Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

111 beoordelingen
Serious Sam 2 Deathmatch: Fusion
2
2
2
   
Prijs
Toevoegen aan favorieten
Toegevoegd aan favorieten
Verwijderen uit favorieten
Content: Maps, Weapons
Game Mode: Versus, CTF
Bestandsgrootte
Geplaatst op
Bijgewerkt op
1.309 GB
22 jun 2023 om 13:01
27 mrt om 21:08
9 wijzigingsnotities (weergeven)
Je hebt DLC nodig om dit item te gebruiken.

Abonneren om te downloaden
Serious Sam 2 Deathmatch: Fusion

Omschrijving
This mod aims to recreate Serious Sam 2's Deathmatch in Fusion, allowing people to play it with decent netcode. Currently includes 13 Deathmatch maps from Serious Sam 2 (all 4 of the original maps, and 9 maps from the 2.090 update), as well as 5 Capture the Flag maps (2 unreleased ones provided to me by Croteam, and 3 custom ones), all using weapons and items from the game.


General Versus maps:
  • Branchester
  • Brkeen Chevap
  • Catacombs
  • Chanolin
  • Cliff
  • Cockaleekie
  • Desert Temple
  • Docking Bay
  • Hoodlums Backyard
  • Land of Giants
  • Little Trouble
  • Metropolis
  • Yodeller

Capture the Flag maps:
  • Ashes to Ashes
  • Dueling Chanbers (Custom)
  • Little Trouble (Custom)
  • Old Fartresses
  • Royal Catacombat (Custom, with a couple elements of the unreleased Catacombs CTF)

I may add more maps to this in the future. You can find them listed under the `Multiplayer Levels (SS2)` episode in most Versus gamemodes. For playing Capture the Flag, I'd recommend also grabbing my Ally Markers mod, to enhance the teamplay.

With these ports, I have made a number of adjustments and improvements. These include:
  • All maps now have players start with an Auto Shotgun. Existing Auto Shotgun items on the maps have either been removed, or replaced with a Double Shotgun.
  • Various adjustments to the items on some maps, particularly 2.090/unreleased ones.
  • The damage fields (killers) on the maps have been modified so that they have custom killfeed icons. Additionally, if a player is hurt by another player shortly before dying to a damager (such as an abyss), the player that last did damage is awarded the kill.
  • The Serious Damage powerup on maps that include it will spawn 1 minute after the round starts. After that, it'll respawn after 2 minutes.
  • The 2.090/unreleased maps now all have at least 16 player spawn points.
  • Some maps have different music tracks, generally replacing more peaceful songs with fight music.
  • In modes that use a warm-up round (like Last Man Standing), more peaceful/tense music plays until the first round starts.
  • The maps include spectator cameras, as well as one Free Cam that will warp to your position on death in Last Man Standing modes.
  • Additional sounds and effects have been added to some maps to make them feel more alive, as well as various graphical enhancements in places.
  • Docking Bay: A bunch of scripted mechanics have been reworked.
  • Old Fartresses: Due to being unable to have ridable vehicles/turrets in multiplayer, the Cannon turrets on each fort are now automated, requiring pulling a lever to activate for an amount of time.


The weapons and items used are the ones from my Serious Sam 2 Weapon and Item pack, which include Deathmatch-balanced versions of the weapon parameters. Balancing is similar to the 2.070 Deathmatch stats in Serious Sam 2, with some adjustments here and there.

Some mechanics to note:
  • The Circular Saw gives you a movement speed boost as it did in SS2. However, this boost will not apply in Capture the Flag if you're carrying a flag, or in My Burden if you're carrying the Scorefeeding item.
  • If you find any Hand Grenades on a map, you can throw them by pressing Alt Fire, as long as you aren't using the Sniper. There isn't a numerical display for how many you have, but they are listed on your ammo bar in the bottom-right.
  • In Deathmatch, if a player is struggling to get frags and is getting fragged a lot, they will be given a Klodovik as a means of revenge. These Klodoviks have enhanced homing, and will speed up when they have a target. Hitting someone with one is basically a guaranteed frag. You don't have to worry about using it immediately if you don't want to; As long as you don't fire it, you'll keep respawning with it.
  • Disabling Power-up items in the game customization will actually work in these maps (I had to do a work-around, since it's broken normally), and doing so will also disable the Revenge Klodovik mechanic described above.


Known issues:
  • Killing someone with a Hand Grenade will display a generic killfeed message ("[Player] is missing in action"). You can't assign a weapon for script-spawned projectiles, so my only option would be to create a fully custom explosion function, which eh.
  • The Uzis don't alternate firing like you'd expect, and instead one of them randomly fires each shot. This is due to the limited options for doing dual-wielded guns in Fusion. Doing a Dual Colt-style weapon doesn't quite work how I'd like, and the method the URP used for alternating was using the Laser parameters, which can only fire projectiles, which is infinitely worse for online play.
  • Metropolis: Collecting the Serious Speed followed by Serious Damage and letting the Serious Speed run out will make the fire effect stick to you for the rest of the match. Fusion bug.
  • Cliff: Sometimes using the Geyser vent from the cavern won't keep upwards momentum on reaching the surface.
  • Yodeller: The usable Cannon on the map doesn't damage the player that uses it under normal circumstances; This is due to the projectile now being owned by the player.


These map ports were made possible by other1's SE2+ Blender tools[drive.google.com], and the ability to export AWF files from Serious Editor 2. Thanks to nano for providing a batch processing script for Blender, and anomalouslymandatory for testing.

Also, if you want to check out the unreleased CTF maps in their original forms yourself, you can find them here:
https://drive.google.com/drive/folders/1L5V2qenYmZyEFMgOXONIQns7X6kRQJH6?usp=sharing
Thanks to Croteam for providing them!
38 opmerkingen
Hey 1 apr om 8:47 
As you are the resident SS2 map expert for Serious San Fusion, I was wondering:

Have you ever thought about porting the famous Haunted Palace map?

It's still the most visually impressive level made at the time for SS2 imo. Especially now that the SS2 enemies have been ported to the Workshop.
Ryason55  [auteur] 24 dec 2024 om 6:09 
Yeah, definitely a possibility at some point. I'm currently working on a different project though.
Hey 19 dec 2024 om 15:12 
Hey Merry Christmas Ryason and thanks again for this amazing mappack.

Since Spy's Creed just released an updated SS2 Enemies pack for Fusion, would you ever consider making Survival versions of your maps with them?

It would be a blast to play them.

Best Wishes and Happy New Year.
Mlio 3 dec 2024 om 0:20 
we need bot ,:steamsad:
Mlio 22 nov 2024 om 10:55 
请问这个新的死亡竞赛模组,支持自定义bot对战吗:steamsad:
Windows_TAHK 19 okt 2024 om 8:03 
Yeah
Saturn Minds 19 okt 2024 om 7:36 
Anyone want Serious Sam 2 Remake ? :lunar2020ratinablanket:
Ryason55  [auteur] 19 okt 2024 om 5:59 
@alex.brown111 Sadly no. I *wish* there were bots for Versus, but unfortunately Croteam seems to have shifted away from Versus entirely, and mod-based options for bots don't look great.

@redzy After subscribing to the mod and all the requirements, you boot up the moddable version of the game, and host (or join) a Versus server on the maps. More than likely you'll have to gather up some people who are willing to play, but you can still take a look around the maps by yourself. You can also play the maps in Splitscreen if you have people to play with locally.

And yeah, for everyone else, thank you for your comments!
redzy 19 okt 2024 om 4:43 
And where are the instructions how to play this?
Löwen 19 okt 2024 om 1:50 
Wow, everything looks amazing! Great job.