Serious Sam HD: The Second Encounter

Serious Sam HD: The Second Encounter

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Serious Sam HD Extended: Episode 1 - Part 1 of 9
   
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189.603 MB
25 Jun, 2015 @ 1:01am
3 Jul, 2015 @ 5:59am
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Serious Sam HD Extended: Episode 1 - Part 1 of 9

In 1 collection by Solais
Serious Sam HD Extended: Episode 1
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Description
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.