Best Project M Mods
- Custom / Edited - Super Smash Bros. Brawl: Project M - The #1 source for video game models on the internet!
- ProjectE Mod 1.12.2/1.11.2 is a remake of Equivalent exchange 2 or EE2 for short. This mod adds all the old items and blocks back such as the destruction catalyst, Gem armor and of course Energy condensers.
ProjectE Mod 1.12.2/1.11.2 is a remake of Equivalent exchange 2 or EE2 for short. This mod adds all the old items and blocks back such as the destruction catalyst, Gem armor and of course Energy condensers. Transmutation tables, collectors, condensers, flying rings, and all the other trinkets you love are here.This mod allows users to transmute materials into other materials, using various items and machines. It adds a system known as Energy-Mass Currency, or EMC, which is used to represent the values of items. This value differs from item to item, and is used in determining how much of one material another requires. EMC can also be stored and produced through other means. EMC is also used by certain blocks and items to carry out powerful effects.
Screenshots:Mod Wiki:Resource Pack:Requires:How to install:. Make sure you have already installed. Locate the minecraft application folder.
The vast majority of mods there are poorly made, and/or uninteresting. I'm looking for top-quality, well made mods. I'm trying to download as many top-quality mods as I can, but some mods are obviously worse than others. Due to the sheer number of mods on that site, it's also overwhelming and hard to pick out the best mods.
On windows open Run from the start menu, type%appdata% and click Run. On mac open finder, hold down ALT and click Go then Library in the top menu bar. Open the folder Application Support and look for Minecraft. Place the mod you have just downloaded (.jar file) into the Mods folder.
When you launch Minecraft and click the mods button you should now see the mod is installed.ProjectE Mod 1.12.2/1.11.2 Download Links:For Minecraft 1.7.10–For Minecraft 1.8.0–For Minecraft 1.8.9–For Minecraft 1.9.4–For Minecraft 1.10.2–For Minecraft 1.11.2–For Minecraft 1.12.1/1.12–For Minecraft 1.12.2–.
The logo for Project MProject M is a of designed to make the gameplay more closely resemble that of, as well as to a lesser extent. Project M's primary change from Brawl is that the speed of gameplay has been generally increased and the character landing lag is shorter, alongside the restoration of many Melee mechanics and elements, such as the addition of and after their absence in Brawl. Project M's development team was partly descended from the original developers for, later known as the PMDT, or Project M Dev Team (formerly the PMBR, or Project M Backroom), having members from over ten countries. Development of the mod officially concluded on December 1st, 2015, with version 3.6 being the last official release of Project M.Project M has been commonly featured at several, such as the Zenith series, and, and it remains the most popular gameplay mod of Brawl in tournament settings. Starting in 2013, Project M saw a rapid rise in its popularity as more characters became playable and the mod became more familiar at Smash tournaments. By 2014, it began to develop its tournament scene, with the number of entrants for Apex 2014's PM singles event notably surpassing the number of competitors for Brawl. Despite the end of Project M's official development, it still has been able to maintain its tournament presence separate from Brawl, including the formation of its Backroom, the New PMBR, on July 21, 2016.Project M only supports versions of Brawl, and no build was ever released.
As a result, running Project M outside of NTSC regions requires either homebrew as to allow the Wii to run an NTSC version of the game; or an imported Wii. Project M's menu in Version 3.6.Project M has two different versions: Full Set and WiFi. The former has Stock Control and Input Assistance as new features, which allows newer players to use advanced techniques better and have a stock advantage over experienced ones.
However, and online play do not work properly as a result of and light-presses causing. Replays are now functioning with the inclusion of Fracture's replay mod. The WiFi version allows these two things to work properly, and while it keeps the former version's battle features, these are not implemented for online play, likely because Stock Control would have caused potential within matches (by the distant opponent always choosing the maximum amount of stocks). If a Project M replay is in regular Brawl, it may cause malfunctions when beginning a match, possibly because of the stage replacement.Both versions massively alter the original Brawl gameplay to more closely resemble that of Melee, along with other changes to make the game more competitive in general. It maintains Brawl techniques such as, and.Melee based changes The following mechanics have been altered to match their Melee forms:. General amount of reduced.
No by default, though players can turn on Input Assistance to implement a three-frame buffering window for helping newer players master advanced techniques, replacing the 'Damage Gauge' option. Online matches instead have a different Buffer option that replaces handicaps, from 1 to 30, with these numbers being the respective amount of buffer. All characters have faster and (except who has lower gravity).
Gravity also no longer adds onto the knockback formula. was increased across the board although a few characters including and have lower traction. applies a directional boost and causes, making it riskier for midair combat, but allowing faster midair movement within short ranges and restoring the techniques vital for most characters'. halves landing lag when a shield button is pressed 7 frames before landing, thus restoring the technique, bolstering characters' midair movement and allowing much better usage of. Additionally, characters briefly flash white upon performing a successful L-cancel.
's timing has been reverted, making it longer and more practical, and characters can shield during an initial dash. Crouching cancels the running portion of the dash, allowing quicker, more varied options after dashing. Characters retain the full momentum of their dash if they jump forward. This is especially noticeable with characters with faster dashing speeds. reduces knockback, and hitting the down while crouching uses a (in Brawl it used a ), allowing to efficiently counter opponents by crouching. Consecutive is removed.
reimplemented for characters with slow but high double jumps. For some characters, double-jump canceling can be bypassed by holding the jump button while attacking. Ledge teching reimplemented, allowing recovering characters to survive at higher percentages by toward a ledge and teching into it upon being attacked. Is once more possible as well. Jumps can be, so regular grabs can still be effectively used after a dash, avoiding the usual ending lag of a dash grab.
can during the first 2 frames. formula reverted. Like in Melee, characters now also take longer to act out of a shield drop (almost twice as long as in Brawl), causing the gameplay to be less defensive-focused. cannot be auto-sweetspotted, so they can neither be grabbed from the back, nor during the attacking portion of recovery attacks.
Some moves like or still use this feature, though. Additionally, characters can act out of a ledge grab sooner, and when performing any action (normal get-up, jump, roll or attack), other characters cannot grab it until the animation is half-finished.
This makes and easier. has been removed, causing overall horizontal survivability to be shorter, but giving characters more extensive combo options, which were almost nonexistent in Brawl. Air dodges are no longer usable when. It is once again possible to moves which do not put opponents into tumble. can be performed even before a character is struck, making it easier to implement.
cannot be grabbed during or. cause helplessness if they miss a ledge, but can be with the shield + attack combination. They still act as tether recoveries, though they won't restore a character's midair jumps if they drop from the ledge.
If a character still in is struck again in quick succession, the new either replaces the old knockback (if the gap between the attacks was 10 frames or less) or has its direction and power combined with the old knockback (after 10 frames). In Brawl, whether to replace the old knockback is based on the relative strength of the two attacks, and no merging is performed. All characters have the same window although all characters must wait for 16 frames before meteor canceling as opposed to 9 (all characters have the same meteor cancel window as, and did in Brawl). Attempting to do this earlier results in the character not being able to meteor cancel during the entire hitstun of the attack (except if not done with a jump input). The game will also only allow characters to meteor cancel moves with an angle between 260°-280° (like in Melee) making any moves with an angle sharper than 280° a spike (and thus impossible to meteor-cancel). Many moves had their angles altered to be sharper than 280° to make them spikes.
When dash grabbing a foe, forward momentum is completely negated. Unlike in Melee, though, characters with low traction still possess this feature. characters will get back their midair jumps. Brawl newcomers and spar on the revamped stage.Aside from Melee restorations, the following techniques and mechanics from Brawl have also been changed:. are still present but are now done with a taunt input to avoid unintentional footstool jumping with the jump button.
Removal of random as a result of tapping the control stick. There is still forced tripping, but only for attacks that always cause it, such as getting hit by or running into a. Tripping can additionally be teched, so punishing a tripped character is more -orientated. is easier to perform than in Melee, particularly when dashing in the opposite direction a character is facing, since the input for a smash turn is a 2 frame window, instead of 1. Short hopping is easier to perform with all characters. Characters leave the ground 1 frame later while still being able to input an aerial, allowing for some aerials from Melee characters to auto-cancel earlier or hit shorter characters when previously impossible (i.e.
's forward aerial and 's neutral aerial, respectively). Aerials can be with an air dodge. Characters can interrupt their jumping animation after jumping from the ledge much sooner than in Melee, preventing 'tournament winners' as a result of being stuck in the ledge jump animation. Brawl's 2 frame window is retained. B-reversing now also includes moves that previously did not have it in Brawl, such as 's. It is now possible to pivot grab during any portion of the dash like in Brawl.
reinstated, allowing characters to use their back aerials more efficiently. Time window to input a successfully is now 2 frames, and using Z instead of A does not reduce the window., and can no longer DACUS as they have unique dash attacks which can go off ledges although this only negatively effects Diddy. Some characters who previously had an ineffective DACUS now have a more effective and useful DACUS although the average length of a lengthy DACUS is significantly shorter than in Brawl. Ability to use to the C-stick to dash attack and up smash during a dash retained, making it easier to perform sliding up smashes and DACUSes. reimplemented instead of reusing Melee's; however, they are better than before. Tether recoveries now ignore; characters will still latch onto the ledge without affecting them, and when pulled up they will perform an automatic jump get-up. While characters with tether recoveries will fare better on the ledge than in Brawl, the jump get-up has extreme lag and puts them into helplessness if they do not land on the stage.
Also, a missed tether recovery causes helplessness like wall grapples. All (except for 's, 's new Robo-Booster, 's, and 's ) now allow characters to grab the ledge backwards before putting them into helplessness or otherwise shortly before their descent. This is opposed to a select few in Melee. Some (such as 's, which retains its ledge sweetspot from Brawl, as well as 's ) exhibit this trait as well if they slightly overshoot the ledge from behind. The is now an intentional feature used as a balancing tool for select characters. It has been altered also to remove the victim's ability to air dodge in addition to their up special move, though it also restores all their double jumps.
A is doable in midair with an air dodge. Additionally, air dodges still auto-grab items during the first frames of execution as in Brawl, so that item-based attacks are easier to counter. is no longer performed by tapping and holding the jump button; and have new special moves that allow them to glide instead. And also have a timer for their glides, instead of being able to glide infinitely. Glide attacks also have high landing lag and leave these characters helpless.
Infinite is now only reserved for 's fully charged, all of 's smash attacks (when charged a certain time), 's right before the explosion, and 'grab armor.' Armor for other moves that have it is given a range from light armor to heavy armor; if an attack's knockback is lower than the specified amount of an armor, no knockback is inflicted, but if it is higher, knockback will be regularly inflicted as usual.
's double jump is an exception to this rule, having knockback reduction frames rather than standard armor frames; therefore, overcoming its armor will result in Yoshi receiving the difference in knockback instead of the full knockback from the move that hit him out of it. Some characters feature color overlays to indicate such armor, with more opaque overlays generally indicating stronger armor.Other changes and gameplay tweaks. Meta Knight (in his new alternate costume) in the remastered Hyrule Castle stage. All characters and stages are from the start. However, any character not unlocked in the unmodded game will have 'Challenger Approaching' events once the conditions are met. Anything unlocked in Project M will carry over to Brawl. Stages such as, and replace stages such as, and.
From v3.5 onwards, are about as long as, and still uses Brawl's animations. 's returns.
Brawl's random input delay is fixed. are no longer possible; they have no visual effect to indicate that they have occurred, and will not add hitlag or half the damage of the attack to the defender.
Stock Control added, replacing handicaps. Players can now control the number of stocks each player starts with before battle, from 1 to 30 stocks for each individual character. A Crew mode has been added in which the game keeps track of stocks retained after battles. Stage selection menu modified to include built-in stage striking control with the X button (Full Set version).
While Project M has no light shields, the full set still allows for light presses for the GameCube controller's L and R trigger buttons if they are assigned to 'shield'; a light press will activate a character's shield and L-cancels, and a full press will trigger wavedashes and techs. However, unlike in Melee, light presses are not considered as separate inputs from full presses and will count towards the early penalty. New Melee-like designs for the menu and character selection screens, with altered fonts. The game, in general, takes less time to load modes, characters, and scenes, and things such as Records can be scrolled through more quickly.
mode is now labeled as 'Fight!' The character-selection screen in Project M.In addition to the many universal changes, each character received several individual adjustments in order to balance the game properly.
The roster was largely buffed overall, creating an extensive collection of viable characters with varying playstyles, strengths, and weaknesses. However, certain moves were nerfed to further flesh out some fighters and break their dependence on repeated use of a single move or small set of moves. Some Project M characters are based on their appearances in Melee (such as and ) while others are modified from their Brawl versions or a mixture of their iterations from both games.The sourcing of previous versions of a character depends largely on previous attendance and performance, with high tier Melee characters being mostly reverted to their past formats (with some adjustments to add more balance for the other characters).
This includes both normal and special moves, properties such as gravity, weight, run-speed and air mobility.Aesthetic changes such as sound effects and costumes were included in more recent versions such as version 3.0 and were revamped in 3.5 and 3.6.The entire cast was overhauled to match the physics of Melee. Characters that suffered from weak attributes and movesets in both Melee and Brawl (such as, and ), had their positive attributes from each game merged and are given entirely new and original buffs. Some returning characters, like, were given a completely revamped moveset to reference their abilities from their home series further and to distance themselves from characters from which they are cloned. An image of the Turbo item.In version 3.0, the effect was replaced with the 'Turbo' effect. In Turbo mode, players can cancel any successful attack, upon hit or shield, into any other action except the same attack, and all attacks when landing if they hit.
Certain moves, such as, consist of multiple actions and can thus be canceled into themselves. Turbo Mode has been compared to the Marvel vs. Capcom series because it enables skilled players to perform extensive.Turbo mode is selectable from the menu, or temporarily granted by the 'Turbo' item, which replaces.
While in Turbo Mode, characters emit faint purple flame effects (compared to the red flame effects of Curry).Turning Input Assist on removes the same-attack restriction.Notable Turbo-related resources:., the original inspiration for Turbo Mode., beginning with the April Fools video that revealed Turbo mode., by Sethlon. The first Turbo combo video to feature no tool assisted inputs. Tier list The PMDT did not publish an official. On March 26th, 2014, published for version 3.02, followed by on November 14th, 2014. Notably received a perfect score of 10 out of 10, putting it in its own tier, the God Tier.No tier list was ever released for version 3.5, though it was a general agreement that only two characters could be considered 'bottom tier':, whose recovery was too unreliable, and the, who suffered from a physics glitch that often caused to self-destruct.Version 3.6 fixed the Ice Climbers' and Olimar's issues, and a second for version 3.6 was later released. Many fighters that did poorly in Melee and/or Brawl saw large improvements in their tier placings. Examples include going from the low tier in Melee to the top tier in Project M, and notably going from the bottom tier in Brawl to the top tier of Project M.The Project M Backroom recently released a third for version 3.6, which, published September 9th 2017, is the most recent and widely accepted one., the Ice Climbers, and rose the most on the tier list, while, and dropped the most.
Mewtwo entered the top three again, while and remained the second worst and worst characters in the game, respectively.3.6 Tier List v3SAA-516BC32DD-38394041Release history Demo 1.0. Logo of Demo 2.6bReleased August 15, 2013. Extended the use of the to the side and up taunts. Also, footstooling someone who is under paralyze does not put them in the jumped-off-of animation. When a character is respawning, the camera refocuses instead of staying focused on the characters that are currently still alive. All armor has been standardized via knockback as light, medium, or heavy. There are color indicators for the characters that have armor during their moves, such as red for and blue for, with more opaque overlays typically indicating stronger armor.
The removal of. All music tracks are available regardless of being unlockable.v3.0. Logo of version 3.0Released December 9, 2013. Added 7 characters.
Formerly, an April Fools' video announced that 3.0 would contain a gameplay change where all connected moves would cancel into any other move/action on hit. While the change being universal was a joke, it finally became available as the Turbo Mode for, replacing the option. In addition, the item was changed, but the duration is still the same. added, and revamped, Training Room stage added.
Numerous alternate costumes for several characters added, including, and the Melee renditions of andThe mod officially leaves the 'Demo' development and is now an official mod. 3.0 also marks the first version to contain the entire Brawl roster, along with and, and becomes the final roster onward.v3.01 Released January 11, 2014.
A new launcher is released with the following features:. Support for SDHC cards larger than 2GB (Hackless method still limited to 2GB, an exception being Letterbomb). A news ticker will display current news for Project M which will update if the Wii has a connection to the Internet. The ability to update and patch both the Launcher and the version of Project M. If 3.0 is present on the SD card, the Launcher can automatically download and update to version 3.01. Faster and more reliable file loading. Fixed the lag from the imported models such as, and the alternative costumes.
Salty Runbacks (of recognition) implemented. Holding L+R+Y at the end of a match or L+R+A+Y+Start at the pause screen will cause the match to restart with the same characters and stage. This feature is not available on,. Logo of version 3.6βReleased June 24th, 2015. A new black armored Charizard recolor, Mr. Logo of version 3.6Released August 16th, 2015.
Kane Jungbluth-Murry replaces Brian Mckeever as the announcer. revamped into a Wario Land themed stage, with the original Brawl version available as an alternate stage. The return of and as alternate stages for and, respectively. Only applying to the latter two stages, players have access to 'Hidden Alternate Stages' by holding the Z button. This accesses the N64 versions of and. A competitive version of the Bowser's Castle stage added as an alternate stage to the original.Errors.
Developers The team has dissolved after ending the development of Project M, but they are of course still credited. Project Leaders: SHeLL, jiang, haloedhero, Yeroc, Shanus. Playtesters: Historically, the PMDT has had playtesters such as, and many more.
Best Project M Mods 4
The last playtester team before the end of development consisted of, and many, many others. Graphics/Menu Design: FireBall Stars, ds22.
Animation: haloedhero, Ztilb, SiLeNtDo0m. Stage Design:, Shadic, Vanguard, SOJ, LlamaJuice, Sandfall. Sound Team: Pete 'Phonetic Hero' Lepley, Garrett Williamson, RiddlrLegal issues The legality of Project M is ambiguous: by itself, and much like any other hack, the mod is a, for it branches directly off of a copyrighted product. While derivative works are not inherently breaches of any law or rule, the act of launching PM can be as all the methods of doing so rely on circumventing some protection on the console, thereby breaking the console's and warranty. Likely as a result, Project M has not been featured at any tournaments sponsored by Nintendo, as doing so would essentially be sponsoring hacking their own consoles.Though Nintendo has not given an official response to Project M, policies enacted by the company have suggested that it does not approve of the mod. One of its policies included issuing bans for mentioning Project M by name on any of Nintendo's channels because it allegedly constitutes 'criminal activity'. This had the potential to result in when talking about other subjects such as the development team of, which was also named 'Project M'; bans could also be issued for using the abbreviation 'PM', even if it was referring to another game or series such as Paper Mario (although this was allowed on the Paper Mario community) or when used for miscellaneous purposes (such as denoting the daily time-span between noon and midnight).In October 2014, it was announced that Project M would be dropped from the lineup of, with many qualifying tournaments also suspending their Project M events.
While some qualifiers did feature Project M, no official online streams were available for such events apart from, which was streamed on; commentators on streams provided by VGBootCamp were also reportedly instructed to not mention Project M while on air. These were strongly suspected to be a result of intervention from Nintendo, which had previously begun involving itself with the competitive community, such as through the at E3 and a video presentation from Nintendo of America's president at the conclusion of. A later announcement in January 2015 said that Apex had officially partnered with Nintendo for Apex 2015, giving credence to this theory.Following Apex 2015, Project M saw a noticeable drop in exposure. Many major tournaments dropped Project M from their rosters; VGBootCamp, which became well-known for popularizing the mod, later announced that they would no longer stream Project M, and subsequently removed all such content on their channel; and monetized streams on reportedly also faced difficulties regarding streaming the mod and its questionable legal status. All of these actions have attribution to either behind-the-scenes intervention by Nintendo or fears of encountering legal issues for featuring the mod.On December 1st, 2015, the Project M Development Team ultimately chose to conclude development of the mod, shutting down their official page, removing the download links from the site, and leaving a farewell message on the main page. Officially, the developers felt their work on the last version of Project M was complete, and the numerous group members chose to follow their original endeavors. Although a claimed the end of development was not the result of legal issues, a from a former member of the development team argued that Project M's development was in fact shut down as a preemptive measure for fears of potential legal action from Nintendo.Legacy Despite the cession of development in 2015, Project M inspired several successors.
These successors built off of Project M, then introduced new characters and stages.Legacy TE. Legacy TE is a tourney-viable modification of Project M 3.6 that aims to add new content while also keeping core, fundamental gameplay unmodified. It features a variety of tourney-safe alternative stage skins, costumes, and quality of life features. This includes shortcuts to edit a players' controls without leaving the character selection screen, an improvement to character files to reduce crashing likelihood, and an improved menu interface. A debug menu made for the mod allows players to train their skills for professional tournaments. For example, there is an option to show lines that show how directional influence affects where an attack sends an opponent, with a clearly defined end point that either aims to the ground or stops in the air.
A variety of tools and resources have also been made for the mod, allowing tournament organizers to easily customize their builds, including changing the stagelist, replacing costumes, or editing brand assets on menus. Legacy TE has received worldwide adoption and is generally considered the go-to edition of Project M by tournament players.
Version 2.11 was released in January 2019.Legacy XP. Legacy XP is a modification of Project M 3.6 that includes more characters, 700+ additional stages and new modes. While the characters from Project M were mostly unaltered ( and received some non-PM 3.6 moveset-fixing edits and got the ability to walk while using his ), 10 more fighters were added:, and returned from Melee and, Metal Sonic were added in the beta build released in September 2016. And Mage Ganondorf (inspired by his appearance) followed in version 2.0 Full in May 2018. Version 2.1 featuring some balance changes was released in March 2019.Legacy XP Lite is a combination of Legacy XP with some of the more competitive friendly stages from Legacy TE greatly reducing the number of stages and the mod size from over 5 GB to under 2 GB.
Best Project M Mods How To Install
Version 2.1 was released in March 2019.Project+.