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Good job, it was fun
And yes, I never played it before
11:17:01 ERR: Player melee selection script has changed but native code was not updated! (3789154551)
11:17:01 LOG: Timestamp: 2019/09/14 11:17:01
11:17:01 INF: Started simulation on 'Content/SeriousSam3/Levels/Menu/NetricsaLevel.wld' in 0.56 seconds.
11:17:07 LOG: Starting level: "Content/SeriousSamHD_TSE/Levels/Qauntas/1_God'sYards.wld"
11:17:07 LOG: Player profile saved with size 6.23kB(6.23kB) at 2019/09/14 11:17:07.
11:17:07 LOG: All stats uploaded
11:17:08 LOG: Started loading world "Content/SeriousSamHD_TSE/Levels/Qauntas/1_God'sYards.wld"
11:17:09 ERR: Content/SeriousSamHD_TSE/Levels/Qauntas/1_God'sYards.wld: Cannot open file Content/SliWhist_Stuff/Databases/Puppets/Enemies/BFE/CloneRifleman.ep
11:17:09 LOG: Failed loading world. (process memory: 1047 MB)
General: Added more enemies to all levels
Added more items to 3 levels
Changed lighting and background to all levels
Added more models to all levels and reflected all of them
Added more Palm grass to 3 levels
Changed the lights in final boss fight area in level 4
Toned down the lights in water and lava areas in level 2
Changed the style of obelisks in level 2
General:
Added Coop enemies and Treasure items to all levels
Added crumbs to all levels
Secret horror level is removed
God's Yards:
Changed lighting and background
Changed the music
Element Obelisks: Reworked
Now there are teleporters that will take you to Element areas
Akara Dune: Reworked
There are new yards, a arena, a corridor, and a big area
its renamed to Night Yards
The Grand God:
Changed lighting and background
Changed the final boss form Arachnoid Terminator to Exotech Larva.
Added more models
More spiders and solders
1 new secret
Changed the colors of Obelisks
Added a GL at level 3
reduced how many and increase the times enemies will spwan
and more
https://i.imgur.com/gINQyS2.png
What I didn't like was that in some very large areas the more distant enemies refused to move unless you got closer to them. I also hate wisps. Currently it's hard to tell how fair the hitscan enemy placement was as I played it with mods that make their projectiles non-hitscan.
There were some empty stretches in some return trips after picking up key items.