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Serious Sam 4 The place to talk about Croteam's next title: Serious Sam 4! What do you know? What do you hope to see in the next Sam game?

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Old 06-16-2017, 07:03 AM   #1861   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Isn't enemies quickly and spontaneously spawning in part of the story though? Mental teleports them in. Also cheap combat scenarios where enemies teleport in without warning is a staple of the series. Sometimes picking up some health, armor, or ammo comes with dangerous consequences as a kleer teleports right behind you.
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Old 06-16-2017, 07:51 AM   #1862   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

I feel that Kleers should lunge high enough that the player can just crouch to dodge it. Such a thing may make them easier to handle (although crouching, which reduces your speed, may not be a good idea when there's more than one) but would also give the game a whole new layer of skill.

Crouching and jumping as mechanics aren't used that often in SS. Jumping usually's reserved for jump pads, and now that the series is going into a more realistic and VR-friendly direction, I'm not particularly optimistic about these mechanics being prioritized by Croteam more.
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Old 06-16-2017, 08:15 AM   #1863   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

To me preventing cheap spawns (Kamis or Kleers in the face of a player, a red Biomech in a confined space, enemies that can 1H you way too close) is the responsibility of the level designer. Anything beyond that is part of the arcade shooter genre, including learning the enemy spawning location and behavior.
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Old 06-16-2017, 11:09 AM   #1864   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Yeah, this is how I deal with SS3 witch bride.
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Old 06-19-2017, 08:44 AM   #1865   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

That "show the appearing enemy" spawn could have been useful at several points in games. For an example, at the end of Karnak where up to several adult arachnoids spawn without warning while you are in an open arena.
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Old 06-19-2017, 09:51 AM   #1866   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Yeah, and every time when the game spawns a hit-scan enemy (which must be reduced to minimum and only weak ones), your weapons became hit-scan+homing.

Howbow dah?
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Old 06-19-2017, 12:25 PM   #1867   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Quote:
Originally Posted by Artman40 View Post
That "show the appearing enemy" spawn could have been useful at several points in games. For an example, at the end of Karnak where up to several adult arachnoids spawn without warning while you are in an open arena.
That's what quicksave is for. And your memory. You might as well put a giant warning sign everywhere a hitscan enemy might spawn.
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Old 06-19-2017, 01:01 PM   #1868   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Am I the only one who finds the "nightmare" difficulty in DooM entertaining?
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Old 06-20-2017, 02:23 AM   #1869   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Heh, I got ya'll talkin about it at least.
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Old 06-20-2017, 06:56 AM   #1870   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

if on Doom 2 nightmare mode is entertaining, yes, though not when enemies like cyberdemons start re spawning it's a pain...
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Old 06-20-2017, 04:10 PM   #1871   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Quote:
Originally Posted by Buzzy View Post
if on Doom 2 nightmare mode is entertaining, yes, though not when enemies like cyberdemons start re spawning it's a pain...
My problem with nightmare is that pretty much the only strategy you have is to speedrun the levels and that is just not the way I like to play Doom :/
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Old 06-21-2017, 06:32 AM   #1872   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Quote:
Originally Posted by Skorly View Post
My problem with nightmare is that pretty much the only strategy you have is to speedrun the levels and that is just not the way I like to play Doom :/
Sounds like a nightmare.
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Old 06-21-2017, 09:19 AM   #1873   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Get out.
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[22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz.
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Old 06-21-2017, 11:19 AM   #1874   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

I can only speed-run one of the levels, like Entryway and a few others like Icon of Sin - the rest of the levels take me a while to do, especially on nightmare when it involves going back and forth and them respawning (like I did before). Though I did speed-run the Gantlet (but it didn't really count as the engine allowed me to Jump and duck and all that I'm so use to jumping (when using GZDoom or ZDoom)... Haven't played it much in the actual classic version with no mouse look, etc..
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Old 06-27-2017, 03:43 PM   #1875   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Does the game's editor have an area trigger that detects how many enemies are within the trigger zone. If I want to make a battle with lots of enemies, it would be simpler if at some point of the battle, the trigger will activate with the condition "activate with 0 enemies remaining" or "activate with enemies worth of <100FC remaining". FC-related triggers might seem useful as they simplify various level triggers.
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Old 06-27-2017, 04:13 PM   #1876   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

I believe it should be possible to detect the amount of "active" enemies using lua.
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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


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Old 07-01-2017, 09:22 AM   #1877   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Could you imagined to play Untextured Levels?

Could this abstract kind of style works inside SS?
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Old 07-04-2017, 02:05 PM   #1878   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Let's look at floater again...

Aside from things I mentioned before how floaters could be used for before.

https://vignette4.wikia.nocookie.net/serious/images/f/fd/Floater_2.png/revision/latest?cb=20110821034449

...notice that floater has arms.

Those arms could be put to use by carrying enemies (sort of like harpies could carry kamikazes). One floater could carry a human-sized enemy or smaller. Multiple floaters could carry larger enemies.

Also, potentially, mapmaker could also choose whether floater lets the enemy go when reaching at certain distance from player (good for melee enemies) or carries it until death (useful for ranged enemies).

You could also potentially make floaters carry bombs or crates or whatever.

Edit: Whoops! Wrong thread.
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Old 07-09-2017, 11:53 PM   #1879   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

You know how in some enemies (Such as major biomechanoids in City of the Gods) are launched over the wall or fence. Currently, it requires a bouncy surface to be where spawner is or where enemies have to go.

Could this be simplified if we'd add enemy spawner an option to launch enemies at desired direction?
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Old 07-10-2017, 12:25 AM   #1880   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

You can launch enemies in a direction with the EnemySpawner alone in SE2+
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Old 07-13-2017, 05:32 AM   #1881   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Well I know on the level (Elephant Atrium) with the Kleers, they do have bouncers propelling them across and launching them across the fence so yes it is paired with the bouncer, though the kleer enemies are also part of a secret (second room on Elephant Atrium) or something. But that is an example of enemies being propelled via bouncers. Other than that, I have no idea. But I haven't tried parenting an enemy spawner to something like a moving brush for it to work or something but I'm not sure.
But as for specific direction it would be specified in the bouncer.
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Old 07-13-2017, 08:05 AM   #1882   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

I did it. It works, parenting it to a moving brush allows you to make all-side spawn with just one spawner. Attach a spawner to a moving brush and put the brush in circle arround the arena.

Or - make a moving brush in the background, put it to rotate arround itself and parent the background viewer to the brush - rotating background with no markers and mirrors used.

It works for classic/revolution only. I'm not sure does it work in ss2/HD/3...

***
Wait, do you want to tell me that there is way to open the forever locked door in Elephant Atrium?
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Old 07-13-2017, 10:04 AM   #1883   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Quote:
Originally Posted by Serious Sam(BG) View Post
***
Wait, do you want to tell me that there is way to open the forever locked door in Elephant Atrium?
Sure
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Old 07-13-2017, 12:14 PM   #1884   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Actually no, you can't open the forever locked door in The Elephant Atrium without cheats.
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Old 07-16-2017, 06:10 AM   #1885   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

You know, it could be interesting if there was some kind of collectible (equivalent to green stars in Super Mario 3D World or whatever the 100% collectible is in recent main Kirby games) that gets you a different ending if you collect enough of them.

But rather than these things being located in secret locations, they could be placed or spawned under following conditions:

1. Are located in an optional branch off from the main path. For an example, in Oasis in the First Encounter, an example would be small dead-end path after the room with a grenade launcher or perhaps at the end of some dead end paths in Tomb of Ramses III.

2. Triggered by collecting obvious trap pills and armor shards (and then completing the small battle after that). Examples would include that pill in Dunes that spawns a kamikaze wave or perhaps that pill/armor shard combo before marsh hopper room in Oasis.

3. Spawned after completing some sort of challenge related to main battles. The completion item would spawn after the challenge is complete. Examples would include "stand your ground" type challenges. Such challenges would include staying at the center part of the arena during the large battle or during corridor battle, not retreating from your current position. Other challenges would include triggering multiple waves within the short time period.

Those challenges would prove more difficult to implement in co-op. Perhaps only one person would have to adhere the conditions of the challenge then. Also, how to make challenge obvious without explicitly telling the player what to do?
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Old 07-16-2017, 07:40 AM   #1886   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Quote:
Originally Posted by Discy View Post
Actually no, you can't open the forever locked door in The Elephant Atrium without cheats.
Yeah, long time ago, back in 2002, when I played for first time SE, I used cheats to open it and now I'm wondering - why CT connected it with moving brushes and markers if they don't mind to use it...?
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Old 07-16-2017, 08:37 AM   #1887   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Quote:
Originally Posted by Serious Sam(BG) View Post
Yeah, long time ago, back in 2002, when I played for first time SE, I used cheats to open it and now I'm wondering - why CT connected it with moving brushes and markers if they don't mind to use it...?
Maybe it's a leftover from the beta Lake&Alley
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Old 07-16-2017, 09:41 AM   #1888   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

Can you give me more info?
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Old 07-16-2017, 10:40 AM   #1889   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

On the other hand, story of Serious Sam 4 is a foregone conclusion.
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Old 07-16-2017, 10:43 AM   #1890   Add To Ignore List  
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Default Re: Serious Sam 4 ideas ?

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Originally Posted by Serious Sam(BG) View Post
Can you give me more info?
Legends has it that since Tower of Babylon and Land of Damned were converted from beta TFE levels (Temple of Thoth [a reworked Grand Obelisk from Sam2000] and Terrain&LavaCaves, respectively). These two levels take place between Metropolis and Alley of the Sphinxes), it is quite probable that either or both Elephant Atrium and Courtyards of Gilgamesh were converted from the beta TFE version (not to confused with Sam2000, which is the alpha) of Lake&Alley.
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