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Сообщить о проблеме с переводом
I just can't stay silent about the backpacks - I REALLY recommend not adding them in the normal game; all they do is disbalance the pick-ups. If you want to add more ammo in some of the areas, then scatter them around. The games have big open areas, so use that level design in accordance. Besides, modified difficulties don't have to be balanced - especially such extreme ones.
It's also sad to see the original SS1 and HD no longer canon. A little part of Serious Sam has died.
And finally, what's the point of making a game 'more like the originals' if said game was almost like the originals in the first place? This is not SS2 or SSXBOX we're talking about.
[SUGGESTION for SS HD]
1) Please add the classic Zorg voices. I hope that's fairly easy - Mercs could use the Classic voices, and the Commanders would retain the HD ones.
2) Appearantly there was a classic Zumbul model in HD with its classic blue rockets, but was scrapped. Would it be possible to have a chance, say 50-50, that a Zumbul spawns with either the Classic skin or the HD one?
3) Several skyboxes in The Talos Principle - like area C1 - have the SS HD skyboxes, just updated. Could it happen so you swap those old skyboxes with the new ones?
SSHD - Collectible items, removing plot holes and updating the story is really cool! Sounds like extended is alive after all.
BFE - Firecrackers and Bombers!
I have few small suggestions though:
Classic outfit is changed back to default one after finishing the first level please fix that.
Please add achievements for decoding egyptian tablets and collecting lore items.
Add ammo counter for revolvers you need to reload them would be nice to know when. ( BFE's desert eagle had it too)
Possibility to play all games (+DLCs) in one campaign in chronological order.
If you're going to add map loading screens for HD make ones for BFE (and DLCs) too.
Make possibility to skip/fast forward BFEs Netricsa messages.
Add BFEs Bonus DLC.
Welp, LotB Redux cancelled, we can all go home now! :V
(j/k)
GrandSecgend: I think what Roman originally meant "more arcade-like".
Firecrackers and bombers are a good idea. You can fight them out in the open, they combine well with other enemies and as enemy resource packs demonstrated, they actually add another aspect to the fighting. In fact, firecrackers make jumping in SS3 more useful during combat. I wonder what other enemies would fit well in Serious Sam 3.
Do I understand correctly that all three games will be reworked and improved graphics ?
Come to mind only two ideas:
1. To bet on the Vulkan and the performance of this API;
2. Please, if you gathered all the games to improve the graphics, do cut scenes, etc., then give the face and body of Sam to a common denominator! And I'm not just talking about existing, but about future games. It's still Sam Stone, not Lara Croft, who in every game has different faces, boobs and ass!!!
Here goes:
Gameplay changes
1. There’s no point to the Sledgehammer parkour secret at the start of the game. If you replaced it with a pistol it would be more worthwhile.
2. The first few levels of Cairo have a lot of empty garages and dead-end corridors with nothing in them. Put some health and ammo in those, maybe even another secret weapon.
3. Make the destructible crates worthwhile by putting some ammo in them, maybe slap on a stencil “EDF AMMUNTION/SUPPLY CRATE” on them.
4. The underground museum is a bit of a slog, put some shotgun ammo before the basement for clearing the spiders faster (or if you like my previous idea, just put shotgun shells in those)
5. It’s a bit annoying how shooting the spider eggs doesn’t actually damage the spiders inside. Either make it so you can destroy the egg and the spider inside with one shotgun blast, or have it so that a shotgun blast will destroy the egg and reduce the hatchling to 50% health
6. The Minigun in “The Silent Riddler” feels a bit pointless since there’s barely enough ammo for it till “The Dark Bride”
7. Even though the Sniper Rifle isn’t part of the main weapon roster in BFE, I think that can be easily rectifiable. For instance, at the start of “Under the Iron Cloud” where you have several harpies, you can put a sniper right at the start to show the player “This weapon is good against harpies”. As a bonus, you can have a werebull charge towards you, hinting that the sniper is also useful against it. After that I imagine it’s not hard to put harpies on ledges in open areas to justify having the sniper.
8. The Lasergun can still be a secret, but if you increase a cell to give +100 instead of +50 then it can also help break up the monotony of BFE
9. The Devastator having 25 rounds per magazine is just overkill. At this point why even have it reload? 20 rounds is MORE than enough, I would even knock it down to 10 to make it more balanced.
10. In “Unearthing the Sun” put a crate of C4 in the area in front of the pillars where you get one of the keys. That way you can have fun ruining the day of those ♥♥♥♥♥♥♥ space monkeys.
11. The Witch Bride is still a terrible enemy which just drags down any battles she’s in. Increase her vulnerability window so that it’s possible to kill her with two rockets without her disappearing.
12. The starting area in "The Last Man on Earth" is a bit awkward to navigate. Adding some torches that light up when you've pressed the switch would help a lot with orientation and avoid going back to rooms you’ve already been in.
13. The new HUD elements at the end of “The Last Man on Earth” is a nice touch, but I think you can do it better by having it say “X/8” cans, as well as whether or not you’re currently carrying a can
14. The Guardian of Time is a slog. Too many waves of just one or two enemies that go on for way too long, in a very washed-out and samey looking canyon that’s too dark at times. First off, where all the Minor Biomechanoids? Adding them in ANY wave would make the combat more dynamic. Adding in Gnaars and Harpies would also help break up the monotony. Or barring that, have more diverse waves. Throw in some kamikazes during Spider/Biomech wave, or some Gnaars in the initial Rocketeer wave, or a Khnum in the middle area.
15. Speaking of, the part in the middle with the Juvenile Arachnoids is pretty terrible. Hitscan in an open area is a bad idea, ESPECIALLY since the arachnoids blend in with the environment. Throwing in Technopolips and Witch Brides in that area is just too much. Replace those enemies with literally anything else and it would probably be more enjoyable.
16. Ugh-Zan IV is a bit unintuitive for a first-time player. Having Sam say something like “Let’s try some acupuncture” could perhaps hint at newcomers that you’re supposed to throw the pipes at Ugh-Zan.
Cosmetic changes (in no particular):
• While I like the Gibbing sound effect, a couple of variations on it would be nice
• The “bloody” weapon look when you kill an enemy up close is really weird and doesn’t even make sense at times. Like the single shotgun has the most amount of blood on the butt of the gun, even though you’re not bashing an enemy to death or anything.
• More skyboxes or more variation on the time of day would really help differentiate the levels. Since Under the Iron Riddler is set at sundown, maybe The Silent Riddler can be set at night.
• With Guardian of Time you could make it rain so that it ties into The First Encounter. Or better yet, have it gradually rain. Like how the music changes the further you go into the level. Hell, maybe change the rain WITH the music.
• Speaking of Guardian of Time, since it’s the final charge against Earth, maybe you could have Sirian Warships visible the sky
• When you go underwater in Jewel of the Nile it looks pretty bad. A blue-ish overlay would make it better
It's kind of a huge undertaking as the SSHD Sam uses different skeletons and some animations too than the SS3 one, so for now, they will have different boobs and asses.
Also go underwater in Jewel of the Nile again. :V