FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

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Llewellyn
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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#21

Post by Llewellyn » Sat Dec 08, 2012 5:40 am

Batandy wrote: That depends on knowing how to counter it, a player who's going to use the axe has to get closer to you, so a coachgun shot can kill him before he even manages to swing it. That said, i haven't tested it in team-deathmatch, maybe it's easier since you can kill players distracted by your allies
Basically there's too many players to strategy-anything. You and everyone else will be dead in the next 5 seconds.
I also noticed that you made the maps based off of the Serious Sam 3 maps which were utter garbage competitively.
Last edited by Llewellyn on Sat Dec 08, 2012 5:41 am, edited 1 time in total.

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Marcaek
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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#22

Post by Marcaek » Sat Dec 08, 2012 5:44 am

I thought the temple map's layout was fine, the weapon placement maybe not so much.

Llewellyn
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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#23

Post by Llewellyn » Sat Dec 08, 2012 6:56 am

Marcaek wrote: I thought the temple map's layout was fine, the weapon placement maybe not so much.
They may play fine in doom due to the increased speed and how Doomers are used to navigating quickly in 3 dimensions, but they play like crap in SSE3

Batandy
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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#24

Post by Batandy » Sat Dec 08, 2012 8:59 am

Uh, actually, i've did not copy or port any map from SS3, the ported maps come from Serious Sam HD which were in that game very balanced, the game itself was almost exactly like doom.
Also, i don't think the maps are bad in Serious Sam 3, maybe they are a little flat, the problem is the gameplay itself, while it works well for single player and co-op, it doesn't for Versus, because of the bad collisions, low jump height, sprinting being the only way to run faster

Edit: Check the mod topic http://zandronum.com/forum/showthread.php?tid=1564

Code: Select all

V. 1.5:
-Added new holiday maps: "Yodeller", "Nutcracker" and normal maps: "Flag Trouble"
-Added CTF gamemode
-Added InstaGib modifier
-Added Buckshot modifier
-Added Sawed Off
-Made the singleplayer map brighter
-Improved Axe: Better collisions and gets bloody on kill
-Sniper Rifle's zoom is now instant
-Sniper Rifle now fires slower
-Fixed weapon switch order
-Fixed weapon selection order
-Fixed respawn rates: Serious damage respawns every 2 minutes, Red Armor and Health every minute
-Removed recoil drawbacks from the Coachgun, Sniper Rifle, Pump Shotgun , Winchester M1887
Last edited by Batandy on Sat Dec 08, 2012 4:45 pm, edited 1 time in total.

Llewellyn
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Posts: 578
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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#25

Post by Llewellyn » Sat Dec 08, 2012 6:31 pm

Batandy wrote: Uh, actually, i've did not copy or port any map from SS3, the ported maps come from Serious Sam HD which were in that game very balanced, the game itself was almost exactly like doom.
Also, i don't think the maps are bad in Serious Sam 3, maybe they are a little flat, the problem is the gameplay itself, while it works well for single player and co-op, it doesn't for Versus, because of the bad collisions, low jump height, sprinting being the only way to run faster
The versus maps in Serious Sam 3 are ports of the Serious Sam HD maps. You're using some of the Serious Sam 3 weapons (which are different) and there is a lot of balance issues present in SS3. I never said that the weapons in the remake were unbalanced, but Serious Sam 3 definitely is.
Also I felt that the Grenade Launcher charged too slowly, in Serious Sam HD at least it was much faster.
Last edited by Llewellyn on Sat Dec 08, 2012 6:35 pm, edited 1 time in total.

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