposed toward being random. Not only are plateforming area rare, but they also feel tacked on and at times only leave room for very cheap deaths espically at leave 7-1 where jumps are placed far where your enemies can easily knock you off the moment you jump them(I normally found several enemies just waiting to do that). The game also lacks any new palletes or names save for Shiva. The alone wouldn't bother me if the pallete placement wasn't randomized, but as i've said before it is. The maze level also is almost impossible to get past due to the lack indication as to where to go. I know it's a maze and that it's supposed to be hard to navigate, but if you compaired it to other mods you'll see the problem. In Rise of the Dragon you were given a bunch of hints. In Way of the Warrior the areas were small to keep things speedy. Here where the rooms are larges and have no hints, the mod makes it as hard as possible to the point where I gave up several times. The final issue with the game is that while the backgrounds are impressive teh levels themselves lack detail in most areas. I know that the game is supposed to use graphics from the Shinobi games, buts a resault the design is so simple that there's normally very little atmosphere.

Pros:
-Backgrounds are great!
-Some nice placement of enemies/traps.
-Loved some of the innovative use of SORmaker features.

Cons:
-Most levels don't have a theme regarding enemy placement.
-Platforming areas not only feel taked on, but allow for many cheap deaths(i'm looking at you stage 7-1)
-No new palletes or names(aside from Shiva's)
-Maze level is almost impossible to figure out do to the lack of hints.
-Levels are mostly are simplistic in design.

Verdict:There are really good things about this mod, but for me it's just not my taste. Some will like it. Other's won't It's all a matter of taste.


bazzza wrote:
graylandertagger wrote:To literate a point the labyrinth stage is very similar to that of the on in the revenge of shinobi witch in it self was quiet generic, not very hard to workout, and I still salute the iceman for sticking to his guns and leaving it in it was a greatly well done stage and the best stage of the mod by far also I hope to see more labyrinth stages in the future for mods.


Well... That's your opinion and your very well entitled to have it, but as for as maze stages go this one just felt like it only made this worse. Everyone, please understand that i'm only expressing my opinion. I understand that Ice worked hard and long on this, esspeically after a years work. I just feel that people are dwelling far too much on the positives. That's all. Is it bad. In the literal sense no as the mod is really and aquired taste like I mentioned earlier, but in my honest opinion, yes. No offense Ice. You tried your best.
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Re: Path of Shadow Dancer - Final v1.11 UPDATE

Postby BigDarsh » Mon Jun 04, 2012 6:16 am

I was about making my own review, but I'm totally agree with you. For the good (music, stages, ennemy placement) and for the bad (including palette, ufo battle theme and maze).
But I think Gang of fury as not any issue with neither palette, nor theme. (best mod ever imho)
Just my opinion of course, and as Iceweb worked a lot on it, I have to thanks him for this mod.
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Re: Path of Shadow Dancer - Final v1.11 UPDATE

Postby Iceweb38 » Mon Jun 04, 2012 12:32 pm

graylandertagger wrote:5th room:Middle door on the left. Important note:This part doesn't use the fre camera meaning that the moment you see the middle door stop and wait for for the enemy to approch. If no enemies present move a bit more to the left and then wait a little. The last thing you want to do here is trigger the appearance of the three SOR1 Haku-Oh's. That'll prevent you from using the middle door. You can fix this glitch modifing using SORmaker use the freeflow camera, but for those of you who don't it's best that you know.

6th room:Just take the door right next to where you start. Before you can you'll have to clear this area out completely. Unlike the last area this part has a freeflow camera.


No, the 5th room has free camera as well, didn't you check?

Otherwise thanks for your review, even if it isn't as positive :D
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Re: Path of Shadow Dancer - Final v1.11 UPDATE

Postby loftyD » Mon Jun 04, 2012 1:12 pm

OMG, this is just awesome. Im in the process of downloading it. Love it already!
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Re: Path of Shadow Dancer - Final v1.11 UPDATE

Postby CajNatalie » Mon Jun 04, 2012 1:22 pm

GLT took the time to write a long, in-depth, and honest review, and it doesn't contain any way-out-there concepts that should be self-tested before throwing out at others.
I approve, and I hope others do, as well, regardless of how much they agree or disagree with the content of GLT's post. ^.^b
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Re: Path of Shadow Dancer - Final v1.11 UPDATE

Postby Iceweb38 » Mon Jun 04, 2012 2:00 pm

I certainly do, even if I'd appreciate that he emphasizes about how the bakground lacks details :)
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Re: Path of Shadow Dancer - Final v1.11 UPDATE

Postby loftyD » Mon Jun 04, 2012 2:37 pm

I'm at Chinatown atm. So nostalgic. Best mod I've seen so far!
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