Serious Sam 3: BFE

Serious Sam 3: BFE

169 ratings
Serious Sam 3: Extended
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
137.477 MB
Feb 26, 2013 @ 11:56pm
Aug 14, 2014 @ 11:14pm
14 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Serious Sam 3: Extended

Subscribed
Unsubscribe
Description
Attention! You need the Jewel of the Nile DLC to play this mod!

Attention! You need the FULL Ultimate Resource Pack (including Devostator's and Nhunter's packs) to play this mod! THE LAVA GOLEM PACK IS A MUST NOW!!!


Description:

This Extended Project is a serial-kind of project, that will exist for SSHD, SS3, and every Serious Sam game of the future. My goal with this project is to create a Serious Sam game that is of my own vision. The Extended Project in general is about extending the game, fixing issues, expanding the story through added levels and lore. Serious Sam 3: Extended is kind of a black sheep when it comes to that: I add no new levels, but change the old ones to play a lot better, with a few new added extras, like secrets, traps, trapped secrets or even a slightly extended ending.

Overall, I consider this mod to be a sort of Unofficial Patch to the main game.


Contents:

- The main campaign and the Jewel of the Nile DLC have been merged into one long campaign. This merged campaign is called as "New Game" in the menu (because that makes perfect sense, really). The original campaigns are removed.
- Beheaded Firecrackers and Bombers return. Zorgs also return, replacing the Cloned Soldiers during the 3 levels taking place in the ruins. In "Last Man on Earth" and "Silent Riddler", Zorgs appear alongside the Cloned Soldiers. Gnaar Males also get mixed in. Among other things
- There are Netricsa entries for these enemies, and for the Scrapjack Boss as well, courtesy of the upgrades I made for the URP. There are also two new campaign specific Netricsa messages.
- New secrets and trapped items placed on some levels. Some older lame secrets have been booby trapped as well.
- A slight change to the end game cutscene to emphasize a better continuity with SSHD. (Wait a little after the credits!)
- Added a few physics enabled barrels (mostly near exploding barrels because it looks cool) and flags.
- Added Netricsa Analyzing effect just for show (not a real one). Only works if you play the campaign from the beginning to the end.
- A big surprise at the end. :P
- Many other smaller things here and there.

BUGS:

If you find any, let me know in the comments, I'll fix them.

V1.5 Changelog:

- Removed any mentions of a Part 2, as it is cancelled.
- Added a secret Rocket Launcher on CairoSquare
- Changed how the biomech is being launched in CairoSquare secret, making sure it works in multiplayer too
- Fixed wrong secret sound in CairoMuseum
- Fixed blurry Abu Simbel Netricsa message
- Sniper weapon is now officially available from the level CairoTown. All Sniper weapon secrets have been changed.
- After Nubia, Sniper will be available on the level Nubia, while the Laser is available again in Ramesseum.
- Added unused Ramesseum music from the SS3 soundtrack
- More ammo and health have been added to some specific problematic locations
- Serious difficulty now have double ammo like back in the days
- Lava Golem enemies added! Make sure that you have the required Lava Golem pack from the Ultimate Resource Pack!
- The level "Gathering of Gods" have been majorly changed. Now, after placing the Isis statue in the temple, all four statues will appear and you can get them in any order you want. Significant portions of the level script was changed to do this.
- Added some extra Serious and Coop-only enemies, especially on the earlier levels.
- Changed the middle arena on the level "Guardian of Time". There are only 3 Witch-Brides now, but then a wave of lava golems follow. The canyon exits are also sealed with forcefields until you clear out the enemies.
- Other minor changes and fixes.

V1.6 Changelog:

- Restructured the script files so the mod can be compatible with some other mods, like BFE Enhanced.
- Raised the amounts of Biomehanoid Minors on most levels. It is now introduced on the fourth level.
- Attempt to fix Navigation problems, might not work.
- Other minor changes and fixes.
< >
250 Comments
crowbλr Jul 14 @ 7:19am 
okay then. Don't get me wrong, I think this is a really nice mod (still prefer the original), the ammo thing is just one thing I don`t like about it.
Didn`t knew that Serious had double ammo in previous games, thats interesting.
Solais  [author] Jul 14 @ 6:46am 
"More ammo and health have been added to some specific problematic locations "

"Serious difficulty now have double ammo like back in the days "
crowbλr Jul 14 @ 5:36am 
does this mod double the amount of ammo you can carry? Because that makes this version easy as fuck. You can waste ammo as much as you want and use overkill weapons against small enemies...
I'm playing on Serious difficulty and I barely have any problems. In the original I play on Hard and have problems.
Especially because you get the sniper and so early too, its the best weapon in the game maybe and you can carry 40? Bullets for it.
Shades Jul 5 @ 7:00pm 
Please excuse my previous comment, I'm a fucking idiot. I forgot to subscribe to everything in the ultimate resource pack.
Shades Jul 5 @ 6:56pm 
I really don't mean to complain, seeing how this is a great mod, but for some reason, when I get past the 3rd level, the game can't load the next level. Can somebody please help me? Thank you very much.
Solais  [author] Apr 23 @ 3:03pm 
If I remember right, this is caused by another mod that modifies a script related to that. I think it might be Enhanced, which is weird, because I made all scripts separate from that.
Solais  [author] Feb 20 @ 1:53am 
I think if you have Enhanced activated, then the non-cutscene quotes won't play in Extended for some reason.
Jimmy Nguyen Feb 20 @ 1:02am 
so we have SS3: Unity Edition; SS3: Enhanced and this, do these 3 work together or we have to use them individually
Solais  [author] Dec 4, 2014 @ 11:59pm 
Really don't know, it's using a unique, unused entity that's just a little buggy for now. Originally it didn't even work at all, had to be fixed up a little in a patch. So bugs like that can be expected.
Not Mr Flibble Dec 4, 2014 @ 5:39pm 
Problem with the banners near the start: they disappear when partly off-screen. Wrong/missing size information in the model?