Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

43 ratings
The Sapphire Temple
   
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Content: Maps
File Size
Posted
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35.174 MB
24 Dec, 2021 @ 8:34pm
22 Mar, 2022 @ 10:12am
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The Sapphire Temple

Description
Description:
This endless onslaught of monsters has become unbearable. The latest locations we have been to have had much more enemies than we expected. If this were to keep up as is, then our journey would come to a violent end. Luckily for us, I have found the source of this onslaught.

Mental has taken over a gargantuan structure known as the Sapphire Temple. This once religious sanctum has now been rebuilt from the ground up; it now serves as a factory, constantly creating more soldiers for Mental’s Horde. You will have to find a way inside the Sapphire Temple and destroy its power source. Doing so will stop one of the main production centers for Mental’s mechanical monsters.

But be warned: this will not be easy.

Info:
Enemies SP: Easy: 2085 / Medium: 2114 / Hard: 2164 / Serious: 2333?
Enemies Co-op: Easy: 2112 / Medium: 2149 / Hard: 2203 / Serious: 2453
Secrets: 16?
Estimated Time to Beat: 1.5 - 2 hours?
Playable in singleplayer and co-op.

Vanilla-style gameplay mixed with modded enemies and weapons for a variety of new challenges.

The fights are meant to be difficult, but the balancing may be a little off in some areas since I don't have a lot of other playtesters (constructive feedback is appreciated!). Nonetheless, all of the fights have been tested on Serious difficulty and can be completed with consistency. Hard or medium difficulty is recommended for first time playthroughs.

Music used:
Universe: Premonition of Doom
Mudeth: Ultimort (Chest)
DM DOKURO: Unholy Ambush & Unholy Assault
CDMusic: KILLSWITCH
32 Comments
Merim 1 May @ 1:19am 
Yeah this is unplayable for me on the last part, the least you can do to spare me the hassle is give health and armor after holding off for a while, I gave up given I'm dancing around fighting with lowest HP and the Green Repiloids are not making things a little more easier, it became ridiculously hard in the most unfair way. Seems like I keep coming across some unfair mods where people dont seem to bother adding health, armor and ammo to help with the survival.

The least you can do is update this map a bit more, it has potential to be good if the defending the button wasnt unfair.
sir_kick_me2  [author] 5 Mar @ 2:14pm 
I'd definitely agree with you that there's a significant dip in quality around the final 3rd of the map. The balance steers a little too much to the evil side, and while I still think the ideas were great, I didn't quite have enough experience with the editor yet to execute them properly.

One day I do want to come back to this map and remaster it with my current quality standards and experience. Alas, I have other priorities currently.
Powerous Poul 5 Mar @ 7:34am 
And the ending - it would be better if I hadn't seen it, but the orig. the fight with the Exotech Larva in TSE is also stuffy, but has at least some spectacle and epicness, even in the user mod "Mobius: The Last Planet" author Leo was still able to implement a good ending, here I see such a stuffy crap that I just want to take it and drop it with a snap of my fingers, and, I admit, with the help of cheats I had to ... go through the entire map at the end through force, expecting to see at least some cool cutscene of the finale - the map simply ends. According to all my subjectivity and in general the map is slightly more or less good with a stretch pulls on 6 out of 10 due to the Presidian locations, and if there were none - the map would be in the shadows, so it is better to go to the factory and drop!:serioussam:
Powerous Poul 5 Mar @ 7:25am 
I went through this creation and I declare - the beginning is excellent, and at the end it is stuffy and boring, when we appear in the Persian temple and go out into the street it was really interesting to go through, and when we reached the factory or sci-fi premises I have never seen worse boredom, straight flashbacks and the smell of Black Mesa chapter "Interloper" after the Vortigaunt's suburb, apparently the author was inspired and thought: whyn't add such gameplay to Sam? To suffer!:bombrip:
GrandMaster 7 Jan @ 5:51am 
Liked the map until the near end where you need to defend buttons. It's frustrating to deal with it when projectiles from green reptiloids and custom zorg's grenades flew towards you while you need to kill on both sides GROUP of enemies to defend said buttons.
sir_kick_me2  [author] 11 Dec, 2022 @ 2:48pm 
Glad you enjoyed The Amber City.

When I was making these encounters, I was focused on making the fights something that I would enjoy coming back to, completely forgetting that blind playthroughs exist. I think if the map was shorter the encounters would have seemed more reasonable to deal with.

My encounter design philosophy hasn't changed, I am now however operating under the assumption that the player is playing through the level blind, so I am more ok with toning things down. Glad to hear it worked out in the end.

As for those ULTRAHARD fights, they were experiments where I made a previous encounter as hard as I could without making it impossible, then saw if I could do them. I didn't plan on adding them to the map at first, but I ultimately decided to keep them around just in case anyone really wanted to go out of their way to torture themselves. I still really like the concept of taking a previous fight and turning it up to 111, So I might try it again in a future map
steak jacobs 11 Dec, 2022 @ 12:51pm 
Man, coming back to this from The Amber City, I can definitely say you've improved a lot. This is difficult but to the point where it's usually not fun to play. Those ULTRAHARD secret fights in particular are just stupidly difficult and basically boil down to trial and error with lots of save scumming on top.

I think my biggest issue is something that's unfortunately not really in your control which is that most of the weapons cause enemies to get tossed all over the place, making keeping track of them extremely difficult (Sirian Power Gun and Plasmathrower especially toss those stupid metal Kleers everywhere).

I might stream this map later on seeing how long and deathless unfriendly it is but will probably skip some of those aforementioned secret fights.
sir_kick_me2  [author] 22 Mar, 2022 @ 10:19am 
I took a look and indeed noticed that if you did the room out of order it was a softlock. I modified the room so it shouldn't be as easy to softlock in coop anymore. Sorry that it ruined the experience for you.
Feylene 22 Mar, 2022 @ 4:44am 
Towards what I assume is the end of the level, me and my friend in COOP got to this room with big red buttons and spinning gear platforms. After pressing the two buttons to the left of the room entrance, we got softlocked and couldnt get back up. Dying would just respawn us at the console with the two buttons, and the other gear platforms were to far to jump to. All we could do was stay in that area and we looked around and around for a way to get out of it but we couldnt, as the respawning would just set us back to the console. We eventually had to quit and given we wasted like over an hour on this map, i dont believe we will play through it again. This is a COOP softlock as in SIngleplayer, youd just need to reload an auto or quick save and try a different way. But in coop if you do things out of order, well youre done.
vodkins 11 Mar, 2022 @ 6:19am 
What a nice huge complicated non-flat level! Pure gem! Thank you!:steamthumbsup: