Serious Sam: Siberian Mayhem

Serious Sam: Siberian Mayhem

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Rigathar - Mental Madness
   
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Content: Maps
Game Mode: Single Player
File Size
Posted
Updated
250.319 MB
18 Mar, 2023 @ 1:52pm
3 Apr, 2023 @ 10:27am
10 Change Notes ( view )

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Rigathar - Mental Madness

Description
Mental is stepping up his game this time, Sam!

Inspired by the Death Wish mode from A Hat in Time, this set of three levels takes parts from the Rigathar campaign and massively ramps up their difficulty, for short but highly intense encounters.

This should be stressed - the maps are very difficult, especially on Serious, and if you don't like banging your head against a wall to optimise tactics in a tough fight then you won't like these maps.

These levels are playable in co-op but are designed and balanced for singleplayer, especially Calamitous Castle Collapse. I am not responsible for any mental anguish that may be caused by playing these levels with enemy multipliers.

Thanks goes to Steak Jacobs for helping to playtest these levels and giving me ideas for improvements.

Music
Mortuary Mania - Haunted House from RollerCoaster Tycoon 3 OST
Bailey of Bedlam - Death Wish from A Hat in Time: Seal the Deal OST
Calamitous Castle Collapse - Collapsing Rift from A Hat in Time: Seal the Deal OST
11 Comments
timilyo80 16 Apr, 2023 @ 12:01am 
I finally took the time to play this (after the original campaign), and I didn’t regret it. I’m totally the target demographic for this kind of “bonus hard challenges”. I had a blast playing those levels, especially level 2!
Sulphuric_Glue  [author] 4 Apr, 2023 @ 8:21am 
Good to hear, I was losing my mind trying to work out what was going wrong lol. While not an actual fix for the softlock, it should allow the scripting to ignore the softlock if it happens.
i just broke a car window 3 Apr, 2023 @ 1:37pm 
ok so whatever you did, you fixed the problem for me, now all levels end properly once i killed all the enemies. Thanks
i just broke a car window 3 Apr, 2023 @ 12:52pm 
I will try again and i will let you know what comes up on console
Sulphuric_Glue  [author] 3 Apr, 2023 @ 10:29am 
I've made an attempt to overcome the problem with a function that begins once all the enemies are done spawning and checks if there are any enemies with a foe (i.e. targeting a player) present in the world every 3 seconds after that point, triggering the ending if there are none.

This won't fix the underlying issue but MAY allow the level to be finished even if the issue occurs - I will need feedback on whether or not it has solved anything.
Sulphuric_Glue  [author] 3 Apr, 2023 @ 8:50am 
The problem is that all enemies use infinite sense and the "Hunt Foe" AI semantic - meaning it shouldn't be possible at all for them to lose you as a target, the game is not supposed to allow them to lose their target.

The music should still be playing even if they get stuck somewhere - the fact that the music stops means the enemies must logically have disappeared or been deleted without the game registering them as dying (because if they died the end event would trigger), and I have no idea what could cause this.

I'll keep working on trying to find out what's going wrong but at this point I am just guessing.
Sulphuric_Glue  [author] 3 Apr, 2023 @ 8:50am 
Is there anything visibly going wrong in the console or the logs? As said, I haven't been able to reproduce this issue and I really don't know what's going wrong.

The way the script is structured, it really shouldn't be able to go wrong - it can't be that an enemy has failed to spawn, because all the spawners are just on a timer, they're not based on conditions that have the potential to fail.

It must be that an enemy is stuck or has disappeared somewhere without dying, because the event that triggers the end of the level is a simple condition that just triggers when all enemies are dead (except the mummies, which are automatically despawned when everything else dies, because the mummies very frequently get stuck on terrain).
i just broke a car window 2 Apr, 2023 @ 4:35pm 
ok so i just checked yes the music stops and I'm stuck on the scouring the graveyard task
Sulphuric_Glue  [author] 2 Apr, 2023 @ 7:32am 
Did the music stop or is it still going when this happens? It's important because if the music is still going then an enemy simply got stuck, but if it stops then something more serious is going wrong.

I haven't been able to reproduce this issue and I don't know what could be causing it, but I have a few ideas and I have attempted to tackle those in an update I'll be publishing in a couple of minutes.
i just broke a car window 1 Apr, 2023 @ 9:33pm 
I killed everything at the beginning of the first level but nothing is happening after that