Final Rage (Updated August 12 *v1.2*)

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Final Rage (Updated August 12 *v1.2*)

Postby DeusX87 » Mon Aug 08, 2011 3:10 am

Well, this took a lot longer than I expected, but here it finally is...Final Fight in the SoR universe. I'm pretty sure most if not everyone has played or at least heard of Final Fight at some point, so I'm pretty sure it needs no formal introduction.

I initially planned to incorporate Final Fights 2 and 3 into this mod like with Rage In Time, but I thought it would be best to just focus on the very first game. Not to mention, Final Fights 2 and 3, to me, always had different aesthetics about them that could clash horribly with FF1. The reason it worked so well in Rage In Time is because all the Turtles games I used the resources from all share assets between one another.

But, anyway, enough of that.

Things to be found:
--About 90 megs compressed, about 169-170 megs decompressed.
--Includes the Arcade, Double Impact, GBA, Sega CD, and SNES versions of the soundtrack. Choose one by simply copying and pasting the soundtrack from the corresponding folder into the main directory of the Final Rage folder. If you're feeling adventurous, you can mix and match songs. The Arcade version of the soundtrack is loaded by default.
--Assumes the Arcade version's placement of enemies. It will get chaotic towards the end of the game if you rush, which was one of the Arcade version's "perks".
--All levels are intact, even bonus stages. However, I had to do off-the-wall bonus stages since you can't punch cars or sheets of glass...

Things not to be found:
--Hmm...can't think of anything right now.

Side notes:
--During the elevator sequence on the Industrial Area stage, I had to transition into another version of the lift because of a glitch. If you beat a boss on an elevator, the game will transition to a black screen while the results play out in the background, and then kick you back to the "Press Start" screen regardless if you have another level afterwards. Modders thinking of using elevators with boss fights might want make a note of that.
--As you may expect, I use Abadedes in place of Andores. However, fighting the Abadedes would become an absolute chore and is extremely frustration inducing. Throughout the game, Abadedes have ultra-nerfed health and most of them may drop food. The only places where they have high health is when they can be thwarted with weapons. Abadedes that join packs are replaced by SoR1 Bongos, as they are less of a pain to deal with (but still a bit a challenge) when leading an army or other powerful/aggravating enemies.
--Some enemies are "classed"; for instance, Axl/Slash will be Slum/Vice and Tiger/Fabio. It's basically an effort to ward off redundancy.

v1.1 Changes
--For those who are interested, a Final Fight palette and name mod is included.
--The frequency of Abadedes has been cut down dramatically, and most of them are replaced by Ashes and SOR1 Bongos. You'll still find a few here and there, but they are still in their respective Boss fights as they initially were.
--Fixed a few oversights in regards to enemy placement, as well as a few other changes and tweaks.

v1.2 Changes
--Some difficulty tweaking that includes more appropriate item placements.
--Fixed some enemy placements and names.
--Abadedes are even less frequent.
--Put a stop just before the exit at Stage 8C. Initially, if you went too far without defeating any enemies, some of them will get stuck in another part of the level.
**I'm going to try to upload the updated files only so the entire mod doesn't have to be re-downloaded. This had some backfire in the Rage in Time mod, but this time, I didn't edit any of the .fpg files. I'm also doing this because it's driving me absolutely bonkers uploading all these different pieces and having to reupload the entire mod itself to all these different file hosts.

Okay, I'm done talking, now. Download below (goes up to v1.1 only. v1.2 is separate and has to be applied over this one):
http://www.megaupload.com/?d=NF3LL7MY

http://www.sendspace.com/file/yuc2e3

http://www.mediafire.com/?7i4wvgx9f6h8uwu

Palette mod only:
http://www.megaupload.com/?d=LFYGPPLC

Updated files only (v1.2):
http://www.sendspace.com/file/rd4041

http://www.mediafire.com/?g4xs34dd9itmzza

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Last edited by DeusX87 on Tue Sep 06, 2011 5:04 am, edited 9 times in total.
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Re: Final Rage *v1.0*

Postby Don Vecta » Mon Aug 08, 2011 4:32 am

YAY~! It's out, let's get it while it's hot! :D Downloading.

BTW, about FF2 and FF3 you still can make separated mods for those games. I think they are worth trying (especially FF3 that has multiple paths).

EDIT: Awwww didn't include name/palettes for FF? I'd have enjoyed it a lot more if you included the palette/name for all the FF enemy cosplaying. If you can, can you put a file with them? I'm sure the experience of the mod would be a lot better with those.
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Re: Final Rage *v1.0*

Postby LucasHB » Mon Aug 08, 2011 6:09 am

EXCELLENT work, man!!!

As in TMNT, all the stages are spot on! You do feel like you´re playing the original game... and the stages are beautifully ripped, the colors so vivid! Great fun... I intend to play it again with the different soundtracks, looking forward to that, actually. Your animations are the best, too. Always add great value to the game.

My only complaint is the bosses appearing in the middle of the stages, even if they have only 1Up, it´s still kinda distracting. Especially Abadedes. Don´t wanna be a crybaby, but they really kicked my ass. I understand that they´re standing in for Andore, but it´s different, man. Andore, tough as he was, was only a common goon. Abadede is a boss, and will behave as such (kicking ass, that is). Just a heads-up for you, but it didn´t spoil my enjoyment AT ALL. Great work!
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Re: Final Rage *v1.0*

Postby Don Vecta » Mon Aug 08, 2011 6:23 am

Okay, just finished it. And I'm amazed by the exact enemy positioning it had Final Fight. It seems you also played it in-depth, didn't you? Some parts made me cringe of difficulty (the rows of Roxy/Poisons along with some Hollywoods) that part is annoying. I personally have a special hatred towards SOR2 Big-Bens especially with their damn belly drop (I HATE WHEN THEY DO THAT!) but it's part of the cosplaying.

While I agree that Abadedes are supreme tough, I do think they are fine as goons as long their energy is low. They cause a shitload of headaches, though.

I guess the level I enjoyed most was the industrial area, especially the fire zone and the elevator. Fighting Rolento with the grenades flying out there was extremely fun since he alone fell into them.

I loved also that you shrink the stages into a SOR size which is a lot better, I'm sure that was what it take you more time to fix but lemme tell ya, it's worth it, cuz it really feels natural.

The new bonus stages were fun as well. Though I can't see them as bonus since there's big risks of losing a life, but hey, it's fun. I like them.

Any Final Fight lover would really enjoy this mod just as I did. I only expect a palette/name scheme to get a complete 100% cosplay experience.

I'll play it with all the soundtracks. Even though the game is linear it feels like being played again.

9.8/10.
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Re: Final Rage *v1.0*

Postby DeusX87 » Mon Aug 08, 2011 6:49 am

Don Vecta wrote:YAY~! It's out, let's get it while it's hot! :D Downloading.

BTW, about FF2 and FF3 you still can make separated mods for those games. I think they are worth trying (especially FF3 that has multiple paths).

EDIT: Awwww didn't include name/palettes for FF? I'd have enjoyed it a lot more if you included the palette/name for all the FF enemy cosplaying. If you can, can you put a file with them? I'm sure the experience of the mod would be a lot better with those.


I may actually do that at some point. The problem is that, by the time I started thinking about doing that, I became exhausted by just working on the mod itself. So, I thought it would be best to just get it out since it has 98% of everything that was intended, anyway. I was also thinking of doing mods for the other 2 games, but I'm gonna say that those will take some extreme liberties...especially because of their "3 enemies per screen" issue.

LucasHB wrote:EXCELLENT work, man!!!

My only complaint is the bosses appearing in the middle of the stages, even if they have only 1Up, it´s still kinda distracting. Especially Abadedes. Don´t wanna be a crybaby, but they really kicked my ass. I understand that they´re standing in for Andore, but it´s different, man. Andore, tough as he was, was only a common goon. Abadede is a boss, and will behave as such (kicking ass, that is). Just a heads-up for you, but it didn´t spoil my enjoyment AT ALL. Great work!


I may still change this in an update, but whenever it came to replacing the Andores, it was very hard to try to ignore using Abadede since he's the only character that seems to share Andore's moveset (in a way).

Don Vecta wrote:Okay, just finished it. And I'm amazed by the exact enemy positioning it had Final Fight. It seems you also played it in-depth, didn't you? Some parts made me cringe of difficulty (the rows of Roxy/Poisons along with some Hollywoods) that part is annoying. I personally have a special hatred towards SOR2 Big-Bens especially with their damn belly drop (I HATE WHEN THEY DO THAT!) but it's part of the cosplaying.

While I agree that Abadedes are supreme tough, I do think they are fine as goons as long their energy is low. They cause a shitload of headaches, though.

I loved also that you shrink the stages into a SOR size which is a lot better, I'm sure that was what it take you more time to fix but lemme tell ya, it's worth it, cuz it really feels natural.

The new bonus stages were fun as well. Though I can't see them as bonus since there's big risks of losing a life, but hey, it's fun. I like them.

9.8/10.


Yeah, I played the source game numerous times while working on the mod, noting enemy placements and how much health they have. If I didn't screw up at some point, every enemy's health and placement is an exact representation. The only thing I can think of that is not accurate is that placement of some of the Abadedes. I tried to cut down on frequency knowing how annoying they are.

I didn't so much shrink the stages...I had to squeeze them in a little so each frame would be the same as 1 screen in SoRR. Or course, the downside is that it doesn't help the height. I ripped the backgrounds with a height of 224 pixels, so I had to re-edit each background...much like in Rage In Time...to fit the full 240 pixels without ugly quality loss.

For the bonus stages, I tried to have some kind of risk and reward system since just doing the bonus stages without any second thoughts would seem kinda boring. Kinda makes me wish you could replicate the Event bonus stage with the car...
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Re: Final Rage *v1.0*

Postby Don Vecta » Mon Aug 08, 2011 7:12 am

DeusX87 wrote:I may actually do that at some point. The problem is that, by the time I started thinking about doing that, I became exhausted by just working on the mod itself. So, I thought it would be best to just get it out since it has 98% of everything that was intended, anyway. I was also thinking of doing mods for the other 2 games, but I'm gonna say that those will take some extreme liberties...especially because of their "3 enemies per screen" issue.


Oh yeah, that's what made those games lot easier. So yeah, you can make FF2 and FF3 Arcade Edition

Looking forward the palette/name files and the FF2 and 3. So far I'm loving this mod.
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Re: Final Rage *v1.0*

Postby Shin Kazahara » Mon Aug 08, 2011 2:00 pm

ff2 and ff3 ac edition?
wow dude!!!
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Re: Final Rage *v1.0*

Postby J Weavs » Mon Aug 08, 2011 10:51 pm

*GASP!* :o yay it's finished!!! *downloads* 8)

*edit*
That was awesome, definitely up there as one of my favorite mods (Okay, I am a big Final Fight fan), kind of ironic that Cody himself doesn't make an appearance as an enemy lol. I understand you were trying to make it as accurate to Final Fight as possible though, good work! 9/10 gonna play it through again with the different sound tracks now as I never heard the Sega CD's music before.

ps: I noticed the footstep sounds in the second bonus stage was from RE 1-3 :p
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Re: Final Rage (Updated August 9 *v1.1*)

Postby Amarihuanao » Tue Aug 09, 2011 8:26 pm

Man, this is good! Same as Rage in time.
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Re: Final Rage (Updated August 9 *v1.1*)

Postby JoyJoyfulRabbit » Tue Aug 09, 2011 9:24 pm

Amarihuanao wrote:Man, this is good! Same as Rage in time.


Because Rage in time was created by SAME person who made Final Rage. <_<

This mod is better than this. :mrgreen:
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Re: Final Rage (Updated August 9 *v1.1*)

Postby Saven » Tue Aug 09, 2011 9:30 pm

JoyJoyfulRabbit wrote:
Amarihuanao wrote:Man, this is good! Same as Rage in time.


Because Rage in time was created by SAME person who made Final Rage. <_<

This mod is better than this. :mrgreen:


Classic thread.
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Re: Final Rage (Updated August 9 *v1.1*)

Postby atrocity3010 » Wed Aug 10, 2011 5:12 am

I love how this mod accurately reproduces the fact that half the difficulty in Final Fight (as well as half the length) is in the final two stages, with their stupidly huge mobs swarming you.

Although I admit, that Abadede cage fight was rough as hell.
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Re: Final Rage (Updated August 9 *v1.1*)

Postby BLITZKITE » Wed Aug 10, 2011 12:07 pm

Great!!
Awesome translating of Final Fight!
Graphics, sounds, the placement of emenies etc. all are perfect!
I have rescued Jessica thee times, of couese by Axel, Max and Shiva. :)
I'm not a native English speaker and I'm sorry for my unskillful English...

My created MOD "Crocodile Isle of Rage" -> http://www.megaupload.com/?d=QXJ5MKCD/http://www.mediafire.com/?gdgvbjk19bpc1tk(Mirror)
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Re: Final Rage (Updated August 9 *v1.1*)

Postby Amarihuanao » Wed Aug 10, 2011 12:19 pm

JoyJoyfulRabbit wrote:
Amarihuanao wrote:Man, this is good! Same as Rage in time.


Because Rage in time was created by SAME person who made Final Rage. <_<

This mod is better than this. :mrgreen:


I know that, that's just why I mention that mod here. <_<
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Re: Final Rage (Updated August 9 *v1.1*)

Postby Don Vecta » Wed Aug 10, 2011 1:30 pm

Heh, I'm doing runs with all the soundtracks.... finished the GBA, time to play it with the last one, the Double Impact OST. Sure it has good replay value.
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