Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

79 ratings
The Malachite Fortress
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Content: Maps
File Size
Posted
Updated
189.352 MB
30 Dec, 2024 @ 5:46pm
11 Jan @ 3:46pm
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The Malachite Fortress

Description
Description:
I have identified another time and location that requires our explosive intervention. Our next destination will be the Malachite gardens during the Medieval era. Despite the legends of this location housing mythological creatures, the only species you will find here are the ones under Mental's control.

Mental's forces have just recently constructed a power storage facility within the residing druidic cathedral. Enough energy is stored in this location to begin the construction of megastructures and superweapons to potentially orbit around Earth. I think we can both agree that should not be allowed to happen.

As always, Mental won't let this facility go down without a difficult fight. Expect heavy resistance.

Overview:
Experimental Vanilla-like gameplay mixed with a couple resource pack enemies, which have been rebalanced to fit more naturally into the gameplay. This map is mostly me experimenting with room/arena ideas then duct taping them together. As such, expect a lot of wave-based arena combat with only brief periods of downtime. The constant difficult arena battles could get stressful, so remember to take a short break if you need it!

The fights are intended to be noticeably more difficult than the base game. A Serious difficulty zero death playthrough is certainly possible, however it is not the way I intended the map to be played. A zero death playthrough of the hidden "Challenge Mode" is an exercise in masochism and the people who will unironically attempt it scare me.

Feedback and constructive criticism highly appreciated. Leave a comment if you run into issues and I will look into them as soon as I can.

Info:
The enemy count shown in-game is very wrong. Listed here are the actual enemy counts for each difficulty.
Enemies SP: Easy: 1667 / Medium: 1673 / Hard: 1800 / Serious: 1875
Enemies Co-op: Easy: 1971/ Medium: 1981/ Hard: 2169 / Serious: 2270
Challenge Mode SP: Easy: 2016 / Medium: 2028 / Hard: 2169 / Serious: 2360
Challenge Mode Co-op: Easy: 2210/ Medium: 2257/ Hard: 2450/ Serious: 2669

Secrets: 10
Estimated Time to Beat: 1 hour, 20 minutes
Includes custom NETRISCA messages. (For the 5% of you that actually read them)

Best experienced in singleplayer. "Playable" in co-op.
Additional Co-op enemies were designed to REQUIRE the teamwork, firepower, and ammo capacity of 2+ players. If you're solo, or just want a more chill experience with your friends, I HIGHLY ADVISE AGAINST playing with them enabled! Otherwise, simply embrace the chaos.




Credits:
"Filthy Space Panels" textures from Freepbr[freepbr.com].
Tileable Clouds textures from timcoster blog post[timcoster.com].
"Eagle Pendant" model from Cadmainer[www.cgtrader.com]. (Used in: Arena of Light, Challenge Mode)
Infernal Revolver and Katana models in secret Templar Hideout recreated from Dread Templar
Infantry "Kozak" Helicopter ported from Serious Sam 2.
Voice Acting in the secret Platforming Land by my goof friend and professional yapper Vrak.
A big thanks to Neiser, Steak_Jacobs, and Riba4ok13 for help playtesting the map.

Custom music used:
Prof. Layton vs. Phoenix Wright OST - Theme of the United Front (Used in: Outdoors peace)
Prof. Layton vs. Phoenix Wright OST - The Courtroom's Magician (Used in: Outdoors fight)
Ace Attorney: Investigations 2 OST - Winning Deductions (Used in: Platforming Land)
Binding of Isaac: Antibirth OST - Machine in the Walls (Used in: Cathedral peace track)
Binding of Isaac: Repentance OST - Walls of Denial (Used in: Cathedral fight track)
Dread Templar OST - Bury the Forgotten Past (Used in: Arena of Light, Challenge Mode)
Bakugan Battle Brawlers (2009) OST - Subterra Arena (Used in: Arena of Light)
Bakugan Battle Brawlers (2009) OST - Marduk Final Battle (Used in: Cathedral war, Challenge Mode)




KNOWN ISSUES:
The flamethrower will have a comedically fast animation if you're using reanimation mods for it.
Rarely, enemies can start to randomly ascend into the air in the hidden Arena of Light.
Some co-op exclusive enemies required for triggers will appear even when additional co-op enemies are disabled.
No cutscenes are present in co-op.
37 Comments
Magnificent work, definitely one of the best maps
sir_kick_me2  [author] 12 Jan @ 1:53pm 
@Gh_pe_Zona I am unable to reproduce the error you are getting. I assume you're getting an "Unable to load level" error? That usually happens when you are missing a required mod for a map. Double check that you are subscribed to all of the required items, and any requirements those mods may have. If you are already subscribed to the items, try unsubscribing and resubscribing to them as well.

If you're still getting the "Unable to load level" error after that: open the console as soon as the error message appears ('~' key by default) and let me know what the red error text says.
Gh_pe_Zona 12 Jan @ 1:21pm 
how to make this work ? I subscriebed and download the content but when i make the server to play it doesn t start ? Any help ?
M1L1tarist 12 Jan @ 10:33am 
The proper name of this level is "The Fortress of Torment". Visually, the map is awesome, its design is great. However, playing it on the Serious difficulty is a torment.
Ryason55 11 Jan @ 12:14pm 
In regards to multiplayer, there's a problem with the `SKM_ChangeEyeModelTier` RPC you use. There is a problem in Fusion where if the hash of an RPC is not initialized on client when the host sends it, it'll kill networking RPCs for that client. Your map runs this RPC immediately on map start, before clients get a chance to initialize the RPC, which for any clients who haven't run the map previously that session, will cause this problem. I recommend having the host wait a bit to send this RPC just in general, and as well get in contact with NSKuber; Network Script Resources has a workaround for this issue, but it requires the RPCs to be manually added to a big list.
Pan 11 Jan @ 11:21am 
Amazing map with very fresh arena fights mixed with a fun aesthetic and cool secrets. Great work!
Glorbon 10 Jan @ 7:07pm 
This has to be one of the best custom maps I've ever played for anything related to Serious Sam. The arena design and enemy placements really feel like a proper evolution of the original Serious Sam formula. This map certainly kicked my ass but it always felt fair. It feels like the design philosophies of modern shooters like Doom Eternal and Ultrakill were brought back to Serious Sam. At no point did it feel like there was meaningless enemy trickle or mindless padding. Every combat wave was followed up by a brand new wave of enemies that would require me to rethink my strategy. In my eyes, this is the gold standard for how to design a Serious Sam level for the modern age. Kudos to every involved in this incredible project.
Mauritsio 10 Jan @ 9:16am 
That was some of the most fun I've ever had playing a community map. Excellent work! :winnersam:

Platform Land is the best thing anyone has ever made for Serious Sam and I want more of it don't @ me
SPARTANS Nesc ✠ 9 Jan @ 10:34am 
Great job, this is probabily the best map i ever played
UrbanDeHuman 9 Jan @ 10:11am 
Honestly one of the best maps on the workshop right now, and something that should be considered a high-quality reference for the future projects of other map makers. Really great job, I enjoyed it a lot!