Serious Sam 3: BFE

Serious Sam 3: BFE

BFE Enhanced (Old Version)
212 Comments
geny1985 15 Jun, 2024 @ 4:21am 
Very cool mod
Game_ 19 Jan, 2024 @ 9:59am 
This mod was one of the best that I played.
BUBLIC 31 May, 2023 @ 11:53am 
Very cool mod:coolsam:
Thebigmix 29 Oct, 2022 @ 7:32pm 
Theres a real simple fix for that Tixonlay, just dont play the DLC levels if you don't like them. Use brain before complain. To Biomechanoid and others that helped (solais & ryason) they have done a fine job with this Mod. it really does bring an essence of the SS1 combat back.
Memento Caritate 17 Jun, 2022 @ 1:37am 
Interesting mod. i only start play with him. But on first level yet meet with problem, what i dont find last secret. (I think, last secret open secret keys, but i dont find what this keys open). Help please)) + 7 monsters i dont find, but i run all area many time.
F_DAML 19 Apr, 2022 @ 12:17pm 
Best mod of all games I've ever played. As a HUGE fan of Serious Sam games, this mod gave me a new piece of pleasure and gave me a CHALLENGE. It was AWESOME! Thanks, author - it deserves more popularuty, as Serious Sam series at all

Stay SERIOUS!:coolsam:
Springfield 19 Aug, 2021 @ 11:56am 
Do you plan to do the same for SS4 ? (please say yes...)
Shockwave 26 Jan, 2021 @ 5:57pm 
Absolutely amazing mod
Zidel168 3 Oct, 2020 @ 8:07pm 
Just curious, now that SS4 is out, when the workshop launches for that do you have plans to make a version of this for SS4 when enough mods come out for it?
FireStar 12 Aug, 2020 @ 11:48am 
Hey I played in the past a Mod that I believe was called SS3 Extreme from Solais. Doesn't this exist anymore? I saw some discussions were going here in the comments. Seems the mod is quite similar maybe even better but I actually wanted to play that one mod again.
Biomechanoid  [author] 31 Aug, 2019 @ 6:25pm 
Are you subscribed to any of the required items listed in the page? If so, check to see if they are disabled in the in-game workshop package menu.
betaMarine78 31 Aug, 2019 @ 6:14pm 
what is New Gnarr.M? cuz my game wont load without it apparently
Mike Uchiha 10 Aug, 2019 @ 1:25pm 
FUCKING AWESOME 10/10 MOD :cozyspaceengineersc:
Springfield 30 Jul, 2019 @ 8:10am 
All right. I got more than 200h on this game, I'm playing now with this mod, and it is ABSOLUTELY INSANE !!! It is unbelievable, this game is even greater, seriously great job !!!
Just finished the Power of the Underworld chapter and it was so intense everything was destroyed... Now I'm scared about what's next, I guess it will be even more BRUTAL :D

I hope this will give some ideas to Croteam for SS4 :-)

Once again, amazing job, congratulations, and THANK YOU !
Biomechanoid  [author] 22 Mar, 2018 @ 10:57am 
Mike Uchiha 5 Feb, 2018 @ 7:37pm 
idk how game add serious bomb model LOL
Biomechanoid  [author] 5 Feb, 2018 @ 7:13pm 
That error has nothing to do with this mod.
Mike Uchiha 5 Feb, 2018 @ 7:06pm 
Mesh Unnamed in model CModelConfiguration::0x01000039 (Content/SeriousSam3/Models/Weapons/Explosive/SeriousBomb.mdl) is local! can you fix the model Content/SeriousSam3/Models/Weapons/Explosive/SeriousBomb.mdl i not instal mod serious bomb model
.:RibJegres.: 10 Jan, 2018 @ 6:10pm 
This Mod is a Masterpiece. This is what SS3 BFE should have been.
Merge 8 Nov, 2017 @ 3:33pm 
Will you remake this mod for Fusion version in future?
Anaphylaxis of Evil 13 Aug, 2017 @ 6:53pm 
I found a problem with the chapter "Under the Iron Cloud", where there is a force field that blocks the boss area until, as far as I can tell, you trigger every encounter in the area which is surprisingly hard to do.
artzpiip 3 Jul, 2017 @ 1:33pm 
Ok. I think I found what happened in Unearthing the Sun. The first wave of enemies in the level consists mainly of kamikazed. However, they keep spawning one-by-one or two-by two for nearly 5 minutes straight. I think these spawners could be sped up by 3-4 times after the first 30 seconds have passed.

Werebull spawner in the triggered also lasts a minute or so after all the other enemies in that wave have stopped spawning so it's waiting in that wave as well although it's less severe.

P.S. The yard before the Sirian area room is intense although beatable. So that part was exciting. (I played on serious difficulty with extra co-op enemies.)
artzpiip 1 Jul, 2017 @ 12:17pm 
Ok. Found a bug. One of the beheaded kamikaze spawners in the sphinx area only spawns enemies one by one, even long after the other enemies have died.
artzpiip 30 Jun, 2017 @ 2:02pm 
Good news: It worked.

As for the last area in the Power of the Underworld, I don't think it's very possible to beat the final area (before the boss) without dying with extra co-op enemie enabled on serious difficulty if you have 2 players. It's just that there are too many enemies attacking at once and from all directions. Perhaps this is the time it's a good idea to spread them out a bit.
Biomechanoid  [author] 30 Jun, 2017 @ 1:55pm 
Try disabling Adventures of Sam (Or unsubscribe to it if it still doesn't load).
artzpiip 30 Jun, 2017 @ 7:50am 
Lost Temples of Nubia is unable to load. Apparently, it needs a package "Adventures of Sam" and it needs a model chainsaw.mdl. However, I already have Adventures of Sam the First Encounter packages.
artzpiip 30 Jun, 2017 @ 3:21am 
Last Man on Earth is an intense map now. I played alone with co-op enemies. Got killed quite a few times (even when not counting repeated deaths). I wonder if I'd be able to beat the level without dying under those conditions though. Thanks for getting rid of enemy trickle for the most part.

Only problem I encountered was in the final area where I noticed that at some point (was it before or after picking up the first canister?), kleers started trickling in one by one (or two by two) from the far side of the map. I think 20 or so appeared in that manner. Spawn camping for them took a bit of time though.
me.brown 25 Jun, 2017 @ 7:53pm 
I would agree that doing it from scratch is not an wholly viable option. I was only asking if you could do it with a minimum of trouble. If it can't be done easily, then don't worry about it.
Biomechanoid  [author] 25 Jun, 2017 @ 7:39pm 
And if porting doesn't turn out well then I might have to redo the maps from scratch and I'm not sure if I really want to do that.
Biomechanoid  [author] 25 Jun, 2017 @ 7:38pm 
It should be possible to port it but there will be a shit ton of fixing to do. There's also the fact that this shares some of the default files and that might be a problem.
Spaghettacus 25 Jun, 2017 @ 6:23pm 
Is it even possible to port? I assume you'd have to recreate it from scratch.
me.brown 25 Jun, 2017 @ 12:35pm 
Thanks for the quick response. I understand if you don't have the time to do it. It would just be cool to play this campaign in Fusion. Your campaign is more worthy of Serious Sam canon than the original SS3 BFE campaign.
Biomechanoid  [author] 25 Jun, 2017 @ 12:32pm 
I'm not sure yet.
me.brown 25 Jun, 2017 @ 12:28pm 
Will you be porting this campaign over to Serious Sam Fusion? I'm a big fan of this mod. I know you might have to wait for all the necessary enemy resource packs to be ported over first.
artzpiip 17 Jun, 2017 @ 10:00pm 
continued:

-When entering the sphinx yard, there were a few fights before the main one where the enemies seemed to be trickling in.

-I agree with me.brown. Too many different enemies at once to deal with. One thing I suggest is to split the fight into two separate waves with different enemy types appearing in each wave.

Oh...and the end level trigger at least in serious co-op is broken. I was in the middle of the fight when the level just ended. Is there a model for working helicopter. I'd suggest it to fly to the center of the area after the fight is done so the level end wouldn't trigger automatically.
artzpiip 17 Jun, 2017 @ 9:55pm 
Some more problems in Silent Riddler level. (difficulty: Serious with extra multiplayer enemies).

- Third attack in the level had beheaded kamikazes trickling in one by one.

- When you enter the yard with a keykard, 3 juvenile arachnoids spawn at the same time. Impossible to not take damage.

- One of the harpies got stuck after entering the corridor after that yard.

-The following gnaar+kleer wave could have enemies spawn 30% faster.
artzpiip 17 Jun, 2017 @ 5:00pm 
How do you trigger the Alcor battleship fight in Under the Iron Cloud. I tried killing everything but the boss still didn\t make an appearance.

Difficulty: Serious with extre co-op enemies.

I think something went wrong.
me.brown 19 May, 2017 @ 7:42pm 
How do you defeat all the enemies after you leave the Sphinx. My god, I can't even beat the level in normal mode. There are too many enemies to deal with and they all seem to be auto-hitting me no matter how I move around the map. Does anyone have any suggestions?
Kvart 22 Apr, 2017 @ 3:46am 
Incredible,Its just incredible о.о
SVaDream 20 Feb, 2017 @ 3:05pm 
Awesome mod. Just awesome. I've played my lovely lvls (dark bride and Lost Temples of Nubia) and I can say now that this is the most lore-classic-based mod I've ever played. Enemies and (the most important) weapons are perfectly added into some annoying places such ass (OMG THX author) devastrator in helicopter area. No more boring aiming with rocket launcher. Also thx God (woops mod creator :D) for adding a lot of Laser gun, Sniper Rifle and Devastrator ammo.
Now I feel like I am playing Serious Sam more than ever. Thx ^^
PootisMayo 7 Jan, 2017 @ 11:26am 
Man, if only Croteam themselves somehow actually noticed this mod. It's so marvelous.
KW17 27 Nov, 2016 @ 3:28pm 
Excellent mod, however there seems to be a minor pathing issue with the beheaded kamakazies in the arena before you blow up the Sphinx. in which they get caught on the terrain.
Biomechanoid  [author] 13 Nov, 2016 @ 7:51pm 
New update has been released! You can check the changelog for this update here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/296826869
artzpiip 23 Oct, 2016 @ 11:03am 
Major bug in Under the Iron Cloud. I played in serious difficulty and the boss did not trigger.
artzpiip 23 Oct, 2016 @ 4:21am 
In third level, there is a lot of floating grass.

Also, the end of the third level is a mess. The boss seems to appear in the middle of a fight and some of the enemies don't add to the enemy counter at all and it's hard to know which ones are infinite and which ones aren't. Also, can you make it so that you have to walk to the end of the level instead of it triggering automatically?
Spaghettacus 2 Oct, 2016 @ 10:23pm 
Is there still no way of making level exits into optional "switches"? One of the biggest issues with SS3 imo is that some the levels end automatically. This gives you no time to catch your breath and explore a bit before you are ready to move on.
Biomechanoid  [author] 27 Sep, 2016 @ 10:20pm 
Another update just released. The update moves the location of the Into the Spider's Nest speedrun secret switch into a different spot.
ItsAName 27 Sep, 2016 @ 12:51am 
So let me get this straight. Your solution to people rushing Spider's Nest was to add a door that slow people down if they're heading to the basement but leaving the speedrun secret completely untouched, making it easier to trigger the boss before someone can enter the basement and teleport everyone there. If anything you just made it easier to speedrun the level in co-op.

You feelin' alright there buds?

Not that I'm complaining, Spider's Nest is a shitty level.
Biomechanoid  [author] 24 Sep, 2016 @ 11:19pm 
New update has been released! This update includes:

- Added a new rocket launcher secret in Summer in Cairo.
- Added new fancy boss name texts that will appear for a few seconds after the boss fight has started in the enhanced levels.
- Added some locked doors that can only be opened with a key item in the upper floor section in Into the Spider's Nest which should hopefully slow down any rushers.
- Increased the speed of the small spider spawns near the end of the underground section in The Dark Bride.
- Ugh-Zan IV will now fire his rockets faster when he gets down to half of his health. Also increased the animation speed of the prepare/unprepare animations for his plasma gun when he gets down to half of his health.
- Changed the final boss music to MetalFortress' Boss Fight Strings Guitar Cover.
- The scrapjack boss' netricsa message will now appear in netricsa once you trigger the boss fight in Born Again.
- Some other minor tweaks to the levels.
Dark89 9 Jul, 2016 @ 12:57am 
awesome mod ! thanks alot for another round of great Serious Sam gaming experience