Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

Procedural Skyways (Versus)
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Update: 1 Oct, 2021 @ 7:34am

General changes:
-All maps now support Last Man Standing and Last Team Standing
-All maps now support Free Spectator Cameras (added to requirements, though technically isn't necessary to play)
-Increased number of default spawn points by 2 for each generation level
-All maps can now generate ammo items in spots between tiles
-All maps except Desert Skywalk have additional items (mainly small health/armor) that can spawn in unique formations based on the tile
-Tweaked the amount of ammo spawned for each weapon on each map, generally increasing the amount of ammo available in general
-All non-power weapon/ammo pickups have had their respawn times reduced further

Edge of Oblivion (Q1):
-The turn tiles now seamlessly connect with open platforms and other turn tiles
-Increased the brightness in the level a bit

Longest Yard (Q3):
-Added new pillar obstacle that can generate randomly

Stroggos Installation (Q4):
-The Hyperblaster is now a more common weapon

Kronor Skybase (SS2):
-The starting Single Shotgun now uses the same ammo type as the Double Shotgun and Shells generated on the map
-The Invisibility and Invulnerability powerups now use the pickup sound they use in SS2
-Replaced the Weapon and Powerup item pad models

Update: 25 Dec, 2019 @ 6:59pm

General Changes:
-Implemented Soft-Falling: If you fall off into the abyss, you will now only take an amount of damage, and be teleported back onto the map if you survived. By default the damage is 50, but this can be adjusted with the chat command "!FallDamage ___". Note this does not apply to Capture the Flag and My Burden, where you will still be instantly killed.
-Implemented Ring Outs: If you damage someone right before they fall off the level, if they die to the fall damage, you will be awarded the kill, and it won't count as a suicide for the enemy.
-Made some major changes to how the script generates the paths. All branches are now generated simultaneously, which gives me a bit more control over when the script starts cutting off paths. This means the generations should be slightly more consistant in density, and there should be little to no Dead Ends generated as the script now tries to get everything connected. All generation levels have been adjusted to account for this, and for the most part have been scaled down in size.
-During generation, ammo items are now placed *after* player spawns. This is mainly to avoid having ammo items clog up all of the availible space for spawn points when generating CTF on larger tilesets.
-Player spawning is now host-controlled, which should hopefully prevent players from spawning on the same spot as eachother (and hopefully not too noticable with latency, which is the reason I avoided doing it in the first place).
-Teleporters should now ensure that the player exits facing the correct way.
-Fixed up some bugs with the spectator camera system.
-When playing Virus, it should no longer spawn powerups and non-standard health/armor.

CTF Changes:
-Reduced the number of generation levels that can be naturally chosen by 1. Now only Levels 2 through 5 are used based on the player count, with there no longer being 1v1 generation. Level 6 (the old 8v8 generation) can still be selected manually if need be.
-Larger tilesets now have the flags slightly closer together, and one tile lower.
-It's now guaranteed to spawn a pair of Mega Health and Super Armor in the middle in Levels 2 and up; Level 1 (Super Narrow) will now have a Mega Health in the middle.
-Branches can now generate directly below (and for smaller generations, above) the flag platform.
-Fixed a bug where the script could possibly spawn one more major weapon item than intended for the generation level.

Desert Skywalk:
-The ramps will now connect with eachother if they run parallel.
-The Knife in the CTF version will no longer give you a speed boost.

Kronor Skybase:
-Added new tiles for connecting two rooms properly at a corner, instead of having the double doorways.
-Updated the Beam Cannon with a shooting angle limit like the other hitscan beam guns I've done.
-Added spectator cameras to the flag rooms in CTF.

Stroggos Installation:
-Removed the Grenade Launcher.
-Gave some weapon items additional ammo.

Update: 14 May, 2019 @ 2:08pm

Update: 2 May, 2019 @ 1:45pm

Update: 2 May, 2019 @ 1:28pm

-Added "Procedural Stroggos Installation", based off of Quake 4
-Common weapons and ammo now have a slightly lower respawn time

Update: 29 Mar, 2019 @ 2:06pm

-Added a new "Rare" item category for powerups and more powerful weapons, which will appear much less frequently than other items
-Added item pedestals that appear in places where important items spawn
-The spectator cameras are now placed at the edges of the arena, instead of being in the spawn rooms
-Improved how the script detects dead ends for the sake of spawning important items and placing teleports
-The maps with larger tiles now generate smaller so they aren't as huge
===Desert Skywalk===
-New Powerups (Regular): Invisibility, Serious Speed, Invincibility (only if the map is large enough)
-New Powerups (CTF): Invisibility
-New Weapons: Cannon (Rare)
===Kronor Skybase===
-New Powerups (Regular): Invisibility, Serious Speed, Invincibility (only if the map is large enough)
-New Powerups (CTF): Invisibility
-New Weapons: Cannon (Rare)
-Added various Kronor-themed objects that can randomly spawn in the buildings
===Edge of Oblivion===
-New Powerups (Regular): Ring of Shadows, Anti-Grav Belt, Grappling Hook
-New Powerups (CTF): Ring of Shadows, Anti-Grav Belt
-New Weapons: Mjolnir (Rare)
-Replaced the teleporter model with a much more sleek one that has glowing parts
-Added walls and laser traps that can randomly spawn
===Longest Yard===
-New Powerups (Regular): Flight, Personal Teleporter, Grappling Hook
-New Powerups (CTF): Personal Medkit, Kamikaze, Doubler, Scout, Ammo Regen, Guard
-New Weapons: Nailgun (Major), BFG 10K (Rare), Chaingun (Rare)
-Added lights and thrusters that can randomly spawn

Update: 22 Dec, 2018 @ 5:43pm

Update: 21 Dec, 2018 @ 12:56pm

Update: 19 Dec, 2018 @ 3:04pm

Update: 28 Nov, 2018 @ 9:40pm