Serious Sam Classics: Revolution

Serious Sam Classics: Revolution

[S/C] Jacob's Rest
22 kommenttia
LOWRATE_RU36 8.12.2023 klo 23.52 
I got them:
1) double shotgun secret at the first room (press button in second room)
2) +1 health pill on top of scaffold (corridor, after you officially get a double shotgun)
3) tommy gun ammo at bottom of elevator (in the wall)
4) marsh hopper surprise (jump to the first capsule with marsh hopper and bunch of marsh hoppers will appear in tunnel)
5) ?
Rakanishu  [tekijä] 8.12.2023 klo 11.31 
If that's not the one. It's probably the tommygun ammo at the elevator section when it's down. Search around the walls
Rakanishu  [tekijä] 8.12.2023 klo 11.29 
@LOWRATE_RU36
You are probably missing the secret double shotgun at the very beginning. There's a button on the wall when you exit the very first door. It spawns a double shotgun in the lobby room.
LOWRATE_RU36 2.12.2023 klo 2.38 
Does anybody know how to get all secrets in Level 2? I got 4/5 secrets and trying to find the last one.
Mrdk 10.11.2023 klo 17.03 
good understanding of enviroments and lighting.
good enemy placement, i bet you made quake maps before this.

very conservative with pickups. the elevator is a nightmare without the tommygun.

if you would change one thing it would be to add some more health pickups and bullets for the tommygun.
♪♪ ♫ ΛPØL ♫ ♪ 2.11.2023 klo 13.25 
I was enjoying it till I got to the elevator. Elevator is way too slow to get where its going, too many enemies spawning, no cover, no ammo, died every few seconds. Takes 20 seconds to load the level from a save to last 3 seconds in battle. Takes the fun right out of the game. 1/10
Rakanishu  [tekijä] 28.6.2023 klo 10.28 
Thank you!
F_DAML 11.6.2023 klo 8.12 
Man, this campaign is incredible! I wish I would found it more recently than now, but I'm enjoyed af! One of the best custom campaigns in Revolution if not THE best!
Rakanishu  [tekijä] 15.1.2023 klo 6.29 
@Mato556 I bet you played in Cooperative with extra enemies OFF.

Please read carefully :

"Important Cooperative Gamemode Note
The cooperative mode of the campaign was designed to be played with the option "EXTRA ENEMIES" ENABLED. The first three levels work well with this option disabled BUT you should be aware by the fact that there could be missing enemies during your game experience. Though, this doesn't prevent the levels from being completed.

Therefore, the fourth and last level were NOT designed to be played with "Extra Enemies" option disabled and you will encounter problems proceeding if you keep it disabled. Make sure the option is ENABLED in order to play the level without any problems."

Stick to singleplayer OR cooperative with extra enemies option ENABLED
Maegor[Idle-Empire.com] 7.1.2023 klo 7.23 
Wish doors would open even if you haven't killed all of the enemies.
I got stuck often.
Rakanishu  [tekijä] 27.9.2020 klo 5.02 
I know what it feels to wait for enemies to spawn. It's what I prevent to do in fight design. Weird you got it. Also I recommand to play in Singleplayer. Extra enemies are supposed to be for coop, so if you're alone it can be really unbalanced because of the large amount of enemies. Though, my fault is to have designed the 5th level not to be playable with extra enemies off, but that was something I didn't know during the designing, so I appologize.
Demexis 27.9.2020 klo 3.40 
@Rakanishu

I had to say in advance that the action took place in a cooperative with the "EXTRA ENEMIES" option enabled.

"waiting for 50 enemies to spawn within 10 minutes is not fun."

I'm exaggerating a bit, of course. But I am describing my personal sensation of passing waves at normal difficulty. Some of them are terribly stretched. For example, a moment in a maze with a falling ceiling. During the disco, the same enemies spawned in the same positions very slowly, in the end I had to wait about 10-15 seconds for the last enemy to spawn so the passage to the next corridor would open.

Elsewhere ... it seems it was a location where the eggs from Alien Swarm were located, I started to run further than the spawn points of enemies are located, because standing in the same position while waiting for all the kamikazes to spawn is very boring.
Rakanishu  [tekijä] 26.9.2020 klo 16.20 
"waiting for 50 enemies to spawn within 10 minutes is not fun."

To which place are you refering to? I don't remember having done such a fight system.
Demexis 26.9.2020 klo 7.57 
I appreciate the time you put into developing this mod. However, the dynamics of combat in many places sucks. Frankly speaking, waiting for 50 enemies to spawn within 10 minutes is not fun.
FEDOS CHANNEL 23.8.2020 klo 3.33 
Классная мрачная атмосфера, музыка нагнетает. И кстати меня одного пугала на третьем уровне вдалеке статуя демона рептилода со светящимися глазами?
Johny-sam 21.7.2020 klo 1.52 
очень качественный маппак жаль только однотипный слишком и мрачноватый
vodkins 29.6.2020 klo 1.42 
There is no rush to do this. The less often I go to the Serious Pain Editor, the better for my state of mind:steamfacepalm:
Rakanishu  [tekijä] 29.6.2020 klo 1.39 
Thank you vodkins :)
I'll take a look into Sanatory today if my schedule unfolded in the way I planned!
vodkins 29.6.2020 klo 0.41 
Cool mappack! Looks like almost different game. Secrets are very well hidden. Despite i am not a big fan of industrial environments i like the visuals! Make more with such quality! Thanks!
Rakanishu  [tekijä] 27.6.2020 klo 2.04 
Update OUT!
V.1.1 - World link update
* Updated levels not being connected each other!
Mike Uchiha 26.6.2020 klo 2.34 
D:
Rakanishu  [tekijä] 25.6.2020 klo 4.33 
Note:

Hey guys I just noticed that the levels are wrongly connected (there is an error because of wrong file path). I'm not home yet but I promise an update with fixed level connections on Saturday afternoon!

Meanwhile, when you finish the level, you have to go back to menu and launch manually the next level. I'm sorry about it, this is going to be fixed soon! :)