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DaSchwam's M25 PS3 Classic Roster/Sliders

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Old 04-02-2014, 12:52 PM   #1
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DaSchwam's M25 PS3 Classic Roster/Sliders

BEST OF THE BEST

Here are the teams on the roster:

* indicates teams changed/added.

85 CHI Bears
88 CIN Bengals
90 BUF Bills*
98 DEN Broncos*
64 CLE Browns*
02 TB Buccaneers*
08 ARZ Cardinals*
06 SD Chargers*
69 KC Chiefs
06 IND Colts*
92 DAL Cowboys
72 MIA Dolphins
04 PHI Eagles
98 ATL Falcons
89 SF 49ers
86 NY Giants
99 JAX Jaguars
68 NY Jets
95 DET Lions*
62 GB Packers*
03 CAR Panthers*
04 NE Patriots
83 LA Raiders*
99 STL Rams
00 BAL Ravens
91 WAS Redskins
09 NO Saints*
13 SEA Seahawks*
75 PIT Steelers*
12 HOU Texans
99 TEN Titans
98 MIN Vikings

Posted to PSN Madden 25 RosterShare as DASCHWAMV1 under userID Mercenari1

On request, I will post to MediaShare for download

Use at your own risk, YMMV, (your mileage may vary). Please read other posts in this thread for sliders, player ratings, credits, etc.

Please PM me with any suggestions/corrections/advice.

Updated 04/02/14 16:17 EST: Small upgrade to Ravens WR core.

Updated 04/03/14 15:30 EST: Fixed OFFLINE CFM issue.

Updated 04/11/14 09:45 EST: Fixed Jamal Lewis announced as Allen, Bucs P Tupa Purpleface

Updated 04/14/14 13:00 EST: MAJOR UPDATE recommended download addresses: awareness & play recognition. V2 taught me some new tricks, applied them to V1. 03 Panthers now have backup QB for CFM.

Updated 04/15/14 07:30 EST: RECOMMENDED DOWNLOAD. MY APOLOGIES, Last update had issues, had to delete old file version & cache, then upload fresh version. Removed/renamed all duplicate names, renumbered all player ID, PGID & POID. Resolved 68 Jets roster issue.

Reworked pass & run block rating for all offensive players. Apparently the "uncalculated" blocking number IS shown and used in roster ordering rather than the derived rating taken from pass/run blocking impact, strength and footwork. i.e. Henry Lawrence was showing as 99, when he was actually rated 86. "Advertised" player blocking ratings should now closer reflect actual ratings.

Updated 04/20/14 14:15 EST Happy Easter: Cosmetics, cleaned up player appearance, equipment, all players now have portrait.

Updated 04/21/14 12:30 EST: FINAL UPDATE, Most portrait/player skin colors matched.

Updated 04/24/14 13:30 EST: FILE LOCKED, MOST player faces/portrait/skin colors matched. Please see other post in this thread.

Updated 05/24/14 13:30 EST: THE LAST VERSION, Special teams/speed edits, FB2HB conversion, converted great full backs to halfback position so they can be run with regular playbooks.

Works in PLAY NOW with CUSTOM PLAYBOOKS, works in both SUPERSIM and Offline CFM (Connected Franchise Mode). 1580 players, no FA's.

RECOMMENDATIONS: use a run balanced, run heavy playbook with these teams having great FB's: 72 Dolphins (Csonka), 68 Jets (Snell), 62 Packers (Taylor), 02 Bucs (Alstott), 89 Niners (Rathman), 92 Cowboys (Johnston), 88 Bengals (Woods).

Run the option with Wilson (13 Seahawks), Elway (98 Broncos), Cunningham (98 Vikings), Chandler (98 Falcons), McNair (99 Titans), McNabb (04 Eagles).

Have been experimenting with the sliders, interesting results with this roster, PLEASE SEE SLIDER UPDATE.

DASCHWAM'S V2 OPTION/SPREAD (8 new teams) can be found HERE NOW!!!.

DASCHWAM's V3 SMASHMOUTH (7 new teams, 6 returns from V1) can be found HERE NOW!!!.

Bump for M25 PS3 2014 - Here is the MediaFire.com Link for downloading V1 of DaSchwam's M25 PS3 Classic Roster.

Below is the Zip file for download.

ENJOY and STAY THIRSTY MY FRIENDS!!.
Attached Files
File Type: zip BLUS31178-ROSTER-DASCHWAMV1.zip (776.4 KB, 46 views)
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Good judgment comes from experience.
Experience often comes from bad judgment.

Last edited by theschwami; 12-14-2016 at 10:23 AM. Reason: update
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Old 04-02-2014, 01:00 PM   #2
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Credits for DaSchwam's M25 PS3 Classic Roster/Sliders

First and foremost, for providing an excellent foundation and tools, we wish to thank Playmaker, Capa, Tmac747, DDel63, Valdostakid, Curvise, Rysumm, Mick-S and especially Xanathol. We also thank Gotmadskillzson for some common sense which we have extended to the pro level.

Here is what we did to the roster.... There are 11 teams from 60/70/80's, 10 from 90's, and 10 from new millennium.

It was difficult blending teams from 60,70,80,90, new millennium from several different sources, so that they could play together competitively. The game has changed drastically. Looking at the difference in player size in the trenches blew my mind.

The * teams were added, appearance/weights for 60/70/80 teams adjusted, skin color adjusted for all players, all players/teams completely re-rated and balanced to play well against each other... without sacrificing the individual and blend of unique talent they possessed which made them champions.

These teams rosters OVR rate from 75 to 82, however, taking top 20/25/30 and 40 player ratings then averaging all five items, they rate from 80 to 84, a tightly blended competitive pack. The number you see when loading the teams to play is "smoothed" down to closer reflect the full roster OVR range as follows:

Playoff team 76
SB loss 77
SB win 78
BTB Champ 79

OVR is MISLEADING and does not tell the whole story. Each player, offensive/defensive unit, position grouping and team has hidden strength and weakness. I.e. I took the higher rated 86 Gmen to play at the 00 Baltimore bullies, Simms got knocked out cold, Morris couldn't run, Dilfer did what he did best, handed off 35 times as Jamal Lewis pounded LT & Co. for 135yds and I got my a** kicked 27-10.

Back in Gotham, the G-men did their thing 30-17 and ran effectively while shutting down Lewis, Dilfer had to throw and he threw picks, so home field means something, sometimes, teams can sometime run, sometimes not, it all depends on the random generator they have in the game, ON ANY GIVEN SUNDAY.... more to come.
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Good judgment comes from experience.
Experience often comes from bad judgment.

Last edited by theschwami; 04-25-2014 at 12:46 PM.
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Old 04-02-2014, 01:04 PM   #3
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Things you should know and may notice

To those I have thanked in the previous post, you did the heavy lifting and I cannot thank you enough. Please do not take the following observations in the wrong way, it's not meant to be any detraction from your immense efforts... because NOW, after countless hours, I know how MUCH you guys bust your A** to make these rosters and make the game better for all of us in the community.

Things you should know and may notice...

Without AWARENESS, your brain dead, and brain dead players make more mistakes, penalties, missed blocks, poor choices for positioning and reaction, special teams breakdowns etc.

Looking at the M25 Pre 2013 roster: 2414 players, 1679 of which have AWR < 75 down to 35. Season end FBG rated roster from rostershare 2533 players, of which 2112 AWR <75 down to 35.

IMO, these players are lobotomized and cannot perform at a professional level. If your AWR is under 75 you can't play college ball much less memorize a play book and play in the pros. No brain dead players in this roster, 2222 players and everyone has AWR between 75 and 95. Otherwise, the game just doesn't play right.

Lots of ratings "haircuts", no rating over 95, few over 90, its an exclusive club, same with speed.

Defensively:
D-line strength, block shedding, finesse & power move boosted where applicable.
DE, LB & DB pursuit, awareness, tackling & play recognition boosted. This group cannot be lobotomized.
DT boosted acceleration, lowered speed and pursuit in most cases, 300 lb guy has no speed, he has strength, block shed, power move & burst for QB pressure & run stopping, otherwise he's playing in Europe, Canada or semi-pro.

LB pursuit in mid 80's, few with 90 speed, most under 88, boosted play rec, tackling, awareness.
DB pursuit upper 70 to mid 80., boosted play rec, tackling, awareness.
LB & DB acceleration (how quick you obtain your top speed) = speed -3 to -5, few around 90, most under 85.
Most of the time, these guys are back-peddling and reacting, but can still close quickly and take the ball carrier down with boosted awareness, play recognition and tackling.

Across D, boosted ability to JUMP & CATCH the ball, this doesn't effect OVR, but go ahead thread the needle and throw stupid passes, see what happens now, you will really pay.

Offensively: Adjusted OLine pass/run block footwork & strength. Some O-lines, despite strength & size, could not run block. Most guards have higher run block strength and that's where you run. Most left tackles now have the most pass block strength to protect blindside of right handed QB, RT for those lefties.

The trenches where the game is won on both sides... O-Line, TE, FB, HB, D-line: in most cases acceleration (the burst to get to their top speed) must exceed their speed rating, in the game & real life.

Try running the Packer sweep from Lombardi's playbook with any of these teams, O-Line will now pull, accelerating to get in front of the RB, forming a perfect seal, no more RB beating linemen to the hole. Some WR can now hold a block just long enough to get the pissed off DB or LB "in their face" visual... read Boldin on ARZ.

As with the O-line pulling above, WR, HB boosted BLOCKING ability, especially for WR's, no effect on OVR but what a difference. DB's, Safetys and LB's have a tougher time shedding blocks at the edge to break down the screen, option, stretch run, pitch, toss, etc.

Few WR, TE, RB over 88 speed, WR acceleration = speed -5, again, nobody is really that fast, like Rice, they have release, they know the route, the DB doesn't, unless their Haynes or Hayes...

HB's few with speed over 90, most under with acceleration = speed or speed-3, adjusted ball carrier vision, elusiveness, agility, the ability to make rapid changes in direction, juke, spin... this and knowing where they are going, make up for the drop in speed/accel.

Blended and matched strengths for more realistic game play. Too many O-line with 90+ strength vs mid 80 D-line & LB's, now I see less patty cake with pass or run block hold & lock forever visuals.

D-line pushes back and sheds, just when you think that hole is open, watch a DT or end shed, snatch and slam an RB... DB's & LB's pop through on blitz, pass pocket protection collapses in a reasonable amount of time, putting pressure on QB to react or get sacked.

Finally, appearance/weights for 60/70/80 teams adjusted, skin color adjusted for all players. Countless hours of testing and refining, still a work in progress. And yes, there will be a V2 with some more up to date teams, Its a passing league, its a mindset, its a culture, yeah Phil. More to come...
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Good judgment comes from experience.
Experience often comes from bad judgment.

Last edited by theschwami; 04-03-2014 at 08:51 AM. Reason: correction
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Old 04-02-2014, 01:07 PM   #4
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Why I Selected These Teams

Here are the reaons why I selected these teams for the roster....

BTB = Back to Back; SBC = Super Bowl or NFL Champ, SBL = Super Bowl Loss, CGL = Championship Game Loss, DIVL = Divisional Loss, WCL = Wild Card Loss, SRS, a simple rating system, explained here.

All comments are IMO...

NFC

WEST

SEA 13 SBC (417PF-231PA, #8O, #1D, SRS 13, dominant D)
ARZ 08 SBL (427-426, #3O, #28D, SRS -1.9, a strange 9-7 flock, caught fire late, 1 pick 6 + toe drag shy of SBC)
STL 99 SBC (526- 242, #1O, #4D, SRS 11.9, Warner, Faulk, fast WR's, greatest show on turf)
SF 89 BTB (442-253, #1O, #3D, SRS 10.7, BTB SBC, 4 titles in 9 yrs)

SOUTH

NO 10 SBC (510-341, #1O, #20D, SRS 10.8, Brees, Bush, SB onside kick to open 2nd half, bold coach)
TB 02 SBC (346-196, #18O, #1D, SRS 8.8, dominant & fast D)
ATL 98 CGL (442-289, #4O, #4D, SRS 10, beat 15-1 MIN, dirty birds lost to BTB Broncos)
CAR 03 SBL (325-304, #15O, #10D, SRS -0.9, scrappy cats lost to BTB Patriots, 1 Vinatieri FG shy of SBC)

NORTH

GB 62 BTB (415-148, #1O, #1D, SRS 19.7, statistically the strongest of 5 titles in 8 yrs for Lombardi)
MIN 98 CGL (556-296, #1O, #6D, SRS 14.9, couldn't hold onto the ball, could have won it all)
CHI 85 SBC (456-198, #2O, #1D, SRS 15.9, dominant D)
DET 95 WCL (436-336, #2O, #14D, SRS 6.9, Mitchell 4300yds, Sanders 1500yds)

EAST

NYG 86 SBC (371-236, #8O, #2D, SRS 9.0, a dominant D, 18 game run to SBC)
WAS 91 SBC (485-224, #1O, #2D, SRS 16.6, an underrated team, only lost to PHI & DAL by 5pts combined)
DAL 92 BTB (409-243, #2O, #5D, SRS 9.9, V1 of BTB SBC, 3 of 4 yrs)
PHI 04 SBL (386-260, #8O, #2D, SRS 5.6, SB loss to BTB NE culminated dominant 4 yr NFC run w/McNabb & Reid)

AFC

WEST

SD 06 DIVL (492-303, #1O, #7D, SRS 10.2, LT 1800yds, Schottenheimer's curse, should have won it all)
KC 69 SBC (359-177, #2O, #1D, SRS 11.9, speed & Stram's genius brought the trophy to KC.)
DEN 98 BTB (501-309, #2O, #8D, SRS 8.9, Elway's BTB SBC, started 13-0, TDavis 2K yds)
OAK 83 SBC (442-338, #3O, #13D, SRS 6.8, 2nd SBC in 4yrs, speedy, 9 of 10 game run to smash Skins.)

SOUTH

IND 06 SBC (427-360, #2O, #23D, SRS 5.9, D & run game jelled late for solid playoff run.)
TEN 99 SBL (392-324, #7O, #15D, SRS 1.0, Music City Miracle, a Mike Jones tackle away from a trophy.)
JAX 99 CGL (396-217, #6O, #1D, SRS 6.4, culmination of 4 yr run, only losses vs Titans that year, 0-3 )
HOU 12 DIVL (416-331, #8O, #9D, SRS 3.5, Johnson, Watt, Foster, late collapse but best yr to date)

NORTH

CIN 88 SBL (448-339, #1O, #16D, SRS 6.1, 10-0 in jungle, a Montana drive away from a trophy)
PIT 75 BTB (373-162, #5O, #2D, SRS 14.2, 1st BTB, statistically the best of their 4 in 6 yr run)
BAL 00 SBC (333-165, #14O, #1D, SRS 8.0, bully D, fewest pts allowed in 16 game season)
CLE 64 SBC (415-293, #2O, #5D, SRS 5.0, Brown, Warfield & Ryan won the trophy.)

EAST

NE 04 BTB (437-260, #4O, #2D, SRS 12.8, balanced run, pass & D, BTB SBC, 3 of 4 yrs.)
MIA 72 BTB (385-171, #1O, #1D, SRS 11.0, V1 of BTB SBC, Csonka/Morris 2K yds, perfect.)
BUF 90 SBL (428-263, #1O, #6D, SRS 8.6, best of their 4 straight SB losses, wide right of a trophy.)
NYJ 68 SBC (419-280, #2O, #4D, SRS 7.9, Joe Willy +17 pt dog, guaranteed victory and delivered.)

BTB SBC/Title. In the Post 60 modern era, only nine times have there been BTB champs. You win it all, the following season, every week you are the opponents SB, making it tough to repeat and that is what makes this a special club.

Johnny Cocker's (one and done) have no business being called the greatest of all time. If they were so good, why couldn't they repeat? We give credit where and when it is truly due....

GB 61/62, 65/66/67; MIA 72/73; PIT 74/75/78/79; SF 81/84/88/89; DAL 92/93/95; DEN 97/98; NE 01/03/04.
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Good judgment comes from experience.
Experience often comes from bad judgment.

Last edited by theschwami; 04-25-2014 at 12:49 PM. Reason: correction
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Old 04-02-2014, 01:10 PM   #5
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The Sliders I use with this Roster

Here are the sliders I use for playing vs CPU, sim and coach mode:

Use at your own risk, YMMV.

Changes in (parentheses) & BOLD.

COACHING OPTIONS
AUTO SUBS
OFF
QB 5/10
RB 25/30
WR 35/40
FB 35/40
OL 45/50

DEF
DT 45/50
DE 45/50
LB 35/40
CB 35/40
S 35/40

GAME OPTIONS
Qtr Length 7 mins (SIM) all other modes 10-15 mins
Accelerated Clock ON
Min Clock Time 25 Sec
Camera Zoomed (For something completely different, TRY Broadcast, really)
All OPTIONS ON (TRY Coach Mode, with Broadcast, no, really)
Injuries 30 (15) too many injuries in PLAY NOW/SIM
Fatigue 45 (50)
Game Speed VERY SLOW (SLOW) CRITICAL
Min Speed Threshold 5 (25) CRITICAL

IMO: Moving up to slow with threshold increase really put some POP into the game/animations. Changed the dynamics completely. Using coach mode to let the computer do the work and not abuse my controller. So I don't break off a big one on every return or play, but its more realistic.

PENALTIES
OFSI 90 (100)
FLST 80 (57) got sick of BS offensive flags on my hard counts.
HOLD 74 (85) realistic # of calls
FAMA 57
DEPI 85 (100) saw it called for a 3rd time
OFPI 95 (100) saw it called for a 4th time
KPRI 50 (100) yet to see it called
CLIP 54
INTG 80 (90) realistic # of balls thrown away.
RTPA 54
RTKI 0

PLAYER/CPU

QBA 10/15 (10/12) CPU can still pass
PBL 0/0
WRC 47/47

RBL 10/40 (00/35) CPU can still run fine
FUM 40/40

REA 90/90 (85/85)
INT 28/28 (25/25)
PC 90/90 (85/85)

TAC 45/45 (37/35) Just enough D to keep it real.

Got sick of seeing 2 or 3 pick six's every time I simmed. Bump in global game speed to slow with threshold increase made up defensively for the drop in overall tackling. Was able to drop pass reaction/coverage/int as a result. Stats in 7 min qtr sim are spot on. You have run/pass vs CPU & in sim mode, a nice happy middle ground. If its too easy vs CPU, just bump up the tackling to taste.

FGP 45/45
FGA 45/45
PPW 45/45
PAC 95/95
KOP 50/50
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Good judgment comes from experience.
Experience often comes from bad judgment.

Last edited by theschwami; 05-24-2014 at 01:51 PM.
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Old 04-02-2014, 01:23 PM   #6
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Faster Reaction From Wireless PS3 on Madden 25

I use WIRELESS and recommend NOT logging into PSN before entering M25. In fact, I have found that M25 is MUCH more responsive in the menus and IN THE GAME, when you DO NOT log in to PSN. Must have something to do with the wireless networking setup. This may not apply to those who are Ethernet hardwired. Use at your own risk, YMMV.
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Old 04-02-2014, 02:14 PM   #7
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Re: DaSchwam's M25 PS3 Classic Roster/Sliders

Have you used these in coach mode?
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Old 04-03-2014, 01:00 AM   #8
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These are AWESOME, I am very excited to play with these. Thanks for posting.

One q though, can these be used in CFM? My system has locked up twice when trying to start CFM, apologies if I missed this somewhere in the posts above.

Last edited by chargersfan21; 04-03-2014 at 01:07 AM.
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