Serious Sam HD: The Second Encounter

Serious Sam HD: The Second Encounter

Serious Sam HD Extended: Episode 1 - Part 1 of 9
165 Comments
George Smoke 15 Jul @ 1:03am 
tricks you into thinking there is new content with the first level - but most new structures are empty. rest of campaign is duplicated but with more kleers - i played so you don't have to
Wiesek2024 12 Jan @ 3:52am 
I bow to you for the work you did and that you wanted to, because few manage to do it. It would be great if you shared the script for the remaining parts with us fans, maybe in the future you will sit down and finish it, we don't know, because only you know or someone else will continue this project. Having a better computer myself, I decided to play around with this engine a bit xd.
Wiesek2024 12 Jan @ 3:52am 
Second - The game engine itself seems solid, but if we look closely, it is at an average level, so it requires the introduction of some things, and also limits other things.

Third - Time. As I mentioned, some levels could be extended, but it would involve redesigning the map, which could take a lot more time, building the map itself does not look like in The Sims.

Fourth - I think there was a lack of someone who could suggest something specific to add to the plot or change on the map, but that's just my opinion xd.

At the end I would like to write that I hope that the campaign will be available in Fusion, it involves changing some things.
Wiesek2024 12 Jan @ 3:51am 
The gameplay is enriched with many new things, such as the introduction of wooden or stone anks, you can already see here that you could have access to the Alpha version, which is visible in the level trailers, but never mind that, I'll describe it in the second part. In my opinion, the logic puzzles are good here. The mere addition of new enemies speeds up the pace of the game and they also fit here. The only thing I can find fault with is the witch, who doesn't have a specific attack and only seems to levitate.

Overall, this expansion could be better. I see four problems here that are responsible for this state of affairs.

First - Programming skills. In those years, not everyone was a good programmer in engines of games such as SS and access to them was not as wide as it is now. I can add here that not everyone could afford a good computer. So it could have taken you more time to get to grips with things that were never in this game, especially new gameplay mechanics on new levels
Wiesek2024 12 Jan @ 3:51am 
Sixteenth level - The very beginning is dynamic and the music fits here, the later stage is a bit exaggerated, a bit too many enemies and the music later doesn't fit, the introduction of improved headless ones is a good idea, it introduces dynamism. Cosmetically it looks good.

Seventeenth level - At this level, it's a bit of an exaggeration to add so many enemies at once and in a small area, I was quite annoyed, but I survived xd.

Eighteenth level - The fight around the obelisk itself is fine, but that's all I can write.

Okay, I described the levels one by one, I didn't want to elaborate on some of them because it would be a waste of time, but I think I described them accurately.
Wiesek2024 12 Jan @ 3:51am 
Eleventh level - In addition to cosmetics, a new boss has been added. The last part of the level always begged for some boss and it's great that you added it here, only the design is a bit wrong for me xd.

Twelfth level - well-designed puzzles, big level, but it didn't bother me and I'll write more, it drew me in xd.

Cons - Few secrets xd.

Thirteenth level - Another very good level, here you can see a serious cosmetic change on this level, new mechanics, rooms and puzzles. During the stage with the second elevator I had a lot of trouble fighting monkeys, I had to pass this stage with codes xd.
Fourteenth level - The exit from the temple itself and the level are elegant, another new mechanic that diversifies the game, a stage at which, if we want to explore, we can find interesting things.

Fifteenth level - The level with the ship gives something good, but it's a bit tiring when it starts to slowly float away, but the rest of the game is fine.
Wiesek2024 12 Jan @ 3:51am 
Seventh level - A level that connects the previous and the next, a kind of bridge. In general, the architecture, the enemies fit this, I had a good time playing. The length of this level didn't make me tired.
Cons - it's a pity that there are so few secrets, only two, the second of which wastes time a bit, so it's a pity that an amplifier like in Hatshepsut was not added after leaving the secret square with weapons. The last minus is that the blockade before the road to the end is not available to Aludran, the additional dynamics through the possible possibility of approaching this opponent would be a plus, but it may be intentional, I don't know.

Eighth level - Nothing is different here, except that we get a grenade launcher here, you could have put a laser rifle here and put a grenade launcher later.

Ninth level - Only cosmetic changes here.

Tenth level - No changes.
Wiesek2024 12 Jan @ 3:51am 
Fourth level - here we have more things, but only at the beginning, two new enemies like monkeys, and a medium biomechanoid, something new introduced for the plus, a small biomechanoid from the third, also gives something small, but as a curiosity. Cosmetically nothing has changed in this level.

Fifth level - I had a lot of trouble with the opponents, but I don't complain about it, SS has always been famous for this, i.e. the difficulty in completing the level xd, here you can see that the cosmetic change has been for a very big plus and that's all I can write about this level.

Sixth level - Removing the grenade launcher from this level is a very good idea, the location of this weapon itself was in the wrong place, that's all that can be written on this level xd
Wiesek2024 12 Jan @ 3:51am 
The disadvantages are that you can't enter two buildings, maybe some secret weapon? Or some Lore Tablet? I think that if you spend some time, you can find a use for these buildings. The last downside is that the secret on the other side of the level could have been expanded, that instead of getting weapons and bombs there could have been switches to go further and get the weapons there.

Second level - nothing specific has changed here apart from adding cosmetic things, the stage with the tomb could be expanded, i.e. slightly longer, but it would require redesigning the map, and thus additional work and time xd.

Third level - Here you can see specific cosmetic changes and this is a big plus, because this level has always reminded me of such emptiness in architecture.
Wiesek2024 12 Jan @ 3:50am 
First level - As is the case in games, the first level is always highly developed with additional elements, infrastructure and what the further campaign can provide, it's cool, but most creators later seem to skip it, in the campaign it can be seen in the later levels, which I will describe later.
In my opinion, this level has been developed by half, adding green area, two new small squares and two buildings. New Netricsy information has been added, such as description of health and armor items, keys and history of the location, where you put a lot of effort with the description here. The new secrets are interesting, cool and add something new, especially the secret where, to enter the square with a sniper rifle, we must first find a key, it introduces additional exploration.
Wiesek2024 12 Jan @ 3:50am 
At the very beginning I would like to write that my English is poor, so here is what is written by the translator.

I will write a review, a long one, but I think it is necessary, especially since this expansion has been around for a good few years and deserves more than just a fan expansion.

I recently played through the campaign and generally liked it, I like it more than the base game, but I will describe that at the end. First, I will describe the levels from the first part one by one.
XSirius 21 Oct, 2024 @ 10:45am 
For some reason that mod doesnt allow me fully usage gpu
JAXSIK 26 Aug, 2024 @ 10:52pm 
Hello, if you no longer work at the Croteam, why not finish the mod?
WobblyTableLeg 8 Jun, 2024 @ 9:42pm 
Custom levels are overly-long maze like slogs. Vanilla levels are a barely touched. Modded enemies are largely all bullet sponges and don't bring much new. The flying Kleer thing being the only interesting one. Mediocre overall.
Afhugget Hufvud 6 Mar, 2024 @ 1:11pm 
Is there a list/guide for all the secrets on the extra levels?

This mod is amazing btw. The extra new enemies are awesome, aswell as the extra maps!
And this version of the Children of Amon-Ra maps blow the DLC out of the window. Great work! :D
F_DAML 25 Jun, 2023 @ 1:24pm 
Ah, oh, sorry, I've missed that info somewhere. If that's not a secret it was your wish? Anyways, best regards and good luck to you!
Solais  [author] 25 Jun, 2023 @ 3:22am 
Thanks! But as I said, I no longer work for CT.
F_DAML 24 Jun, 2023 @ 6:25pm 
So I've just completed the full campaign including demo. All I want to say that's the best custom campaign I've ever played along with "Serious Sam 3: BFE Enhanced". Just, perfect.
F_DAML 24 Jun, 2023 @ 2:00pm 
Okay, thx, I've completed it in a while after I writed about it in the first place, now I'm in demo Karnak. Though you're not working on mod, it's still impressive that you manage to work in CT and still respond to guys like me when you got time, it's huge! THE property of good developer! I wish to work in CT too someday :)
Solais  [author] 24 Jun, 2023 @ 12:25am 
Space Osiris puzzle can be brute forced by just turning on all the lights and fighting all the enemies that spawn. And thanks, though I no longer work for them.
F_DAML 23 Jun, 2023 @ 2:24pm 
Although I've stuck with space Osiris puzzle, I already want to say that this campaign is incredible! I've started wondering if you, Solais, spotted by CT, and fortunately yes! It's a BIT late but congrats!
W. D. Gaster 3 Mar, 2022 @ 10:03pm 
I hope this comes back in some way.
Shockwave 5 Jan, 2022 @ 1:27pm 
Will this ever come to fusion?
Yanni 1 Oct, 2021 @ 12:29pm 
get "Unable to load level"
DRPIELZ 7 Jul, 2021 @ 3:46pm 
I got the same problem when i start a game, the game says "Can't load"
Saturn Minds 24 Apr, 2021 @ 8:06am 
This mod just can't load
Pere_Hypessie 8 Apr, 2021 @ 4:29am 
@TheRoyalGuard
You have to choose "Play moddable version" at the very beginning.
I mean when you click on the green button in your game librairy.
Sorry for my bad english (and the approximative translation).
TheRoyalGuard 4 Apr, 2021 @ 6:30am 
How do I play those maps? I have subscribed but I cant find them in the game maps.
JackAttack1997 1 Mar, 2021 @ 1:11am 
@Solais any chance of you porting this to fusion?
halkimic 20 Mar, 2020 @ 10:35am 
If you have problem with dune level (it isn`t represented in the list) just make you way to suburbs and you will be able to continie company (I also saw dunes missing in the list)
Pere_Hypessie 26 Feb, 2020 @ 3:06am 
@ Fantastik_Pro :
You should read the previous comments. Solais has no time to spend on these maps anymore !
We are all waiting for his work on the new game (SS4 ?).
VanDaMus 26 Jan, 2020 @ 9:40pm 
on map Suburbs, on difficulty sam, in statistice 164/173. fix spawners pls
VanDaMus 26 Jan, 2020 @ 9:06pm 
on map Temple of Ptah - The mausoleum, on difficulty mental, in statistice 656/673. fix spawners pls
Milansta 29 Apr, 2019 @ 2:52pm 
Fair enough :-)
Solais  [author] 29 Apr, 2019 @ 10:35am 
While I do want to do a sort of port/remaster/alternate version for Fusion, I don't really have the time for it at the moment.
Milansta 29 Apr, 2019 @ 4:07am 
any chance of a fusion port?
Neon Henchman 19 Dec, 2018 @ 12:17pm 
*Mod, not DLC
Neon Henchman 19 Dec, 2018 @ 12:12pm 
Is there perhaps a code I could put in the command line to unlock the Dunes of the DLC? I like having my list of levels complete.
Solais  [author] 13 Dec, 2018 @ 3:11pm 
Nope. Even besides me not working on this anymore, it's a bug in SSHD, which is also not patched anymore.
Neon Henchman 12 Dec, 2018 @ 11:44am 
Are there any chances it will be fixed?
Solais  [author] 11 Dec, 2018 @ 2:42pm 
Yeah I remember old SSHD having bugs like that.
Neon Henchman 11 Dec, 2018 @ 1:45pm 
I have a bug regarding Theban Necropolis - Dry Valley; when I complete it, the game doesn't recognize it as complete and doesn't save an high score. Furthermore, the Dunes aren't shown in my list of levels, perhaps due to the above bug.
CSPRO Junior | Alterot 27 Oct, 2018 @ 2:04am 
Awh, alrighty, thank you for taking time to answer my questions, you're a kind man :)
Wish ya luck in CT!
Solais  [author] 26 Oct, 2018 @ 5:46pm 
Sorry, but even if CT gave me permission to finish it, I really don't want to. It was a project that had bad direction in general and some serious content creep; not to mention I rather work on new games than yet another SSHD mappack that anyone else could make.

As for SS4, I'm not really involved with it at all; I'm currently working on a yet unannounced project of CT, will be likely revealed after the release of SS4.
CSPRO Junior | Alterot 26 Oct, 2018 @ 2:46pm 
So much stuff I read from you that I have to wonder how much time only finishing TFE would take up.. also, did you plan to change or expand The Great Pyramid level? I wonder if you had some changes prepared for Ugh-Zan or nawht.
Otherwise, Serious Sam HD would be a completly new game if you were able to finish the rest of your plans and I wish you that one day Croteam decides to give you free hand to finish it inside the studio as an official extension rather than mod.

And one more question: how much are you involved in Serious Sam 4? Once we play the game, can we feel bits of you that are going to be similar to your attention to detail put into your extension mod? :D
Solais  [author] 26 Oct, 2018 @ 2:38pm 
I think at one time the idea for TSE was to switch the Persian and Mayan episodes around (as they made sense in the timeline that way), the Persian episode would have been more historically accurate, so you wouldn't actually have been in Persepolis, but Babylon proper. You would have also visited the city-state of Uruk, which was actually the city ruled by Gilgamesh. The Mayan episode would have had a new middle part as you journey from Palenque to Teotihuacán. Then after Mayan times, there would have been a new episode set in Ancient Japan. And then similar to the Maya episode, in Medieval, you would have had levels between the three original levels, making them less disconnected and more of a journey.
Solais  [author] 26 Oct, 2018 @ 2:38pm 
Ep2 would have had you travel all around Thebes, revisiting Hatshepsut and its side temples, and in general trying to find the Three Obelisks to call the spaceship (instead of one). As for TSE... one of the problems with this mod was that it always changed size and scope, so the TSE part was always more malleable...
CSPRO Junior | Alterot 26 Oct, 2018 @ 12:52pm 
Thank you! These vids actually do help a lot, finally a proper clean tutorial with english dabing to understand it :D
I also wanna say more about Extended as I run through it again: the kamikadze attack deja vu was sooo badass, you made me grin and laugh at that nice throwback to SS3.
Levels were truly well redesigned and some new boss encounters felt just right and made really those old places and moments fresh and amazing again!
Only the solar system puzzle was kinda overwhelming and maybe a little too much for a SS title, portals sometimes dropped me out of a sky, without me even trying to move out of them too much..
But otherwise, best mod this game has to offer and I applaud you!
BTW would it be too much to ask what you originally planned with EP 2 and IF, then what about The Second Encounter?
Solais  [author] 24 Oct, 2018 @ 12:25am 
CSPRO Junior | Alterot 23 Oct, 2018 @ 2:24pm 
Hello, the remade campaign felt amazing.. can I ask tho? I would like to try creating maps on my own, but there's practically zero starter guide for Serious Engine, do you know what can I do about it? Could you give me some tips and tricks, or maybe try to create a tutorial for basic stuff? I really want to get into it, but I want to know from where to start and evolve from there, and it is hard, since I really was unable to find something in english on You Tube, besides from polish low quality videos :L I sooo much wish you could do something about the serious editor in Croteam, try to create something easier like Snapshot was in DOOM, for us, noobs