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After looking at the Project: M and playing it for quite some time now, I must say I'm extremely impressed with the PMBR's fantastic devotion and work on the mod. In Project: M other than some slight character unbalancing that will be found and fixed in the future, there are a few aesthetic details I think should be implemented to the game.
The Camera:
I think the Camera needs to be Zoomed in a tiny bit more. It feels very wide and it doesn't want to focus on the match at hand and rather marvel at as much of modeling work behind the stages as it can.
Following this I think the camera's horizontal and vertical borders should MUCH closer. In Project: M (and Brawl, for that matter) the Camera was slow and pans over to action. In Melee, the camera is constantly moving and springs as action happens in-game.
A Foreground Shader:
In Melee, when you are hit with a hard-hitting attack, a white flash will quickly appear on the screen. This small little detail goes a long way into making sure the player realizes they should avoid getting hit. (example here: http://www.youtube.com/watch?feature=player_detailpage&v=s07TuofVGKw#t=37)
Melee Hit/Launch Sound Effects:
I really think P:M as a whole deserves Melee SFX. Not because P:M is trying to emulate Melee's gameplay and style, but because P:M as a competitive game needs more dramatic indications of being hit. In brawl, when you get it, it feels like nothing. You can just shrug it off because it doesn't sound like anything is really happening. The 'air swooshes' are pointless! In Melee, there is a BANG. It feels like an intense fist fight. It makes your heart pump and when you get hit you know it, you know you need to avoid getting hit again. It also feels rewarding to hit your opponent.
Little changes in SFX will go a long way. I'd like to point out that the addition of Ness' Double Jump Cancel PSI sound in 3.0 makes Ness feel 10x better in P:M. The little air-swooshes from before just don't fit the character.
If the PMBR truly are out to put 'umph' into the game's characters like Ness/Roy/MewTwo, I see no reason to add more 'umph' to the overall game itself.
One a side note, I can personally provide clean rips of Melee's Hit/Launch SFX if the PMBR wants them.
Turbo Mode On-Hit Flash:
Canon brought up a brilliant solution to help people realize they can do another move in Turbo mode rather than have the entire animation cancel. Similar to when a player L-Cancels a move and the character flashes a colour to indicate a successful L-Cancel, the character who has landed a move could quickly flash a colour like blue or purple to indicate that the players can immediately do another move. This flash solution will fix a problem with characters with low knockback/no knockback moves such as A character's jab combo or Jigglypuff with Sing in Turbo mode and clearly let new and veteran players realize they can do another attack.
Whether or not these changes make their way into future versions of Project: M or are even considered, remember this: Super Smash Bros. isn't just a competitive game. It's also a spectator sport.
As The_NZA put it,
Thanks for reading,
-Aliami Armador
The Camera:
I think the Camera needs to be Zoomed in a tiny bit more. It feels very wide and it doesn't want to focus on the match at hand and rather marvel at as much of modeling work behind the stages as it can.
Following this I think the camera's horizontal and vertical borders should MUCH closer. In Project: M (and Brawl, for that matter) the Camera was slow and pans over to action. In Melee, the camera is constantly moving and springs as action happens in-game.
A Foreground Shader:
In Melee, when you are hit with a hard-hitting attack, a white flash will quickly appear on the screen. This small little detail goes a long way into making sure the player realizes they should avoid getting hit. (example here: http://www.youtube.com/watch?feature=player_detailpage&v=s07TuofVGKw#t=37)
Melee Hit/Launch Sound Effects:
I really think P:M as a whole deserves Melee SFX. Not because P:M is trying to emulate Melee's gameplay and style, but because P:M as a competitive game needs more dramatic indications of being hit. In brawl, when you get it, it feels like nothing. You can just shrug it off because it doesn't sound like anything is really happening. The 'air swooshes' are pointless! In Melee, there is a BANG. It feels like an intense fist fight. It makes your heart pump and when you get hit you know it, you know you need to avoid getting hit again. It also feels rewarding to hit your opponent.
Little changes in SFX will go a long way. I'd like to point out that the addition of Ness' Double Jump Cancel PSI sound in 3.0 makes Ness feel 10x better in P:M. The little air-swooshes from before just don't fit the character.
If the PMBR truly are out to put 'umph' into the game's characters like Ness/Roy/MewTwo, I see no reason to add more 'umph' to the overall game itself.
One a side note, I can personally provide clean rips of Melee's Hit/Launch SFX if the PMBR wants them.
Turbo Mode On-Hit Flash:
Canon brought up a brilliant solution to help people realize they can do another move in Turbo mode rather than have the entire animation cancel. Similar to when a player L-Cancels a move and the character flashes a colour to indicate a successful L-Cancel, the character who has landed a move could quickly flash a colour like blue or purple to indicate that the players can immediately do another move. This flash solution will fix a problem with characters with low knockback/no knockback moves such as A character's jab combo or Jigglypuff with Sing in Turbo mode and clearly let new and veteran players realize they can do another attack.
Whether or not these changes make their way into future versions of Project: M or are even considered, remember this: Super Smash Bros. isn't just a competitive game. It's also a spectator sport.
As The_NZA put it,
I personally feel PM isn't necessarily as fun as Melee to watch even if I think PM is a more fun game to play. I think a lot of the spectator value that was missing comes from the colors of characters (a less vibrant palette), weaker sound effects, and most importantly, a action oriented camera. The camera is quite a bit better and we have some good alternate costumes (although I would prefer a superior pack like the vibrant pack being a default to make this feel like its own smash game). The SFX could be updated. I understand people who say you can customize your own packs, but if the generic pack isn't loaded with these custom SFXs then it can be highly distracting to play on a tourney set with custom SFXs.
Thanks for reading,
-Aliami Armador
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