Serious Sam Classics: Revolution

Serious Sam Classics: Revolution

Sanatory
47 Comments
Gordonkris 1 Apr, 2021 @ 3:41pm 
Very nice level!
vodkins  [author] 29 Mar, 2021 @ 12:50am 
Alt_TheRetrograde, thank you for your feedback!
Retro Grade 21 Mar, 2021 @ 7:57am 
Very fun map, though I lost half an hour in the end before understanding where to go to finish the map ("Find the old man"?). Good ambience and music and quite challenging. Thanks for posting it
vodkins  [author] 29 Jun, 2020 @ 1:54am 
Logical! Thank you!
Rakanishu 29 Jun, 2020 @ 1:53am 
In the same as your level is!
vodkins  [author] 29 Jun, 2020 @ 1:52am 
Thank you friend! Pretty easy solution. Will try to do that together with needful remaining checkpoints for SSR version of Sanatory. Oh, forgot to ask - in which folder inside .GRO i must put that file?
Rakanishu 29 Jun, 2020 @ 1:38am 
Thanks for the feedbacks.
To do the background screens, you have to create a .tex file (in power of two dimensions: 2x2...4x4...8x8...16x16...[...]256x256...512x512). The loading screens I made are 512x512. Make sure to "Preserve 32-bits quality". Then name the tex file the same as your level. For exemple Sanatory.tex, and just rename the extention ".tex" by ".bcg" - and that's it :) You'll have a file named "Sanatory.bcg"
vodkins  [author] 28 Jun, 2020 @ 4:04pm 
I am playing your new campaign Jacob' Rest. Nice work! Very fresh view and feel! Looks like horror game at some moments. Also you are very good at hiding secrets:) i found only 4 from 10 for now (2 level completed). I want to ask you how you did those screenshots on loading screens? I want to do the same...
vodkins  [author] 28 Jun, 2020 @ 9:40am 
Ok! I found some small "bug" which causes player to respawn on some CPs using strange rotation which is not equal to heading arrow of Player Start base. Did you notice that?
Rakanishu 28 Jun, 2020 @ 9:13am 
Ok, will do that on freetime! I'll come back to you once tested.
vodkins  [author] 28 Jun, 2020 @ 8:47am 
Nice! Here, some sort of "demo" for you to test checkpoints (28 in total). If you found some bugs including not related to CPs just tell me. Also i want to fix surprisingly not working there music, raise lightmaps quality and maybe some other small things. If we will happy with all changes i will gather new .GRO file which you can upload to your server and play with friends. For now only .wld file inside archive:
https://drive.google.com/file/d/1RpKQXlO0AIojpHIQ3-rMlbVmEJNwNL1w/view?usp=sharing
vodkins  [author] 28 Jun, 2020 @ 3:20am 
Ok, i will do that. But as reward promise me to test that all new checkpoint are working correctly. I mean - they saves and loads at latest triggered, they gives all weapons until last picked up etc. Ok?
Rakanishu 23 Jun, 2020 @ 5:58am 
SS:R to SS:SE / FE backporting is a manual job. You won't find anyway to backport automatically, sorry. Checkpoints isn't hard to do even in FE / SE. You just have to target your trigger (that is targeted by a touch field) to the Player Start (name it in Group (G), that's better). And then in give weapons you must add the decimal values corresponding to the weapons the player is supposed to have!
vodkins  [author] 23 Jun, 2020 @ 5:17am 
Yeah, coop in SSR sometimes is broken. But we never encounter such problems in that particular map. As i said - old TFE Editor crashes on my system (Win7 64). Or freezes, i don't remember. I will search is there any way to do something, but can't promise. If there is no way to export SSR map back to TFE - i don't know how to add coop checkpoints in original TFE. As i remember - there was no solution for it in those times, so maybe it still impossible, i don't know...
Rakanishu 23 Jun, 2020 @ 5:05am 
The thing is that SS:R is plenty of bad syncs in multiplayer - in other words multiplayer is broken, that's why I wanted to play it in multiplayer with my friend in SSFE which is much more stable than SS:R. I am admin of 42 amsterdam and if you want you can make an update of SSTFE version and I can send it on 42 amsterdam whenever it's done!
vodkins  [author] 23 Jun, 2020 @ 3:25am 
Or just play this SSR remake version here. It much better than old one in all aspects (fixed bugs, coop cps, rebalanced gameplay, new weapons and mobs, some geometry and texture rework, better hires lightmaps etc)
vodkins  [author] 23 Jun, 2020 @ 3:19am 
Unfortunately original SS:FE map doesn't have coop checkpoints as i remember (nobody knew how to do that in 2001:)). Only SSR remake has them. And i can't do anything about it because old Editor refuses to work on my current system:( Why not to use regular manual saves/quicksaves. They works in coop in SS:FE as i remember... or not? Sorry i didn't play original SS:FE for years...
Rakanishu 23 Jun, 2020 @ 2:50am 
Yeah, I did use respawn in place :) I played the map in TFE 1.05 but I died because of fall damages. Sadly in Serious Sam when you die because of fall damage player doesn't respawn in place even if the option is enabled :( I died at rocket launcher area and I respawned at the beggining with colts only!
vodkins  [author] 23 Jun, 2020 @ 2:34am 
Rakanishu, it has coop checkpoints (even underwater). But not until the finish, yes... The last one as i remember is at Cellar's entrance maybe. It was pain in ass to add them because process is too unreasonable complicated and boring:steamfacepalm: But you always can use "Respawn in-place" option under Lobby>Game Options>Cooperative Options. Using it you will respawn right over your fresh grave:)
Rakanishu 23 Jun, 2020 @ 2:01am 
Good map but it needs coop checkpoints :)
vodkins  [author] 17 Oct, 2019 @ 2:22am 
Biohazard Dood, difficult to answer... I don't know:) I have no time for that unfortunately. At least for next year+. I am working on my own game in UE4, so i busy with level design tasks already:) But if later my work will bring some real profit/money - why not?
Biohazard Dood 16 Oct, 2019 @ 4:54am 
Just one question? Will you ever do anything In the editor again? I know you prob lost knowledge of the editor, but there are a lot of people in some discord servers who would be willing to help and give feedback
vodkins  [author] 15 Oct, 2019 @ 12:45pm 
Updated links to the original old version of the map for SS:FE (v.1.05 required) in the description.
Biohazard Dood 13 Oct, 2019 @ 4:16am 
This is a nice map
erc493 21 Feb, 2017 @ 3:09pm 
good work
erniem1970 27 Nov, 2016 @ 2:45pm 
OMG, I got it. LOL. Good job from the creator!
vodkins  [author] 27 Nov, 2016 @ 11:40am 
Ha-ha. Just try not to rush the perimeter corridor and try look slosely to find exit. Exit is not hidden at all but if you run in circles clockwise you may miss it:) https://youtu.be/VKLf7ebkkj8?t=14m
erniem1970 27 Nov, 2016 @ 11:29am 
https://steamhost.cn/steamcommunity_com/id/erniemink/screenshot/178285712651364013

When I dive up from the cetner of this pool from the long dive through the water, what do I do from here? I cannot find any switch or door, and no more monsters appear.
vodkins  [author] 1 Nov, 2016 @ 4:52am 
Very strange... Absolutely no changes has been made in that place since map's first release in 2001. Just tried it now already - all works fine! Here is the proof:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=791401232
It is possible that you are misleading the fact that there is a feeling that you do not move down. It is really think so, but it's not. Try to dive back down and face up and you will see that you really are a dip. Located exactly in the space between the columns. And don't be afraid to choke:) Just go down to the stop. Air should be enough time to dive and getting back up. The main thing is always to press the Crouch button to speed up the immersion, but maybe enough air without it, I haven't checked. Good luck:steammocking:
vodkins  [author] 28 Oct, 2016 @ 6:12am 
Just dive directly down in final hall (jump via that round pool) and continue descending with crouch/duck button pressed until you reach ...it. This part of level for those who are not afraid to choke:steammocking:
WouterSmits 28 Oct, 2016 @ 6:08am 
ive looked everywhere
WouterSmits 28 Oct, 2016 @ 6:07am 
ive tryied to find it even underwater but cant seem to find
vodkins  [author] 28 Oct, 2016 @ 6:05am 
Several posts below I have already hinted at where he might be. He is very, very deep under water
WouterSmits 28 Oct, 2016 @ 5:43am 
where can i find the oldman after arena
vodkins  [author] 15 Jul, 2016 @ 11:08am 
Understood:) But you can still download old one version for SS:FE 1.07 from links above in description (i recommend Dropbox link). Put Sanatory.gro inside main SS:FE folder. Then launch the level as always via: Single Player > Custom Level. Also this method fine works for the Steam version of the classic SS:FE too!
Hræsvelgr AY-N4 "RAYN4" TIYAGA 15 Jul, 2016 @ 8:58am 
I just don't want to use SSR anymore. It's hot garbage.
vodkins  [author] 15 Jul, 2016 @ 8:27am 
Co-op markers were sat on more than first half of the map (until Cellars section). As for SSTSE version - i don't have a time for that and more important - i don't see any reason to do that. Sorry...
Hræsvelgr AY-N4 "RAYN4" TIYAGA 15 Jul, 2016 @ 8:23am 
Would it be possible to make a SSTSE version with co-op markers?
vodkins  [author] 29 Mar, 2016 @ 4:00pm 
Maybe he just drowned?
rjc3 29 Mar, 2016 @ 3:06pm 
ok, I give up. Wheres the oldman?
vodkins  [author] 28 Mar, 2016 @ 2:38pm 
It needs some little polishing still including coop starts covering ALL map. But i am working on that.
a3n3a 28 Mar, 2016 @ 2:20pm 
Classic map, thanks for uploading!
vodkins  [author] 26 Mar, 2016 @ 1:53pm 
Спасибо!
💔 Į αթøłøפᎥჳℯ 26 Mar, 2016 @ 9:22am 
Да, всё отлично. )
vodkins  [author] 21 Mar, 2016 @ 2:16am 
Надеюсь она видна в списке и запускается:)
💔 Į αթøłøפᎥჳℯ 20 Mar, 2016 @ 5:18pm 
Наконец-то ! : )