Excidium II
Self-Ejected
Cool trickposting. Of course you couldn't fix serious sam just by changing level layout.
What would be wrong with the fundamental gameplay dynamic of Serious Sam then?Cool trickposting. Of course you couldn't fix serious sam just by changing level layout.
Downtown was fairly crap, and spliced minor enemy encounters into single buildings while said buildings were separated by long streets with roaming enemies and demons on rooftops.As for the rest of that argument, Durandal clearly has not seen Doom2 campaign maps like "Downtown".
Im currently waiting for some contrarian tryhard to defend Doom 3 and this thread will be complete.
codexes favorite teenager is back at it
If you do not understand something then you learn suprising things.The most surprising thing I keep learning from this thread is that Serious Sam has actual fans on the Codex.
This is as reasonable as saying "Doom has shit gameplay because it isn't a military simulation. In order to improve it you have to <insert description of Arma gameplay>.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.
Fuck the haters. And the ghetto bundle game devs.
Good question. Google wasn't particularly helpful.something different
What's a ghetto bundle
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.
SE is to FE what Doom 2 is to Doom 1, an improvement in every way.
Serious Sam is often called a first-person bullet hell (even though I think Marathon Phoenix on Total Carnage is more appropriate for that title), but in terms of different design philosophies, I can see where such a title would come from. It's kind of like how Batsugun was the essential prototype to bullet hell shooters in SHMUPs and created a new subgenre to games which usually had stage layouts and obstacles to maneuver through (as most modern SHMUPs are usually bullet hells), whereas Serious Sam would mostly focus on enemy amounts and composition like a bullet hell pattern (as most new 'old-school' shooters are usually a variant of Serious Sam).I don't HATE Serious Sam. It is what it is, people love it for that and I enjoyed it for that for a time. It wasn't Doom nor Build engine game nor did it try to follow design philosophy of any of them. What I hate is that forever ignorant journos proclaimed it and Painkiller to be throwbacks to Doom and Quake, that new generation of gamers embraced them as THE definition of "old school" shooters, and that this image stuck to this day and influenced both players and designers. Today, when shooter proclaims to be "old school" or 90s inspired you can instantly guess that it is in fact Serious Sam and Painkiller inspired (Shadow Warrior reboot, new Doom...).