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Unable to load type SBAList as it no longer exists.
ERR: Content/SeriousSamHD/Models/Enemies/Beheaded/Textures/SeriousSam3/Rocketeer_02_NM.tex
Unable to load type SBAList as it no longer exists.
ERR: Content/SeriousSamHD/Models/Enemies/Beheaded/Textures/SeriousSam3/Rocketeer_02_NM.tex texture uses outdated normal map encoding, please recreate
I'm actually trying to transform the pool from Karnak into a full @ss 4 floors temple with custom 3D models and layout, because it's more interesting and because I never liked that pool that funk up the enemy AI...
So yeah, I'm currently outside of my comfort zone...
Other than that, my 2 last college semester and other things really didn't let me any time to work on my mods, so I'm trying to find the time to finish the 1st part of my next mod for the Quake enemies to make a video of it that I "might" post of 7smokes and Croteam Discords to make people remember me or something. I have no date for it, because this mod was in my backlog for so long that my motivation to work on it is at its lowest...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2840499802
Do you have time to do a bestiary exposition of it?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2739128240
Are you interested in making a Bestiary Exposition of it?
Regardless I had fun beat them back to back, thanks for your work.
As for hitscanners, they can be passable if the player knows where they are and has cover to deal with them. For example, with Arachanoids in most scenarios, they are encountered in indoor areas with lots of cover, or outside on top of pillars or raised structures (and have a bright yellow or red color, making them easiilly seen). My main frustration with Prision is that the hitscan guys blended into the background, and were hard to see and were everywhere. If they, say, had brighter colors on or something, that may help the player. (or more cover, idk. Im no game expert).
Have a nice day!
So, I made this lil balancing patch. It might seem like minor changes, but I hope it's enough to make the level somewhat easier.
Big corridor: bassically halved the number of tommy gun soldiers
The Pits:
- spawn 3 arachnoids hatchling instead of 4 with only 1 in a group
-The third Reptiloid take 15 second to spawn after the second one, instead of 10
-The shotgunners are 8 in total instead of 10, are 2 in a group instead of 3 and take 10
seconds to spawn instead of 9
Boss battle: The green zorgs are 6 in total instead of 8, are 3 in a group instead of 4 and
spawn every 7 seconds instead of 5
Last Fight: bassically, the tommy gun soldier now have only 1 spawn group
I deleted these 3 dudes in front of the door after the second cutscenne, cause they are useless
(well, Danny gave some not useless informations, but still...)
For that big fight with hitscan enemies, I actually REALLY hate hitscan enemies too!
I just don't know how to "properly" use them with the way I do waves of enemies. So, I didn't put any hiscan for Hellion Family (especially cause the level had near no cover), put a lot of cover in that big corridor, put a lot of armor and health, then recomended players to play it on easy. The gameplay is basically a lot of "shoot, cover, shoot, cover", and try to not let the other big guys overwelm you. I'm not ashame of this level, but it's not my proudest BE level for now
Also, for THAT NE level, don't worry too much about it. 90% of the bad things about this level is cause of the enemy pack, cause this pack is pure garbage. Still, I'm happy you could find some fun in it
Totally Legit NE level: I went in expecting memes, and actually, even though i've never played NE, it seemed kinda close enough to it to give players a small taste of the game. A very fun and actually decently easy level (except for the canon elephants). However, there was a fairly major issue with the dragon-bird guy's hitboxes. The first time it is encountered early on its not very apparent, but during the final fight, if they are "standing" they can only be damaged by shooting their feet, as they are actually using the "Flying" mode hitbox, which is smaller and lower. It certianly wasn't game breaking, as you just shoot the feet, but it was annoying. Also, sometimes the ninja master (the floaty guys) would get stuck in the ceiling and other enemies would have corpses stick around awhile and it was hard to tell if they were still "alive". But, those minor issues aside, a very good level.
Well this was a pretty interesting mod. Pretty good work but the levels are a pretty good challenge.
Hellion Family Treasure: A pretty solid level mostly, the guardian boss was a but on the hard side for sure, especially if low on ammo, but certianly not impossible. Everything else was hard but fair and fun.
Prision of the Beast: I actually ragequit this one. Hitscan enemies everywhere! I died on the second main fight and no matter how I approached it, the hitscan enemies always killed me. It was a neat idea for the enemies to have your weapons though, but it's still very difficult, and feels unfairly so. (I really dislike hitscan enemies in SS games)
See you soon! :3
(Well, "soon" can mean "in 6 months" apparently...)
You are the creator here you do whatever you wanna to do but satisfying the players is sometimes more important
If the "untested random fest" comment was only for "that" level, please take my sincere apologies and be clearer next time
If that comment was also for the 2 main levels, my previous message stay relevant (cause, personally, my only problem with Harbinger's enemies are floating weapons. Not good, but passable (well, I also have others problemes with some of them, but it's more subjective))
But its beyond me that you have released a mappack with enemies that slide around and are overall insanely janky and buggy.
Its like if you took the content of your rubbish bin, put effort into cooking whats inside it and later served it to people - you put effort but the ingredients are pure trash. Cant get how a map full of sliding ragdolls was considered good for a release.
- No, it's not a "joke mod". If it was one, it would be more like Bestiary Overdose and the levels previews would be simple screen shots
-No, I actually put thoughts on the waves design, but I do know that some waves can be less good than others, because nobody is perfect
-Yes, it was tested, even on Serious difficulty to be sure it wasn't just too hard
-If you only came to publicly assume that the mod is an untested random fest, at less have the sympaty to explain why you think that (it can be just 5 words if you want). There's people trying to get better behind these mods ya know?
-If you dislike custom enemies, that's not my problem, go complain to them, not me. If you didn't realise, I don't like ALL custom enemies in existence, which is why I openly mocked the SSNE pack, the stupidity of Orkos existance and the fact that there's 2 unusable enemies (sorry if these were the reasons why you thought that my mod was a joke)
Cordially
Just...
Just... put the game in english, idk...
Sorry to all russian playing this mod, you will have to wait until I figure this out or until Harbinger become competent...
(btw ДеД, plz write what appear in the console (~). Also, I forgot to put the list of needed mods, so you might miss one of them)