We all know too well that a youtube video description will likely be ignored to be read by the majority of people so I'll leave a friendly reminder here that the showcased revamp is actually playable for anyone. Visit the link of my Google Drive below if you're interested in trying it out yourself: drive.google.com/drive/folders/16APjc60rZQotZDCCnXvlg3qOjXSk5Ah2 Follow the instruction manual and you'll have no problem getting my mod to work on your Kawaks.
WOOOOO WE'RE SO BACK Some tasteful difficulty increase because its the second to last mission. The increased detection and throw range of normal rebels, the increased fire rate of vehicles especially the tall tanks, and the appearance of the red copter too. Though i would not recommend putting such big gaps to fall onto, afraid of the player falling then unable to ride the ostrich back because the screen fast forwards. Overall kino.
Long time no see and thanks for your honest feedback on my revamp attempts as always! As for the concern about Ostrich slug becoming irrecoverable because of big cliffs, I did put some failsafe against such situation; an extra blimp platform will spawn to let ostrich-less players cross any big cliffs, except the very last one where the platform is bound to spawn no matter what, as shown in the footage. On a side note, the failsafe itself wasn't necessarily meant to redeem players from leaving the slug behind by accident but more as a means of the stage still being progress-able even w/o keeping an ostrich slug, unlike how the original layout worked by respawning the slug infinitely around big cliffs until player gets through. I dunno about you but I always found it stupid to foolproof a stage gimmick like that so decided to be more punishing with players losing their ostrich slug by not giving another one later on, so that they'll value the slug more than they would've originally.
@@soldierrebel6603Oh WOW never ever knew you can mod an event to appear when the player dies like that platform appearing. What a potential. Ye i can understand your reasoning to want the players value the slug more, but i think the devs were so much so scared and the slug falling outta the sky is the most foolproof thing. Though your patch is definitely working. On another note, have you seen the newest Metal Slug Mobile game? The design is less appealing than the pixel art styles but eh. What i want to say is, this level's verticality is above 50% of that game's entire levels lmao. I've seen Banden's entire playthrough on it, IT'S JUST FLAT. NO UNIQUE ENEMY PLACEMENT, ALMOST NO MEANINGFUL JUMPS, YOU JUST SHOOT STRAIGHT. Such a humongous disappointment, especially after they exceeded my expectations on the enemy design department (which is low to be fair but happy it was not total dogshied). Also happy that you came back even just once. Whatever you do, hope everything goes well and you have fun.
Yeeeah I did hear a lot about MS Awakening and its bland stage layouts, lame enemy AIs, not so faithful reenactment of the original and childish difficulty compared to how brutal original arcade ones were. Never have I bothered to give a single glance at the thing as soon as I realized it's another 3rd party studio outsourcing shenanigan SNK is going to set up with their own low priority IPs once again, prolly hoping that they can pull off some brand-milking out of it. I'd like to believe that Awakening's major aim was most likely to attract people who are new to the series, rather than dancing to the tune of oldbies like us, which is understandable in some way, for how there are always more people aren't good at playing games than those at least try to be better and enjoy challenges. Not to mention people in general prefer looking for new toys to play with rather than looking up to however glorious the past was. BUT, that doesn't mean I've agreed to see the series get insulted by such... laughable quality overall. Model renders like you said, weren't half bad but still, felt like it failed to achieve almost anything about the original's essence, from its unique vibe to thrilling gameplay experience. Suffice to say that this is another good example of how lack of genuine love, passion and communication, accompanied by devs who also happen to be irrelevant 3rd party outsourcers for an IP can lead to disastrous result. Alas, what can we possibly do about the whole thing when the poor IP is pretty much out of the league at this point nowadays? No major demand? More low-grade supply!
@@soldierrebel6603Wow Oldbies huh? I am only 22 lol, but been enjoying the Metal Slug series since 8 years ago on my dad's old work laptop that has only 2 gb RAM and cost like 2 million rupiahs or just below 130$, simply by googling "Metal Slug download". Absolutely debunks the myth that kids do not enjoy or have attachments to entertainment, and that leaves corpo's decision to downgrade everything as just plain corporate greed and cutting corners. At least learning as a TF2 fan and a Metal Slug fan, there's just something about this well-designed immortality that provides entertainment when we play or mess around with it, that pervades even decades. Also if you want to leave with a non-bitter note, try checking out the Metal Slug fan game Aqua Ippan. A bit different and unrelated to MS, but you can see that they understand the spirit of it.
Oh man you are finally back! I love how you know the enemy behaviours well and design the level around it. Can't wait to play it! Also that iron iso section was from a cheat engine tutorial you made right?
Oh yes, it is. Glad to see someone remembers a 3 year ago thing! It was the very first template for ostrich route revamp I always wanted to include as a part of it after all so no way it's going to get excluded here haha.
Yeeeah, no need to push yourself too hard on level 8 with this because I honestly think playing the revamped stage on level 8 is... almost all about luck for players not to die a single time. Below level 6 and under are far much fair and balanced to play with so you should try practicing on those difficulty first before moving on to level 7-8.
Thanks for the feedback! You're absolutely right, and I've already got similar criticisms from a few others too. While I believe the amount of enemy spam here is still more restrained than average out-of-context MS rom hacks out there are, as well as there are lots of max enemy number controlling thru their individual ID tags going on behind the scene, which players may not notice at a glance, I do admit that I got carried away with overall enemy placements. Not to mention RNG with rebel grunt's randomized atk patterns affecting the difficulty significantly is quite horrible too, now that I look back on it.
We all know too well that a youtube video description will likely be ignored to be read by the majority of people so I'll leave a friendly reminder here that the showcased revamp is actually playable for anyone.
Visit the link of my Google Drive below if you're interested in trying it out yourself:
drive.google.com/drive/folders/16APjc60rZQotZDCCnXvlg3qOjXSk5Ah2
Follow the instruction manual and you'll have no problem getting my mod to work on your Kawaks.
It's been 84 years
WOOOOO WE'RE SO BACK
Some tasteful difficulty increase because its the second to last mission. The increased detection and throw range of normal rebels, the increased fire rate of vehicles especially the tall tanks, and the appearance of the red copter too. Though i would not recommend putting such big gaps to fall onto, afraid of the player falling then unable to ride the ostrich back because the screen fast forwards. Overall kino.
Long time no see and thanks for your honest feedback on my revamp attempts as always!
As for the concern about Ostrich slug becoming irrecoverable because of big cliffs, I did put some failsafe against such situation; an extra blimp platform will spawn to let ostrich-less players cross any big cliffs, except the very last one where the platform is bound to spawn no matter what, as shown in the footage.
On a side note, the failsafe itself wasn't necessarily meant to redeem players from leaving the slug behind by accident but more as a means of the stage still being progress-able even w/o keeping an ostrich slug, unlike how the original layout worked by respawning the slug infinitely around big cliffs until player gets through.
I dunno about you but I always found it stupid to foolproof a stage gimmick like that so decided to be more punishing with players losing their ostrich slug by not giving another one later on, so that they'll value the slug more than they would've originally.
@@soldierrebel6603Oh WOW never ever knew you can mod an event to appear when the player dies like that platform appearing. What a potential. Ye i can understand your reasoning to want the players value the slug more, but i think the devs were so much so scared and the slug falling outta the sky is the most foolproof thing. Though your patch is definitely working.
On another note, have you seen the newest Metal Slug Mobile game? The design is less appealing than the pixel art styles but eh. What i want to say is, this level's verticality is above 50% of that game's entire levels lmao. I've seen Banden's entire playthrough on it, IT'S JUST FLAT. NO UNIQUE ENEMY PLACEMENT, ALMOST NO MEANINGFUL JUMPS, YOU JUST SHOOT STRAIGHT. Such a humongous disappointment, especially after they exceeded my expectations on the enemy design department (which is low to be fair but happy it was not total dogshied).
Also happy that you came back even just once. Whatever you do, hope everything goes well and you have fun.
Yeeeah I did hear a lot about MS Awakening and its bland stage layouts, lame enemy AIs, not so faithful reenactment of the original and childish difficulty compared to how brutal original arcade ones were.
Never have I bothered to give a single glance at the thing as soon as I realized it's another 3rd party studio outsourcing shenanigan SNK is going to set up with their own low priority IPs once again, prolly hoping that they can pull off some brand-milking out of it.
I'd like to believe that Awakening's major aim was most likely to attract people who are new to the series, rather than dancing to the tune of oldbies like us, which is understandable in some way, for how there are always more people aren't good at playing games than those at least try to be better and enjoy challenges.
Not to mention people in general prefer looking for new toys to play with rather than looking up to however glorious the past was.
BUT, that doesn't mean I've agreed to see the series get insulted by such... laughable quality overall. Model renders like you said, weren't half bad but still, felt like it failed to achieve almost anything about the original's essence, from its unique vibe to thrilling gameplay experience.
Suffice to say that this is another good example of how lack of genuine love, passion and communication, accompanied by devs who also happen to be irrelevant 3rd party outsourcers for an IP can lead to disastrous result.
Alas, what can we possibly do about the whole thing when the poor IP is pretty much out of the league at this point nowadays?
No major demand? More low-grade supply!
@@soldierrebel6603Wow Oldbies huh? I am only 22 lol, but been enjoying the Metal Slug series since 8 years ago on my dad's old work laptop that has only 2 gb RAM and cost like 2 million rupiahs or just below 130$, simply by googling "Metal Slug download". Absolutely debunks the myth that kids do not enjoy or have attachments to entertainment, and that leaves corpo's decision to downgrade everything as just plain corporate greed and cutting corners. At least learning as a TF2 fan and a Metal Slug fan, there's just something about this well-designed immortality that provides entertainment when we play or mess around with it, that pervades even decades.
Also if you want to leave with a non-bitter note, try checking out the Metal Slug fan game Aqua Ippan. A bit different and unrelated to MS, but you can see that they understand the spirit of it.
@@aereonexapprentice7205 He is the programmer of Aqua Ippan.
0:56 A tank firing actual shells
We're so back
Although comically moves wavily/shakily
i still find it comical
just the sheer amount of rebels stranded on these scaffoldings at such high altitude
ohh welcome back!
Watching the death montage truly giving me anxiety to the next life.
The king of kings is back
Oh man you are finally back! I love how you know the enemy behaviours well and design the level around it. Can't wait to play it! Also that iron iso section was from a cheat engine tutorial you made right?
Oh yes, it is.
Glad to see someone remembers a 3 year ago thing!
It was the very first template for ostrich route revamp I always wanted to include as a part of it after all so no way it's going to get excluded here haha.
It’s nice to see you posting
As someone practicing these games at Level-8, I would die a 1000 times before I finally beat it.
Yeeeah, no need to push yourself too hard on level 8 with this because I honestly think playing the revamped stage on level 8 is... almost all about luck for players not to die a single time.
Below level 6 and under are far much fair and balanced to play with so you should try practicing on those difficulty first before moving on to level 7-8.
Has vuelto 😊
Legend returns
Oh I thought you were dead. Welcome back.
Wait... I think I saw a Morden soldier running while throwing grenades...🤔
x.com/TheSoldierRebel/status/1773489559004987572?t=Z5cSPb4HPtIKeZ1GjLOESg&s=19
👍
I think you made the route way too congested with enemy spam. Especially the Di-Cokka fight section and the Ostrich Slug run path.
Thanks for the feedback!
You're absolutely right, and I've already got similar criticisms from a few others too.
While I believe the amount of enemy spam here is still more restrained than average out-of-context MS rom hacks out there are, as well as there are lots of max enemy number controlling thru their individual ID tags going on behind the scene, which players may not notice at a glance, I do admit that I got carried away with overall enemy placements.
Not to mention RNG with rebel grunt's randomized atk patterns affecting the difficulty significantly is quite horrible too, now that I look back on it.