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Stay SERIOUS!
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 !
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.)
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.
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.
-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.
- 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.
Difficulty: Serious with extre co-op enemies.
I think something went wrong.
Now I feel like I am playing Serious Sam more than ever. Thx ^^
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?
You feelin' alright there buds?
Not that I'm complaining, Spider's Nest is a shitty level.
- 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.