Serious Sam: Siberian Mayhem

Serious Sam: Siberian Mayhem

75 ratings
Rigathar
2
   
Award
Favorite
Favorited
Unfavorite
Content: Maps
File Size
Posted
Updated
374.973 MB
24 Jun, 2022 @ 10:27am
4 Apr @ 3:14pm
19 Change Notes ( view )

Subscribe to download
Rigathar

Description
After taking off from Earth at the end of The Second Encounter, Sam travels through the empty void of space to seek out Mental and fight him on his own doorstep. However, his ship is unexpectedly caught in a gravity well, and crash-lands on an Earth-like alien planet; Rigathar.

Sam's primary concern is to get off the planet to continue his quest to fight Mental, but the longer he spends on this planet, the more Netricsa is able to identify that Rigathar is a major production hub and military outpost for Mental's horde. Sam is therefore duty-bound to kill every last monster and bad guy he sees, not only to cripple Mental's armies but to liberate the oppressed people of Rigathar from tyranny. Sam failed to save his own people - that is, after all, why he went back in time - but he can still save Rigathar.

Notes
Please play with prebaked lighting disabled (under CPU graphics settings), or the lighting will look wrong and the maps will generally be far too dark.

Also please play with autosaves enabled. The encounters in these maps are generally short but quite difficult, and are intended to be tackled multiple times before succeeding. You'll get very frustrated if autosaves are off and you have to start from the beginning each time!

Levels
The campaign consists of three levels. The par times listed below are the times you have to complete the level in to receive the time score bonus, and are all shorter than it would realistically take to play the levels in real time (due to respawning).

1) Miereland; intermediate difficulty, par time 33 minutes
2) Castle Hralich; hard difficulty, par time 19 minutes
3) Belly of the Beast; very hard difficulty, par time 35 minutes

Credits
The bridge model ported over from TSE and the custom rock models are courtesy of Nekorie, from their brilliant SS4 map Adepti's Abode, my favourite custom map for that game.

Thanks must also go to Steak Jacobs for his valuable help playtesting and offering criticism and suggestions.

Music
For a full breakdown of what music is used in each level, see the "Music List" discussion thread.

Known/Potential Issues
Please tell me about any issues I may have missed so I can fix them.
-Enemy multipliers are unlikely to break the levels, but may still cause weird things to happen as the campaign has not been designed for them.
-When in co-op, the pattern buttons in Belly of the Beast (level 3) only function correctly for the host. Clients can trigger the buttons with explosions, but only the host can trigger them with bullets.
64 Comments
Sulphuric_Glue  [author] 5 Apr @ 9:29am 
Reloading a save will not work, because it will have saved with the old version of the level. Saves don't get updated when the level is. The new version of the level will have to be loaded in.

You can try just starting the level from the menu, but I can't remember off the top of my head whether this will load in the ammo and skills you should have, especially if the level has been updated.
Loading in a late save from level 1 and going into level 2 from there will probably work, and if it doesn't then I would say just load level 2 and use cheats to give yourself 2 skillpoints (how much level 1 gives you and how much you're supposed to have going into level 2). This way feels cheap but it's not like you will lose out on achievements for doing it.
avenger711 5 Apr @ 7:45am 
Tried from the beginning of the level (1st save on it) but no effect. I'm not sure if I want to start the whole campaign from the beginning.
Sulphuric_Glue  [author] 5 Apr @ 4:40am 
Saves will not be updated when the level updates so it has to be started again, unfortunately. I'm not sure about level entities, but absolutely any scripting will not be updated in a save.
avenger711 4 Apr @ 3:39pm 
I see no effect. Or safe is broken anyway and restarting of the level required?
Sulphuric_Glue  [author] 4 Apr @ 3:19pm 
I would also mention here that at some point I do want to return to this campaign to clean up awkward/substandard fights, update the vague lore to its current clearer iteration, and refactor the messiest scripts which get on my nerves. I've learned a lot while making this other project that's yet to be released (but is almost finished I promise), and I can apply that to improve Rigathar, but I have far, far less free time nowadays than I did back when I first made this, so progress is really slow.
Sulphuric_Glue  [author] 4 Apr @ 3:15pm 
Right, I have the fix for this updating as I write this comment. HOPEFULLY it should fix this. It's a very annoying bug, because it's an engine issue that modders have to work around.
Sulphuric_Glue  [author] 4 Apr @ 2:35pm 
Any kind of loading will cause it. It looks like the problem is with the script that's designed to overcome the engine's bug where the "can receive damage" status always gets reset when loading a save - if this status is set to true before a save, and then you load after that point, it won't save the fact that this should be true.

I know of a solution to ensure this will always work but it's quite messy which is why I avoided implementing it to begin with, but I suppose I don't have a choice at this point.
avenger711 4 Apr @ 1:45pm 
No. Only tonnes of quickloads mostly to restore the positions on some objects
Sulphuric_Glue  [author] 4 Apr @ 1:23pm 
Did you die and reload the checkpoint at any time during the mission? That is known to mess with entities recognising that they can receive damage, and something may be going wrong with the script I set up to get around that issue.
avenger711 4 Apr @ 12:54pm 
"Control of the Flame" is broken. I shot control boxes 100500 times and nothing happens.