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/vr/ - Retro Games

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>> No.10888281 [View]
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10888281

Cool Serious Sam TSE 3D HUD mod I found that released recently. Adds a bunch of customization options plus some extras like a survival coop mode. Maybe I'll host that sometime if people are interested.
>https://www.youtube.com/watch?v=epKmKHwIzrw

>> No.10661059 [View]
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10661059

>>10661035
No, but the performance issues 4 had definitely left a bad taste for a lot of people. I personally think 4 and SM (ESPECIALLY SM) have some of the best Sam content to date.

>> No.10633145 [View]
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10633145

>>10632991
I hear ya brother

>> No.10574964 [View]
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10574964

An "archvile" for serious sam where instead of reviving enemies (because corpses disappear in serious sam) it has the ability to prevent enemies from dying by replenishing their health when they would take lethal damage (it doesn't make enemies invincible, and doesn't constantly heal them). It should probably be a flying enemy so that it's easier to spot and to help the enemy have better coverage for healing others. The less health an enemy has the easier it is to "power through" this enemy's healing abilities where if you're dealing constant damage to a target it's healing then you can eventually kill it.
The only problem I have with this idea is making it so that the enemy isn't instantly killed on sight so that it actually has a chance to heal some enemies. Giving it a lot of health would be annoying. Maybe when it spawns it has some sort of shield that reflects bullets and projectiles, and to drain the shield quickly you need it to heal enemies. The more health the enemy it heals has the more of its shield energy is drained.

>> No.10557075 [View]
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10557075

>>10557073
aaaaaaa

>> No.10173789 [View]
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10173789

One small update to my Serious Case of /vr/ map: Elephant Wings. Adds collision to all the archway models that were missing it plus a few other tweaks and hopefully fixing the kleer that would occasionally get stuck near the end.
>https://files.catbox.moe/ypetwh.zip

Nothing huge gameplay related has changed, but whenever I get around to it this will be version we will play when testing co-op.

>> No.10156298 [View]
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10156298

>>10156295
I can't believe I forgot the download. Got too caught up with writing out the post.
>Elephant Wings (Beta): https://files.catbox.moe/j9bhae.zip

>> No.10139454 [View]
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10139454

>>10139414

>> No.10046304 [View]
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10046304

>>10046264
>>10046294
time for AAAAA

>> No.10004412 [View]
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10004412

>>10004387
Those are just the changes for this specific update. You should read all the changes included with the patch here: https://github.com/SamClassicPatch/SuperProject/wiki/List-of-features
But it mainly has a bunch of QoL features that makes running the game a bit easier, like proper borderless windowed mode and more resolution support. There are lots of nifty features included like loading TFE levels in TSE. It doesn't change actual gameplay at all because this is just a plugin.
I highly recommend this plugin to anyone playing classic Serious Sam nowadays.

>> No.9987646 [View]
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9987646

>instantly makes your map better in any game as a custom enemy

>> No.9952348 [View]
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9952348

>>9952327
I don't know but this layout would be perfect for a Serious Sam map set.

>> No.9869131 [DELETED]  [View]
File: 11 KB, 83x79, 1658197676164287.gif [View same] [iqdb] [saucenao] [google]
9869131

>>9869052
some of those fights get pretty serious, I'd say you have to take it more seriously than most other shooters
reminder that almost every enemy moves faster than sam, so you can't afford to take it easy compared to something like Doom where you move faster than enemies and can easily pick your fights (excluding trap-like encounters, but those are also common in ss)

>> No.9845345 [View]
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9845345

Serious Business Saturday
Today
In 20-ish minutes (5pm us central)
we'll be continuing the next encounter ancient rome mappack from last week, if you want to download it early grab it here: https://mega.nz/file/lJhkmBgC#ZesvCi_Bt-_k3CuKxcjZqguq3r0b_xuaZlxsjYJ1C9o

>> No.9799629 [View]
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9799629

>>9799625
hey wanna make a map for serious sam?

>> No.9775313 [View]
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9775313

>>9775205
You should give it a try sometime, and don't feel pressured to play on serious mode first go around. Early levels for TFE are just blasting through enemies room by room. Later on is when the big fights start appearing.
There are rarely fights that actually have "survival waves" of enemies, and if they do they never overstay their welcome. Infinite spawns are not a thing in Sam. Enemies spawn in and you kill them then move on.
One fair warning is that early levels in TFE have a lot of enemy traps, so never let your guard down.

>> No.9758229 [View]
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9758229

Serious Sam The First Encounter is 22 years old today.
Happy birthday, Sam.

>> No.9702836 [View]
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9702836

Now this is getting serious.

>> No.9653407 [View]
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9653407

>>9653398
I'm not sure, but I still plan on finishing my map even if nobody else joins. If we only get two or three maps out of it then I'll still call that a win.

>> No.9624735 [View]
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9624735

>>9624208
>beheaded kamikazes in that first fight of the video
man they're just popping up everywhere now, you can't escape them

>> No.9581928 [View]
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9581928

>>9581742
I better see a lot of engaging squares in the upcoming sam jam.

>> No.9524274 [View]
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9524274

Serious (like actually serious) question here, but is anyone still interested in a Serious Sam Classic /vr/ mapping project? And if so when would be the best time to run it? If enough people are adamant about it then I was thinking starting sometime in mid to late January. Let me know what you think.
Also, don't forget about the quick start guide to SED (https://rentry.org/vy4qr)) I made earlier so even if you have no experience with the editor you can still join.

>> No.9459085 [View]
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9459085

>>9454498
Added a decent amount of helpful tips at the end, including a quick guide on vertex, polygon, and sector manipulation for >>9457490
There's still plenty to be covered so if that's not enough for vertices and sectors let me know.

>> No.9435572 [View]
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9435572

Hello, I just started working on a tutorial for the Serious Editor. It's in very early stages at the moment but I would appreciate it if anyone here would have the time to go through what I currently have. I just want to make sure I'm not missing any crucial steps or causing complications due to default editor settings. Spotting issues with the tutorial early will definitely make things easier to fix on my end. Also looking for feedback on how the steps are written so don't be afraid to call out typos or anything that doesn't make sense. Expect updates to this every day hopefully.
https://rentry.org/vy4qr

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