this game is p good
yeah its nice
One of the best tech-demo games ever made.
bamp
Why is the level design so terrible in this and Painkiller?
I wanted Doom mazes with better visuals
Whens SS4
>>387683171
Then go play Quake and the Build Engine games.
Serious Sam and Painkiller are all about throwing the player into arena fights in mostly vast open spaces against ridiculous amounts of enemies.
Should I buy the hd remakes?
>>387683294
Why would you want SS4 when you can have the future of video games: VR!!!
In which ways does Fusion improve SS3? I've noticed enemies that only took explosive damage before are now just relatively resistant to everything else, on top of an improved basic shotgun.
>>387683452
SAMO JEBI MOJE SRANJE
>>387684031
>new enemy placements that also make the difference between the difficulties more prominent
>rebalanced enemies like Scrapjacks, Technopolyps and Khnums
>rebalanced weapons (WAY better shotgun, larger magazine for Devastator, the aiming on the pistol is now a deliberately pointless fature)
>new enemy attacks on Hard+
>no ammo crates on Serious+
>necessary engine improvments, especially in terms of water quality, ambient occlusion and handling tons of debris
>some graphical changes like the second generator room now having red highlights
>a few new secrets
>different times of day and different skyboxes
>maybe I fucked something up in vanilla BFE but the textures on the enemies are like more than twice as sharp now
>a bunch of upcoming stuff like added close-up detail textures, reintroduction of Bomber and Firecracker enemies, more lore, etc.
>>387684031
Lets see here
>hard and serious gives enemies new attacks
>rocketeers fire a homing shot
>kleers get a horizontal one
>spiders get a direct shot that I think can bounce off walls
>helicopters use rockets in addition to bullets
>scrapjacks can fire grenades like a mortar (also have less health)
>blue biomechs has a spin attack
>red biomechs either go berzerk more easily or always fire 6 rockets, not sure
>khnums are a bit different, on lower difficulties they throw a single fireball, on hard+ they have the old triple shot
Unsure about the reptiloids as I still haven't done JotN
>AR has a larger magazine and a much worse firing sound
>devastator has a larger mag and deals more damage, reliably piercing through kleers
>much better use of lighting, levels look overall a lot nicer
>couple of new secrets, including a rocket launcher at the start of the first level
>barrels are a lot less obnoxious to get on, making some secrets less of a bitch
>>387685105
>>387685191
Sounds good
>>387685191
>>AR has a larger magazine and a much worse firing sound
I must be the only one who likes that one.
It sounds like the rifle is old, worn and close to breaking down.
Meanwhile, the pistol sound seems completely unfitting to me.
>>387685641
It sounds weaker than it is.
>>387683452
Fuck you, Croatian Carmack.
What the hell is your Croatian Romero even doing right now?
>>387685867Talos 2
WHERE IS SS4, MAJMUNE???
have there been any news whatsoever?
>>387685943
outside of an easteregg in Last Hope that was quickly deleted due to being a mistake by a newbie member of the company: nothing
some comparison between BFE and Fusion
BFE
>>387687376
Fusion
>>387683171
Because making good level design actually takes talent, it's probably the hardest part of making a shooter since it requires more than simple minded thinking. You can't ask whats basically a parody of actual good shooters to have good level design.
>>387687448
>>387687590
>>387683171
blame ancient Egyptians
>>387683171
serious sam wouldn't work with any other kind of level design
>>387687856
>>387683171
Doom mazes are pretty lame my man. they break up the pace of the game too much.
>>387687928
Not only that but even Sam's trademark level design takes quite some effort.
Just look at all the terrible custom campaigns in the Steam workshop and you'll see how important and hard enemy placement, enemy wave design, enemy synergy, item placement, etc. really are.
Just constantly throwing dozens of enemies at once doesn't cut it.
>>387685105
>>387685191
Also: improved AI/pathfinding
https://www.youtube.com/watch?v=zmTVn9Y9igg
>>387688370
>Just look at all the terrible custom campaigns in the Steam workshop
Don't even start with that shit. Serious Sam has one of the worst, most incompetent modding communities I have ever saw.
>>387689231
What do you expect from a community where 75% are furries and bronies.
>>387688945
Yup, when I replayed BFE in Fusion I only encountered 3 or 4 cases where enemies got stuck or had issues chasing me but pathfinding has been greatly improved over Vanilla BFE.
>>387689382
Not this shit.
>>387683171
Serious Sam wouldn't work like that. If anything, its level design is pretty good for its "genre".
>Hearing kleers approach in the dark in TFE VR
At leas dual wielding double shotguns gives me some peace of mind
Anyone play Bogus Detour? I really like that game
>>387693948
Besides the absolutely poorly designed final boss and some weapons being either redundant or useless it's pretty damn great.
>>387683452
JUST
More games should have a Mental difficulty.
>>387688370
That game, Strafe, is a great time example of that.
Pick up the SS gameplay and put it in a game with procedural generation maps, item placement and enemy, and you have a fucking terrible game.
>>387696136
It needs a proper harder than Serious difficulty.
>>387683171
you realise there is more to level design than just the level geometry right?
sam and painkiller are designed to suit the kind of gameplay they offer
>>387696383
strafe had awful AI pathing and general enemy design they all just beeline straight for the player without any consideration for other enemies and they just end up stepping on each others toes
>>387685867
what a nice nose this gentleman has, is he jewish perhaps?
>>387696383
The style of mapping Strafe chose in general kind of conflicts with the design decisions it took. The sound design on release before they tried patching it up is a good example with how monster closets can open up anywhere with the opening sound falling off and few monsters actually made footsteps, so the player's spatial awareness gets kind of hamstrung and you won't know that there's a mob hitting your ass until you suddenly take damage. It's also funny how Icarus is probably the worst area in the game and yet you pretty much have to go through it at the start of every playthrough.
What they tried to do with the gunplay in Strafe is all over the place, even. The disposable weapons were more fun than the main guns, and how they handled secondary fire modes was fucking stupid.