Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

Serious Duke 3D
moscoflaco57 9 Sep, 2020 @ 10:35am
Serious Duke 3D Redux Suggestions
Syndroid is planning on making an improved version of Serious Duke 3D, Suggest improvements and post here.
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Showing 1-15 of 91 comments
moscoflaco57 9 Sep, 2020 @ 11:00am 
I'd like to make a small suggestion, is it possible that in the redux you can use the model of Sam's pistol, instead of the current one but make it gold? reason I ask is because in the current build, the pistol has the model of Duke's custom golden .45 but when u fire it sounds like a Desert Eagle, if the weapon model could be swapped for a gold version of the Serious Sam 3 pistol(which is a Desert Eagle even though Sam never identifies it as such) and still use the current sound that'd be amazing, it'd fit Duke's larger than life personality as well:)
Syndroid  [developer] 9 Sep, 2020 @ 1:05pm 
added to the list.
I actually thought about that since Duke actually uses a golden Eagle in the spinoff games.
I prefer the look of the golden M1911, but yeah, a DEagle fits better to Duke if you think about it ^^
moscoflaco57 9 Sep, 2020 @ 4:38pm 
Originally posted by Syndroid:
added to the list.
I actually thought about that since Duke actually uses a golden Eagle in the spinoff games.
I prefer the look of the golden M1911, but yeah, a DEagle fits better to Duke if you think about it ^^
this will be awesome, one thing i think could also use some tweaking, in the level where u go into the fault(The Abyss I think) in the section where duke has to outrun the lava, it'll be helpful if u slow the lava down some to give players who can't move as quickly more time to find the exit.
Syndroid  [developer] 10 Sep, 2020 @ 2:11am 
I think a good solution would be to disable the escape sequence on the Tourist difficulty.
did something similiar with the giant fan in level 4. Some people had trouble jumping on the rotating blades so I decided make the fan rotate on hard and serious only.
moscoflaco57 10 Sep, 2020 @ 1:07pm 
Originally posted by Syndroid:
I think a good solution would be to disable the escape sequence on the Tourist difficulty.
did something similiar with the giant fan in level 4. Some people had trouble jumping on the rotating blades so I decided make the fan rotate on hard and serious only.
this is a great idea dude, there's i'll keep an eye open for other parts that could use tweaking as I do my walkthrough and do my best to point them out in the video, if anything, it'll not only improve the game, but also make it more enjoyable for other disabled players like myself, the fact that u care this much means a lot to me and many others:D
moscoflaco57 10 Sep, 2020 @ 1:58pm 
level 2 shd be up soon:)
Emir 29 Sep, 2020 @ 6:13am 
Could we get some steam cover artwork?
moscoflaco57 2 Oct, 2020 @ 10:26am 
Originally posted by Emir:
Could we get some steam cover artwork?
i agree
ShaggyShagger420 18 Nov, 2020 @ 6:12am 
Oh man I can't wait!!!
moscoflaco57 20 Nov, 2020 @ 9:32am 
post suggestions here
L.J. 24 Nov, 2020 @ 10:44am 
This is one of the few projects in my life that I want to seem come into fruition.:boot:
moscoflaco57 24 Nov, 2020 @ 10:00pm 
the mod is amazingm you can list improvement ideas here
danknugz 6 Jan, 2021 @ 5:03pm 
can we get a normal mode that doesn't involve waves of enemies but more true to the original exploration style where monsters stay dead?

also, is there a VR mod for the original duke? I know someone made something for DK2 but haven't found anything else. maybe something like gz3doom but for the Build engine?
Syndroid  [developer] 11 Jan, 2021 @ 5:08pm 
Alright, I've started working on updating the mod.
A first update is available now.

changelog:

general
- more aggressive/active AI behaivor: Assault Tropper, Pigcop
- higher movement speed in most areas
- improved weapon animations: pistol, shotgun, ripper
- first person interaction animations: cardreader, toilet, mirror, tip
- added headshots for Assault Troopers
- fixed pistol aim down sight position

Hollywood Holocaust
- improved visuals: Duke Burger street, https://i.imgur.com/8DdDSch.jpeg fireescape
- better doors
- lowered the steelbeams in the beginning (some players had trouble seeing them)

Red Light District
- improved lighting: pornshop, stripclub https://i.imgur.com/oZBy5AT.jpeg
- removed Kleer pigs
- removed SS biomechs

Death Row
- improved lighting: prison interior
- improved Bombshell AI

Toxic Dump
- Octaboss: increased vulnerability duration, reduced health
- tried to make the octaboss trigger location easier to find
- Shrink section: added additional objects to jump up to the couch (many players had trouble finding the ladder)
- fixed an issue where flying troopers wouldn't spawn after picking up the second keycard.

The Abyss
- Alien Ship interior: ladder should now be easier to find


I'll work on further improving things like enemy behaviour and weapon animations as well as the levels themselves.

Other things planned for future updates
- better melee weapon (fists and kicks)
- classic maps 2-5
- fixing coop bugs
- VR fixes
- general bugfixes

As always, feel free to post your thoughts/suggestions, feature requests etc here.


Originally posted by danknugz:
can we get a normal mode that doesn't involve waves of enemies but more true to the original exploration style where monsters stay dead?

also, is there a VR mod for the original duke? I know someone made something for DK2 but haven't found anything else. maybe something like gz3doom but for the Build engine?

-That's what the classic maps are for.
I'll start working on finishing the remaining classic versions soon.
-I only know the DK2 one. Not sure if it was ever updated for the CV1
Last edited by Syndroid; 11 Jan, 2021 @ 5:24pm
ShaggyShagger420 11 Jan, 2021 @ 10:13pm 
Originally posted by Syndroid:
Alright, I've started working on updating the mod.
A first update is available now.

changelog:

general
- more aggressive/active AI behaivor: Assault Tropper, Pigcop
- higher movement speed in most areas
- improved weapon animations: pistol, shotgun, ripper
- first person interaction animations: cardreader, toilet, mirror, tip
- added headshots for Assault Troopers
- fixed pistol aim down sight position

Hollywood Holocaust
- improved visuals: Duke Burger street, https://i.imgur.com/8DdDSch.jpeg fireescape
- better doors
- lowered the steelbeams in the beginning (some players had trouble seeing them)

Red Light District
- improved lighting: pornshop, stripclub https://i.imgur.com/oZBy5AT.jpeg
- removed Kleer pigs
- removed SS biomechs

Death Row
- improved lighting: prison interior
- improved Bombshell AI

Toxic Dump
- Octaboss: increased vulnerability duration, reduced health
- tried to make the octaboss trigger location easier to find
- Shrink section: added additional objects to jump up to the couch (many players had trouble finding the ladder)
- fixed an issue where flying troopers wouldn't spawn after picking up the second keycard.

The Abyss
- Alien Ship interior: ladder should now be easier to find


I'll work on further improving things like enemy behaviour and weapon animations as well as the levels themselves.

Other things planned for future updates
- better melee weapon (fists and kicks)
- classic maps 2-5
- fixing coop bugs
- VR fixes
- general bugfixes

As always, feel free to post your thoughts/suggestions, feature requests etc here.


Originally posted by danknugz:
can we get a normal mode that doesn't involve waves of enemies but more true to the original exploration style where monsters stay dead?

also, is there a VR mod for the original duke? I know someone made something for DK2 but haven't found anything else. maybe something like gz3doom but for the Build engine?

-That's what the classic maps are for.
I'll start working on finishing the remaining classic versions soon.
-I only know the DK2 one. Not sure if it was ever updated for the CV1


Awesome!! So excited, I will play through in the morning! Are you planning on doing classic maps for all the episodes? (Lunar Apocalypse, ETC).
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