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Old 03-21-2017, 05:36 PM   #1   Add To Ignore List  
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Default LazaruS's house of dead doges.

Hello?
I have a Serious Editor, I have a little experience.
...
Serious Sam Classics map, I don't care this game is 15 years old.
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Old 03-21-2017, 05:37 PM   #2   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

I have to post twice before I can link.
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Old 03-21-2017, 05:37 PM   #3   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

#ThugLife

http://i.imgur.com/JZ92FTi.jpg
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Old 03-21-2017, 06:03 PM   #4   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

Hello and welcome! There's no shame in modding a 15-year-old game, as long as you're having fun. And that's not bad for a first attempt, now you have to add some proper lighting and models.
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Old 03-21-2017, 06:33 PM   #5   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

The editor is pretty easy to use and I always wanted to play my own maps in Serious Sam.
I saw there are still people that are making maps for it. Well Maska322 taught me how to make those maps but he has ended with Serious Editor I guess.
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Old 03-22-2017, 09:07 AM   #6   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

WAT? Maska left? Oooh shet..

Also, good job man. You can handle pretty well the SEd1 basics, and yea, as Discy said once you know the tricks of lightning and models, plus good use of layers, you're packed man.
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Old 03-22-2017, 12:58 PM   #7   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

This is some kind of temple, where player starts.
http://i.imgur.com/KAWyRbt.jpg
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Old 03-22-2017, 07:35 PM   #8   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

This place is on full light, because I haven't added lights yet.

http://i.imgur.com/j5JA3xK.jpg
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Old 03-24-2017, 12:16 AM   #9   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

Looks really good! Keep it up!
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Old 03-24-2017, 01:30 AM   #10   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

Can you force anisotropic filtering via the GPU control panel ? The textures wouldn't look so blurry.
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Old 03-24-2017, 11:46 AM   #11   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

I like the attention to detail, keep it up!
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[22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz.
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Ir-Kalla: Serious Sam Classic map pack in development (Ir-Kalla: Egypt Demo)
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Old 03-28-2017, 01:26 PM   #12   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

Of course I have made more, but I don't want to show everything right now
http://i.imgur.com/QqKGXKG.jpg
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Old 03-30-2017, 07:33 AM   #13   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

This is visually very pleasing, I like the way you make architecture. You could place some models like statues to add detail.
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[22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz.
"Can we just move Discy's posts to the HOF automatically already? :P" -Jetty


Ir-Kalla: Serious Sam Classic map pack in development (Ir-Kalla: Egypt Demo)
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Old 03-30-2017, 11:23 AM   #14   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

And I still can't do any map on it

Good work! Keep it up!
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Old 04-01-2017, 02:36 PM   #15   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

Adding models
http://i.imgur.com/tVo51R2.jpg
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Old 04-02-2017, 07:48 AM   #16   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

Now that's what I'm talking about! Pretty.

What are your plans? Do you have anything in your head or are you making it up as you go along?
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"Is there any better Gerüstbaufirmenvorarbeiterschlüsselanhängerfarbenwasserlöslichkeitskontrollchemiker than discy? No!" -Shrinker
[22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz.
"Can we just move Discy's posts to the HOF automatically already? :P" -Jetty


Ir-Kalla: Serious Sam Classic map pack in development (Ir-Kalla: Egypt Demo)
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Old 04-02-2017, 09:24 AM   #17   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

After this map I am going to think about next one. Much longer and most probably a mappack.
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Old 04-02-2017, 11:24 AM   #18   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

The level is complete!
Download here

http://i.imgur.com/1A7sa09.jpg

http://i.imgur.com/tHMLKIM.jpg

http://i.imgur.com/Zz92rdR.jpg

http://i.imgur.com/Nn3LCEu.jpg

http://i.imgur.com/p61WYAv.jpg

Last edited by LazaruSAdaMEva; 04-02-2017 at 11:43 AM.
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Old 04-02-2017, 12:39 PM   #19   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

Great job on this level bro
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Old 04-02-2017, 01:54 PM   #20   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

Thank you!
I am going to make another map - a small mappack placed in egypt.
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Old 04-03-2017, 11:10 AM   #21   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

http://i.imgur.com/CoTp8q6.jpg
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Old 04-03-2017, 01:02 PM   #22   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

Okay, so I decided to give your map a try and I'm really glad I did. Are you seriously telling me this is your first real map? Because you possess a lot of veteran qualities in your mapping.

I'll give you a summary of my thoughts while playing and some feedback. You may notice most of it is nitpicking because your map is incredibly good. First, here are my stats:

Difficulty: Normal
Monsters: 394/394
Secrets: 2/3
Playtime: 22 minutes and 54 seconds


Design, brushwork and detail:
Okay. I really love the attention to detail in both your design and detailing. The architecture feels fresh and has plenty of eye-candy, some nice lighting effects plenty of plants and bushes. It's always pleasant to have a map where you reach a new spot with multiple paths, and have to figure out which way is exploration and which way is progression. There's just enough backtracking to be fun and the backtrack paths are always repopulated with monsters to keep from getting boring. Also there's a certain quality in asymmetrical design that I just love, and your map has plenty of that. My only real complaint is that the areas tend to be small. In this case it's not so bad because you mostly fight weaker enemies, but generally speaking it's better to make the areas roomy because Serious Sam moves like a car. It was noticeable in the entrance of the building with the double shotgun, but again in this map's case it wasn't a real problem.

Enemy scripting, weapon/item placement and difficulty:
Not just good, it felt really polished. The enemy scripting builds up really well and I never felt I had an unfair disadvantage or overwhelmed. Well, there may have been a bit too much Kleers in the fight in the first outside area after the building with the double shotgun, but it was still doable. The enemy variety and enemy strength buildup were both excellent, you have plenty of time to use a new weapon before finding a new one and I never ran out of ammo while I also never had too much lying around. Also the amount of health and armor were very well done: A lot of maps either drown you in health, taking away difficulty or give too little, leaving you unable to make mistakes. Your map was perfectly balanced in all item usage.

Secrets:
I found two of the three secrets on my own. After checking out the editor, I should have seen the trap door. The secrets are simple but creative, well done.

Overall:
I'm impressed by the overall quality. Calakmul feels like the concentrated essence of what makes a good Serious Sam map: It takes the best elements and you still gave it a unique feel. I give this map a solid Have My Babies out of 10.

Nitpicking:
  • The camera is a bit janky at the start and end sometimes. If you set the Tension property of the first camera marker in a scene to 1 it will start smoothly (same goes to the last one).
  • There are a lot of black shadows. It's good to use a really dark sector Ambient color or add dark grey ambient lights.
  • After dissecting it in the editor I see you use a red background. Change it while your eyes still work: Where you enter the name of the map click the color icon.
  • Like I said before, the level could be scaled bigger in some places.
  • The very last part was fun, when I saw the cutscene I knew exactly what was going to happen.
  • Maybe NETRICSA messages and Sam quotes, it felt a bit lonely.
  • The water maze was the only area I felt could use more detail.
  • Sometimes sunlit/normal shadows don't transition well, like the first outside floor after the double shotgun building. You can use Gradient Markers to fix that.
  • On the same note, sometimes there's a hole in the ceiling where you can see the sky. You expect sunlight to be pouring in yet there are pitch black shadows. You can use the "directional" flag alone to render sunlight without the bright ambient light.
  • Your editor knowledge is great, I see you know how to use the Detail flag and everything. You may want to use the Max Trigs property of Triggers sometimes, especially when it's activated from a Touch Field.
  • Some areas with an open roof feel a bit out of place. Especially after the underwater maze: You know you are far underground but the open ceiling gives you the impression the surface is close by.


Besides those small nitpicks I really love your map. My biggest complaint is that it's way too damn short, you should make more!
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"Is there any better Gerüstbaufirmenvorarbeiterschlüsselanhängerfarbenwasserlöslichkeitskontrollchemiker than discy? No!" -Shrinker
[22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz.
"Can we just move Discy's posts to the HOF automatically already? :P" -Jetty


Ir-Kalla: Serious Sam Classic map pack in development (Ir-Kalla: Egypt Demo)

Last edited by Discy; 04-03-2017 at 01:06 PM.
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Old 04-03-2017, 02:56 PM   #23   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

Woah. Thank you for saying that, I really appreciate it.
I have learnt mapping from Maska322. I have met him in Path of Exile and we are friends. He told me about serious editor so I have joined in.

"You may want to use the Max Trigs property of Triggers sometimes" - I don't know what this property does. I was changing it and it had no difference.

"Some areas with an open roof feel a bit out of place." - Yeah I was stupid doing that.

"My biggest complaint is that it's way too damn short, you should make more!" - Don't worry, next mappack will be longer! I promise!
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Old 04-03-2017, 03:15 PM   #24   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

Quote:
Originally Posted by LazaruSAdaMEva View Post
Woah. Thank you for saying that, I really appreciate it.
I have learnt mapping from Maska322. I have met him in Path of Exile and we are friends. He told me about serious editor so I have joined in.
That's pretty amazing. How long have you been mapping and how long did it take you to make that map?

Quote:
Originally Posted by LazaruSAdaMEva View Post
"You may want to use the Max Trigs property of Triggers sometimes" - I don't know what this property does. I was changing it and it had no difference.
Max Trigs says how often the Trigger can be used before it stops working. The default (-1) means forever, so if you set it to 1 it can only be triggered once.

An example where this doesn't work is if a Touch Field targets a Trigger that copies an item. If you have Max Trigs set to -1, you spawn an item every time you walk into the Touch Field, and setting it to 5 only spawns an item 5 times and stops working. So if you use a Touch Field setting Max Trigs to 1 is often very helpful to prevent bugs.

Quote:
Originally Posted by LazaruSAdaMEva View Post
"Some areas with an open roof feel a bit out of place." - Yeah I was stupid doing that.
Don't be too hard on yourself, it's a minor thing and the rest of your map is awesome.

Quote:
Originally Posted by LazaruSAdaMEva View Post
"My biggest complaint is that it's way too damn short, you should make more!" - Don't worry, next mappack will be longer! I promise!
I can get behind that. The screenshot you posted looks pretty cool, can't wait to see what you're going to do with the Egypt theme.
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"Is there any better Gerüstbaufirmenvorarbeiterschlüsselanhängerfarbenwasserlöslichkeitskontrollchemiker than discy? No!" -Shrinker
[22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz.
"Can we just move Discy's posts to the HOF automatically already? :P" -Jetty


Ir-Kalla: Serious Sam Classic map pack in development (Ir-Kalla: Egypt Demo)
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Old 04-04-2017, 09:53 AM   #25   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

I have been making this map for week and a half. Of course, before making this map I have been learning things, so I started my adventure with serious editor 3 - 4 weeks ago.
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Old 04-04-2017, 01:19 PM   #26   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

You made it in less than two weeks knowing the editor only four weeks? That's amazing. Keep learning, and you'll make some truly special stuff real quick.
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"Is there any better Gerüstbaufirmenvorarbeiterschlüsselanhängerfarbenwasserlöslichkeitskontrollchemiker than discy? No!" -Shrinker
[22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz.
"Can we just move Discy's posts to the HOF automatically already? :P" -Jetty


Ir-Kalla: Serious Sam Classic map pack in development (Ir-Kalla: Egypt Demo)
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Old 04-04-2017, 02:42 PM   #27   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

Thanks.

http://i.imgur.com/XAYOQQY.jpg
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Old 04-04-2017, 06:17 PM   #28   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

I haven't thought this is possible...
To make Egypt mappack I needed to get textures from The First Encounter somehow. I went into .gro file and have copied the Textures and Music folder into the Second Encounter file and made virtual tree. Unfortunately, textures were incomplete. I was thinking about what I can do, then I had an idea. I have copied all .gro files and Levels folder from TFE to TSE folder. I was sure it won't work, but I wasn't right. Now I have whole The First Encounter campaign, including levels, entities and models.

http://i.imgur.com/wsfbw3P.jpg
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Old 04-05-2017, 09:29 AM   #29   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

Yeah, TFE levels work dandy in TSE opening them in the editor. They even work in the game if you re-save them in the TSE editor to generate TSE file headers. The only problem is that key items stop working and picking them up crashes the game.

As for your texture problem, here's what you do:
  • Open the empty Virtual Tree folder for TFE textures.
  • Open any TFE map you want to use textures from.
  • Right click the TFE texture folder and select 'Add textures from world'.
  • Repeat from step 2 until satisfied and don't forget to save your VT.
  • ???
  • Profit!
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"Is there any better Gerüstbaufirmenvorarbeiterschlüsselanhängerfarbenwasserlöslichkeitskontrollchemiker than discy? No!" -Shrinker
[22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz.
"Can we just move Discy's posts to the HOF automatically already? :P" -Jetty


Ir-Kalla: Serious Sam Classic map pack in development (Ir-Kalla: Egypt Demo)
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Old 04-05-2017, 11:13 AM   #30   Add To Ignore List  
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Default Re: LazaruS's house of dead doges.

Yes, that was the first thing I did after opening TFE map. Wasn't checking if key crashes the game, pretty sad because I wanted to play TFE campaign.
However, there is still one more problem: Whenever I try to use AutoGro software, it asks me to chose Serious Sam TSE folder. When I do it and going next, Software tells me that it cannot open SE1_00.gro and the other ones. It wasn't problematic when I was making Calakmul into .gro, because it doesn't have additional textues, musics, models. Now, when I am making Egypt mappack it can bring some problems, because I will be forced to find those textures, musics and models through the .gro file and copy them into my own .gro.
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