Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

87 ratings
Monsters Weapons
File Size
223.314 MB
Jun 18 @ 12:00pm
Aug 5 @ 10:04am
5 Change Notes ( view )
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Monsters Weapons

Did you also want to take monsters weapons when you was playing Serious Sam? Why main hero cant take it and use it like cool guy? So.. Now he can.

Main features:

== The First and Secound Encounter ==
- 11 new weapons that you can take from enemies:
Rocketman Gun - 20 dmg X 500 ammo (slow)
Firecracker's Head - 16 dmg X 500 ammo (fast)
Zorg Soildier's Gun - 40 dmg X 300 ammo (slow)
Zorg Commander's Gun - 25 dmg X 300 ammo (meduim)
Zumbul's Gun - 40 + 40 area dmg X 100 ammo (medium)
Scorpion's Gun - 120 dmg X 999 ammo (very fast)
Blue Walker's Gun - 20 dmg X 500 ammo (fast)
Red Walker's Gun - 400 + 200 area dmg X 20 ammo (slow)
Harpy's Hand - 120 dmg X 30 ammo (slow)
Reptiloid's Hand - 500 dmg X 20 ammo (medium)
Demon's Hand - 850 dmg X 10 ammo (slow)

== Serious Sam 3: Before First Encounter ==
-10 new weapons that you can take from enemies:
Rocketman's Pistol - 20 dmg X 500 ammo (medium)
Spider's Head - 80 dmg X 100 ammo (slow)
Small Scorpion Gun - 15 dmg X 999 ammo (very fast (with spin))
Big Scorpion Gun - 40 dmg X 500 ammo (fast (without spin))
Scrap's Gun - 20 + 60 area dmg X 50 ammo (slow)
Blue Walker Laser - 20 dmg X 500 ammo (fast)
Red Walker Rocket - 400 + 200 area dmg X 30 ammo (slow)
Harpy's Head - 120 dmg X 50 ammo (medium)
Reptiloid's Hand - 500 dmg X 30 ammo (slow)
Dee Dee Gun - 300 + 300 big area dmg X 10 ammo (slow)

- fully adapted main campaigns: TFE, TSE, BFE
- Survive levels from TFE, TSE, BFE

What will be in future?
- MAYBE Some DOUBLE weapons like pistols and etc


Don't use this mod with mods that modifying original monsters, becouse one of it won't work.

Note fot map makers:

If you want the same effect like on main campaigns, you should put parameter "Weapon" to line "Death item throwing" at every enemy at your map.
Popular Discussions View All (1)
Aug 8 @ 2:03am
Crash on "under the iron cloud" in BFE
< >
Neo_minigan  [author] Aug 14 @ 8:20am 
You dont need to change weapon, Rocketman's and Firecracker's guns will work perfect against them.
W]M[D Lord Hemlock Aug 14 @ 7:05am 
Quick question since I'm looking this over at work and can't test it myself: The Rocketman's and the Firecracker's weapons both mention, at least on their enemy profile, that they can't be hurt by their own weapons. Does this mod change that or does it keep it interesting by making you have to switch off that weapon if you're fighting that enemy? I know it's a minor thing, but I was just wondering.
Neo_minigan  [author] Aug 5 @ 10:13pm 
Yep. I can make this version. But a bit latter.
Spawn Hybrid Aug 5 @ 2:05pm 
Do you think you could make a version of this mod that's a resource or at the very least compatible with CWM?
Сделай эти оружия в отдельном моде как ресурс на оружия! ( хочется использовать их не только в твоем моде, но и с CWM )
Make this weapons in another mode as weapon resourse! ( i want to use them not only in your mode, i want use them with CWM )
Jonok Jul 31 @ 1:07pm 
Reporting bug, the mission "under the iron cloud" in BFE doesn't start with this mod.
Spawn Hybrid Jul 30 @ 9:12pm 
I don't think it is is compatible with cwm cause when i had both os these mods together it kept crashing my game but when i unsubscribed it stopped.
Neo_minigan  [author] Jul 30 @ 8:21am 
Spawn Hybrid, i dont know
Spawn Hybrid Jul 30 @ 12:46am 
is thsi compatible with cwm because if it isn't that would explain why this kept crashing my game.
PAULEIGEE Jul 26 @ 12:28pm 
same here stuck at the GD Iron cloud frozen just the the Disney Film!