I was replying to that classic doom levels, but you managed to ninja reply faster than i did, hence to confusion. I fixed it. Sorry.Did you come to that conclusion that someone playing the game so badly must've been playing it on console then? Because it's clearly played on PC.retard playing ANY game on console
Anyone who played Marathon is a bro to me, but there's criticizing a game and being unable to grasp the mechanics in the first place which then becomes your main point of critique. I may suck donkey balls at Alien Soldier, but when I play Alien Soldier I realize I fucking suck at it and could do better. He doesn't even prioritize Headless Kamikazes or pull out his revolvers to deal with them.
Worst think about original Serious Sams is that weapons felt like fucking waterguns. Utter lack of satisfying audiovisual feedback, which just sucked all the fun out of its action and further accented the tedium of it all.
That's why Will Rock was the only one of Sam's many offspring that I genuinely enjoyed: shooting was actually fun.
Yup. Calling SS's gunplay horrendous would be putting it lightly.Worst think about original Serious Sams is that weapons felt like fucking waterguns.
I think the HD and BFE somewhat fixed this with gratuitous amounts of gore. But yeah, the weapons should not feel as shitty as they do since you use them so often.Worst think about original Serious Sams is that weapons felt like fucking waterguns. Utter lack of satisfying audiovisual feedback, which just sucked all the fun out of its action and further accented the tedium of it all.
That's why Will Rock was the only one of Sam's many offspring that I genuinely enjoyed: shooting was actually fun.
I don't have a major problem with SSam's guns from an audio standpoint. But the lack of recoil or kick, in its animations and mechanics, is what kills the fun of killing enemies. This applies especially to the rapid fire weapons.
The most surprising thing I keep learning from this thread is that Serious Sam has actual fans on the Codex. That series started off as a crude FPS parody slapped together from assets created by what appeared to be children, with less gameplay depth than Wolf3D. What happened to the series from then on, was akin to polishing a turd. Extensively.
It's better than your shit game~The most surprising thing I keep learning from this thread is that Serious Sam has actual fans on the Codex. That series started off as a crude FPS parody slapped together from assets created by what appeared to be children, with less gameplay depth than Wolf3D. What happened to the series from then on, was akin to polishing a turd. Extensively.
Not the best compliment you can give to a shooter... but for this price, that's more than enough.Monsterland is a way better shooter than Serious Sam.
The most surprising thing I keep learning from this thread is that Serious Sam has actual fans on the Codex. That series started off as a crude FPS parody slapped together from assets created by what appeared to be children, with less gameplay depth than Wolf3D. What happened to the series from then on, was akin to polishing a turd. Extensively.
I always wondered this, how would you design a level in Serious Sam that would be of higher quality than the original campaigns and fix the problem of 'shit level design'?The most surprising thing I keep learning from this thread is that Serious Sam has actual fans on the Codex. That series started off as a crude FPS parody slapped together from assets created by what appeared to be children, with less gameplay depth than Wolf3D. What happened to the series from then on, was akin to polishing a turd. Extensively.
It's better than your shit game~
Quake 2 fan
Dislikes Serious Sam
This thread is a treasure of wonders, I say
Wonders
I always wondered this, how would you design a level in Serious Sam that would be of higher quality than the original campaigns and fix the problem of 'shit level design'?
I don't disagree with you here, the problem is whether this would actually work for the gameplay and enemies of Serious Sam. Those are design principles which are true and proven for games like Doom and Quake, while Serious Sam is clearly designed around said arena combat. You don't design levels for Sonic the Hedgehog like you would for Super Mario Bros either. I doubt recreating a level from Doom in the Serious Engine with the enemies, weapons and gameplay of Serious Sam would actually work out as well. Typical maze-like levels cannot hold a Serious amount of enemies without increasing the level size and freedom for the player to move around, to the point where you may not even bother with limited layout in the first place if you want loadsofenemies.I always wondered this, how would you design a level in Serious Sam that would be of higher quality than the original campaigns and fix the problem of 'shit level design'?
Remove the arena mechanic. Never lock rooms and never endlessly spawn shit around the player, unless it's a boss level, or a rare occasion where you feel like being an ass (I actually regret putting a couple of those into Monsterland).
Make a level with maze-like architecture that actually leads you somewhere, which creates a limited illusion of freedom by leading you into areas you can only partially access until you have a key or pressed a trigger, but still there's something to interact with, even if it's just fighting or a new door to open.
Strategically place monsters around the maze, depending on their attacks, strengths, the effect you want them to have on how the scene plays out, and overall difficulty balance of the level. Same goes for health packs, ammo, and weapons.
Try and be fair, i.e. if there's a deadly surprise (new monster or difficulty spike), try to hint at it first, via variety of foreshadowing means, such as a sound cue, an intimidating structure, a long corridor with no monsters, etc...
...which partially blends into the next point:
Reward the player for being a little bit clever, for taking your hints properly and/or exploring. Proper placement of health packs and such is part of this - don't run the player into a wall without having given him a chance to prepare. If he explored, he knows where to run if there's trouble.
That's off the top of my head.