You know, I completely forgot about that because of the playthrough where I refused to use it. To answer your question: yes, you can kill the cannon like that. Great thinking! 1092+X/1095+X for The Grand Cathedral it is.
Decino supported Croteam by showing the broken spawners Croteam rewards supporters by putting them in the game Decino as a big head in SS4 confirmed... ...unless they forget to trigger his spawn
Actually, they should do it, then make his entity a victim of a lot of these for a teleport spawner. And then make the teleport spawner moot by having the teleported entity still be in bounds before teleportation.
croteam is the only developer that still cares about their games over 17 years no matter how small audience playing it currently i was in shock, when developer answered me to help with my problem
I didn't even know Classics: Revolution was updated! The developers using your videos as a bit of a guide for bugfixing is awesome too! I bet they might use this one too now, heheh.
decino, wanting to know the future success of his Serious Sam runs goes to a fortune teller. He asks, "Fortune teller, what can you tell me, what will I see, how will I do?" The Fortune teller starts looking at her crystal ball, "mmm... ahh... mnnnn..." "What, what do you see?" "It's cloudy, hard to tell... I see... you're aiming your gun, but... nothing targeted... I see, danger, traps maybe... it's still too cloudy... oh... OH, oh no!" "What?!" decino ask's in anticipation, "What is it? Am I going to succeed? Am I going to get all kills and secrets?!" The fortune teller stops scrying and looks decino dead in the eyes and says, "it's all becoming Kleer to me now..."
It would make sense to let the editor just go through them all and check if they are correct. But that is only if you want to make it easier on the map designers. You could also tell them to git gud.
It's crazy cause i think that if they implemented a code that would basically state " If this trigger does not activate anything, delete upon startup " it would automatically exclude the kill required from the kill count which would fix the problem without having to manually remove it in editor. Of course it would still load upon importing the map in again, but it would simply never be active spawner. Usually triggers tend to be in database only if they do anything, sadly the case here is - it still counts them regardless. Awesome vid! I knew there must have been some tricky parts too ^_^ glad i wasn't wrong.
@@ИванСнежков-з9й Yes, that's how I'd do it. Automated checks wouldn't catch all the broken spawners, but they would catch most of them. But how many people really care about them ?
i believe the reason why spawners set to 0 still spawn enemies is an oversight. 0 must default to the usual spawn number, which is one, but the kill count doesn't account for this and only uses the number set in the spawner.
Great SS analysis video again! I had no idea that there were so many broken kills in TSE. TSE feels rushed because of that. But oh well. Thanks for playing TFE and TSE and for making analysis videos for them! 10:16 I didn't know that Kamikaze has a death animation. I thought it explodes when it dies every time.
You might be a serious nerd for going out of your way to get maximum kills, but there's nothing wrong with that; you know your stuff, and it's what makes your videos worthwhile.
Should have left this comment earlier... I really want to know why there's one kill and one secret in the prologue... You can get that kill if you watch the whole prologue, but not that secret, which is really annoying. Of course, Valley of the Jaguar breaks the 100% secret anyway, so probably it's not that bad. Anyway, really love these videos :D BTW, I'm working on that stupid bouncy room on Level 3 now, so please bless me, my majestic Decino.
These videos have always stuck with me because I think about what could Croteam have done? I used to think simple validation was all that was needed, to be fair these mistakes originated in the level editor. In-game the simplest change to fix the most spawners would be to not include spawners without templates in the calculation. Or so I thought. But now I think the issue is Croteam never considered what the kill counts mean to the player. All they really needed to do was only increment the kill count when an enemy spawns: that would've fixed all the broken spawners and seems more inline with how the kills are presented to the player given some awkward spawn criteria and mapping mistakes.
These videos have really made me want to replay these games. I can't remember for certain. But it was either Serious Sam: The First Encounter or Unreal that was the first computer game I ever played as a kid when we finally got a family computer in the house. Before, the only games I ever played were SNES, Sega Genesis and N64. It's got a special place in my heart and I enjoy seeing such niche behind the scenes like videos like this in games.
You can go out of the bond on almost every map expect the Elephant Atrium, so you can kill the non template spawners. In The City of the Gods, you can jump out thru the ceiling at the first secret cannon. In Serpent Yards, you can do the same before the last room. This things are seems like they hole on the ceiling but they just lead to the out of bonds. Note: some of the out of bonds on some maps need you to die, so it must be done in multiplayer.
i appreciate all this extra info for some of the classics! been really enjoying your videos, nice to watch to distract myself from some of the trolls i accidentally read on twitter lol.
Yeah! Thanks for making another one of these! Since Serious Sam 2 is a pretty long game, I don't think you should do the kill counts in that if you want to keep your sanity.
Seems what the developers really needed was a "find broken spawners" function or script in their level editor. Though, that might run afoul of the Halting Problem, given it would be essentially a program analysing a program.
a bit late to the party but I just realised that when you spawn in at Sierra de Chiapas you already have 1 kill out of 223... they fixed it in Serious Sam revolution so that you spwan with 0 kills out of 222... but still haven't fixed the 27 other broken spawners
I think the HD remakes also fixed a lot of the broken spawners, especially in the First Encounter, I think you can get all kills in the majority of the levels and I think 7 out of the 12 in the Second Encounter
Very strange, Croteam usually develop their tools very well, or atleast they said they do. What about HD versions of those games, do they have broken spawners ?
Truly a detailed explanation that I may see more often. These broken spawners are very likely to be fixed by Croteam as they work on Serious Sam Classics Revolution more and more.
You think they'd have some kind of audit tool that would look for spawners with no targets or mismatched stuff in other ways that would fix these kinds of things.
I wish to see something similar to both broken Serious Sam kill count videos, but this time focusing on unused things (items, monsters & decorations) from the maps in the official DOOM IWADs, namely the following official products: - The Ultimate DOOM - DOOM II Hell on Earth - Master Levels for DOOM II - Final DOOM: TNT Evilution - Final DOOM: The Plutonia Experiment - No Rest for the Living I wish to see an analysis on the unused map things in the Classic DOOM games sometime soon.
That's a very informative video! I was always wondering if there was smth wrong with kill counts in the two encounters, now that wraps it up! Now I just wonder if the HD remakes have the same broken counts as well. Will you ever do the same analysis for them in the future?
Thank god they fixed the broken spawners in the HD remake like in the first level of the second encounter you can finally get all the kills 187/187 on serious (In the classic you can get 196 kills on serious so they also fixed but also removed some spawners? ).
2:33 You can go out of bounds without cheating, but you can't get to the model room in order to kill a kamikaze stuck in order to get 685/688 kills in the model room because it is too far to reach without cheating. Monsters that you can get without cheating are included 684 out of 688 and 3:28 a fourth level as well. One of the kamikaze is stuck in a model room you can go out of bounds but also the model room is too far to get kills 205/215 you can't get to it without cheating because the model room is too far monsters that you can kill are included 204 out of 215
I wonder if Croteam ever got around to fixing the broken spawns in the second encounter. Also have you played the first encounter since they fix the broken spawners? Probably a neat experience for a pro like you, after years and years playing on serious, now having to play these levels how they were originally meant
If you use the serious bomb near that cannon that clips into the ground, would it kill it?
You know, I completely forgot about that because of the playthrough where I refused to use it. To answer your question: yes, you can kill the cannon like that. Great thinking! 1092+X/1095+X for The Grand Cathedral it is.
@@decino does it also work for the ones stuck in the template rooms?
@@decinoı love you King gamer is super gamer thank you decino awesome King super good gamer ı very very love you decino!
@@Poyraz891_xx 🤑
@@decino
or maybe they're too far away
Decino supported Croteam by showing the broken spawners
Croteam rewards supporters by putting them in the game
Decino as a big head in SS4 confirmed...
...unless they forget to trigger his spawn
They better make sure to template him too
Actually, they should do it, then make his entity a victim of a lot of these for a teleport spawner. And then make the teleport spawner moot by having the teleported entity still be in bounds before teleportation.
10:18 I have never, ever seen a Kamikaze die without exploding before. I had no idea that was even possible.
Ikr?
I was also shocked when I noticed that while editing. Pleasant surprise!
Holy moly this is kind of big foot / UFO footage stuff!
They... Actually used your video to fix the spawners. Wow, grats.
They did the same for the hd version? Better question there are broken spawners in the hd version?
@Princess Grouchy how do you know?
@@AntonioPredator 12:22
The HD version use the broken spawner fights.
The spawners only got in Revolution version. @@XRADU97
Decino: uploads serious sam analytical video
Croteam: *Sweats in Croatian*
Hahaha.👍😂
I hope that they learnt their lesson for Serious Sam 4.
@@ireneparkin3360 yeah, if they want 100k units on screen they better fix their spawners haha
Rest in peace wall running kamikaze. He's still screaming to this day, 17 years later. Amen my headless exploding brother. Amen.
Wait a minute. How would he, or any other kamikaze, scream without a head?
@@urielseptim910 You know those bombs they're carrying at the end of their arms?... They're actually explosive speakers. 😉
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!"
@@Tuxedo2680nope. They have a life control unit where their head should be, which includes a crude speaker.
Serious Sam: The Broken Encounter.
We need to introduce Sam to Fix It Felix.
loving that pained grunt sound effects man
Aaugh...
Especially how it changes depending on the number of broken spawners.
@Adam Demeter Uooghh.
Little known fact: It comes from the developers watching the video.
when ever i see a yellow background on the thumbnail i go 👀
Our teacher comes with another lesson
croteam is the only developer that still cares about their games over 17 years no matter how small audience playing it currently
i was in shock, when developer answered me to help with my problem
"So he will run against the wall _for all eternity_ "
Truly the worst fate for *AAAAAAAAAAAAAAAAAAAAAA* Kamikaze.
You can go out of bounds without cheating, but you can't reach it because the sample room is too far away
Imagine how much harder this game would be if all the spawners worked
I didn't even know Classics: Revolution was updated! The developers using your videos as a bit of a guide for bugfixing is awesome too! I bet they might use this one too now, heheh.
9:03 I remember being super impressed by the fake reflective floor when playing this back in the day.
decino : Makes video on broken spawners
croteam : Write that down
decino, wanting to know the future success of his Serious Sam runs goes to a fortune teller. He asks, "Fortune teller, what can you tell me, what will I see, how will I do?" The Fortune teller starts looking at her crystal ball, "mmm... ahh... mnnnn..." "What, what do you see?" "It's cloudy, hard to tell... I see... you're aiming your gun, but... nothing targeted... I see, danger, traps maybe... it's still too cloudy... oh... OH, oh no!" "What?!" decino ask's in anticipation, "What is it? Am I going to succeed? Am I going to get all kills and secrets?!" The fortune teller stops scrying and looks decino dead in the eyes and says, "it's all becoming Kleer to me now..."
10/10 horror story
I don't understand why they didn't build in a failsafe that would alert the level maker if spawners didn't have anything targeting it or no template
I'm surprised that they didn't play each level with the level triggers enabled.
It would make sense to let the editor just go through them all and check if they are correct.
But that is only if you want to make it easier on the map designers. You could also tell them to git gud.
It's crazy cause i think that if they implemented a code that would basically state " If this trigger does not activate anything, delete upon startup " it would automatically exclude the kill required from the kill count which would fix the problem without having to manually remove it in editor.
Of course it would still load upon importing the map in again, but it would simply never be active spawner.
Usually triggers tend to be in database only if they do anything, sadly the case here is - it still counts them regardless.
Awesome vid! I knew there must have been some tricky parts too ^_^ glad i wasn't wrong.
It should be feature of the editor to warn when there are unconnected triggers.
@@ИванСнежков-з9й Yes, that's how I'd do it. Automated checks wouldn't catch all the broken spawners, but they would catch most of them.
But how many people really care about them ?
croteam loves torturing 100% speedrunners
god its like each dev had their own spawn system
RIP monsters that never got to spawn.
You will be ...... sorely ...... missed?
Heh
My brain at 3:30 am
*BROKEN KILL COUNTS IN CLASSIC SERIOUS SAM*
i believe the reason why spawners set to 0 still spawn enemies is an oversight. 0 must default to the usual spawn number, which is one, but the kill count doesn't account for this and only uses the number set in the spawner.
Great SS analysis video again! I had no idea that there were so many broken kills in TSE. TSE feels rushed because of that. But oh well. Thanks for playing TFE and TSE and for making analysis videos for them!
10:16 I didn't know that Kamikaze has a death animation. I thought it explodes when it dies every time.
The sound of decreasing kill count is funny. Sounds like Sam is constipating :D
Anyway, loved the video.
You might be a serious nerd for going out of your way to get maximum kills, but there's nothing wrong with that; you know your stuff, and it's what makes your videos worthwhile.
Should have left this comment earlier... I really want to know why there's one kill and one secret in the prologue... You can get that kill if you watch the whole prologue, but not that secret, which is really annoying. Of course, Valley of the Jaguar breaks the 100% secret anyway, so probably it's not that bad. Anyway, really love these videos :D BTW, I'm working on that stupid bouncy room on Level 3 now, so please bless me, my majestic Decino.
That secret in prologue is a leftover Colt secret in Hatshepsut. Colt isn't there but Trigger is so that's a broken secret.
Croteam should be paying you, bro. Lots of work. Great job.
Also loved "lonesome guffy" lol.
We need more Serious Sam😢
You've made the most interesting walkthrough I have ever seen
These videos have always stuck with me because I think about what could Croteam have done? I used to think simple validation was all that was needed, to be fair these mistakes originated in the level editor. In-game the simplest change to fix the most spawners would be to not include spawners without templates in the calculation. Or so I thought. But now I think the issue is Croteam never considered what the kill counts mean to the player. All they really needed to do was only increment the kill count when an enemy spawns: that would've fixed all the broken spawners and seems more inline with how the kills are presented to the player given some awkward spawn criteria and mapping mistakes.
The more you know, with Decino!
*Plays Serious Sam on Serious*
Kleer Skeletons: We are about to end this man's career.
I've been waiting for this one, my curiosity is now cured.
I really enjoy this video, the first one of these made me subscribe after all. Must be a lot of work, thank you!
Oh boy, if you ever do a Sam 2 vid, godspeed figuring out just how many enemies there are
Loving these series
Monumental work again. Now lets get to the ss: fusion :D
that's pretty cool that the devs saw your video and fixed the spawns, not everyone would do that
These videos have really made me want to replay these games. I can't remember for certain. But it was either Serious Sam: The First Encounter or Unreal that was the first computer game I ever played as a kid when we finally got a family computer in the house. Before, the only games I ever played were SNES, Sega Genesis and N64. It's got a special place in my heart and I enjoy seeing such niche behind the scenes like videos like this in games.
One of the rare quality content vids, such exciting stuff men
In fact, there's a broken secret which was fixed in HD remakes (I'm talking about invincibility in Valley of the Jaguar)
I always thought that in Serious Sam must be more enemy than it have! So thats why... wow..
You can go out of the bond on almost every map expect the Elephant Atrium, so you can kill the non template spawners.
In The City of the Gods, you can jump out thru the ceiling at the first secret cannon.
In Serpent Yards, you can do the same before the last room.
This things are seems like they hole on the ceiling but they just lead to the out of bonds.
Note: some of the out of bonds on some maps need you to die, so it must be done in multiplayer.
Great analysis video, man. I bet CroTeam were waiting for this too so they can fix their TSE spawners.
i appreciate all this extra info for some of the classics! been really enjoying your videos, nice to watch to distract myself from some of the trolls i accidentally read on twitter lol.
Another day, another broken kill
Yeah! Thanks for making another one of these! Since Serious Sam 2 is a pretty long game, I don't think you should do the kill counts in that if you want to keep your sanity.
I love this kind of video, that goes deep on a subject! Good job!
Seems what the developers really needed was a "find broken spawners" function or script in their level editor. Though, that might run afoul of the Halting Problem, given it would be essentially a program analysing a program.
a bit late to the party but I just realised that when you spawn in at Sierra de Chiapas you already have 1 kill out of 223... they fixed it in Serious Sam revolution so that you spwan with 0 kills out of 222... but still haven't fixed the 27 other broken spawners
I think the HD remakes also fixed a lot of the broken spawners, especially in the First Encounter, I think you can get all kills in the majority of the levels and I think 7 out of the 12 in the Second Encounter
Does Croteam even know how thier own level editor work half the time?
Very strange, Croteam usually develop their tools very well, or atleast they said they do. What about HD versions of those games, do they have broken spawners ?
HD still has some broken spawners, but not as many as the classics.
Funny how you don't notice all the fucked up spawners when you're getting swarmed by the already ridiculous enemy count.
At this point, those busted numbers are a novelty.
Amazing birthday present thank you Decino!!!
Happy birthday!
@@decino thanks! it was a good one
keep up these amazing videos!
Part 1 was fascinating learning how Serious Sam's spawners work.
Part 2 comes around & I immediately feel strongly disappointed.
I was looking for more of you’re videos because I watched them all already I had no clue you did any on serious Sam.
I love your video's! I havent gotten around to serious sam yet. Im planning on playing it after quake 2.
Serious 100% Series - Serious Sam in a nutshell.
Broken Kill Counts in Series - Serious Sam out of nutshell.
Or in a nutshell:
There is no fun in broken spawn.
(Or in that pun).😀
Anyway, thanks for analysing this decino.👍👊🤘❤
its unbeliveable amount of effort goes into this video
Truly a detailed explanation that I may see more often. These broken spawners are very likely to be fixed by Croteam as they work on Serious Sam Classics Revolution more and more.
They fixed them for The First Encounter. No news about TSE yet.
Wow your video was used by Croteam/Alligator Pit to fix these broken spawns? Yeah I'd be honored too.
Nice informational couple of videos.
You think they'd have some kind of audit tool that would look for spawners with no targets or mismatched stuff in other ways that would fix these kinds of things.
Love this type of video
Being from croatia myself its pretty cool to see croatians can make well recieved games
I wish to see something similar to both broken Serious Sam kill count videos, but this time focusing on unused things (items, monsters & decorations) from the maps in the official DOOM IWADs, namely the following official products:
- The Ultimate DOOM
- DOOM II Hell on Earth
- Master Levels for DOOM II
- Final DOOM: TNT Evilution
- Final DOOM: The Plutonia Experiment
- No Rest for the Living
I wish to see an analysis on the unused map things in the Classic DOOM games sometime soon.
Another great behind-the-scenes video. Note to Croteam, playtest, playtest, playtest.
but are u serious enough to do Serious Sam 2, Serious mode, Seriously?
I thought classics revolution was abandonware
it was, till about a month ago, go check it out, its out of early access finally and bright island is finished too
The thumbnail looks like the guy is trying to cut his pizza with his chainsaw.
It's for when you encounter those kinds of pizzas that your regular pizza cutter can't get through.
@@Dwars Pizza time: Serious edition
I wonder are we going to have, as an honour, your big-headed version in SS Revolution or anywhere? Would be fun if your spawner will be broken))
4 years ago. Damn, time flies.
That’s really awesome that your video led to them being fixed :)
You forgot broken Cyberdemon spawner in Tower of Babel my friend. Yes, let's milk this joke
Ecks dee dee dee dee dee.
I love these in depth videos
Oh hell yeah another yellow background video!
I love your work.
Am I the only one that laughs at the grunts whenever kills are taken off?
What the courtyards of Gilgamesh!
this got me to buy 7 serious sam games
6:01 Cyber T H I C C
Thiccodemon
At least they learned their lesson with the HD ports, right?
Right?
RIGHT!?
Somewhat.
Yes, but not 100%, because few both encounters levels still has these broken spawners
That's a very informative video! I was always wondering if there was smth wrong with kill counts in the two encounters, now that wraps it up! Now I just wonder if the HD remakes have the same broken counts as well. Will you ever do the same analysis for them in the future?
I won't, but HD did fix some of them. Not all.
You shouldn’t be so hard on yourself, you’re not a chainsaw freak, you’re a chainsaw specialist!
decino intro, but every other word is replaced with "serious"
I love this game so much but hate how broken it is
Thank god they fixed the broken spawners in the HD remake like in the first level of the second encounter you can finally get all the kills 187/187 on serious (In the classic you can get 196 kills on serious so they also fixed but also removed some spawners? ).
So I did the maths and the second encounter is missing 177 kills because Croteam didn't tag them to triggers.
Now do it for both FE and SE
@@OleksandrSlepnov the remake or the original?
2:33 You can go out of bounds without cheating, but you can't get to the model room in order to kill a kamikaze stuck in order to get 685/688 kills in the model room because it is too far to reach without cheating. Monsters that you can get without cheating are included 684 out of 688 and 3:28 a fourth level as well. One of the kamikaze is stuck in a model room you can go out of bounds but also the model room is too far to get kills 205/215 you can't get to it without cheating because the model room is too far monsters that you can kill are included 204 out of 215
Have you ever thought of doing user submitted serious sam levels like what you are doing with doom levels?
Yeah, that sounds like fun.
decino Then where are they?
These videos show that the number of intended enemies in these games is redundant after a certain point.
I wonder if Croteam ever got around to fixing the broken spawns in the second encounter. Also have you played the first encounter since they fix the broken spawners? Probably a neat experience for a pro like you, after years and years playing on serious, now having to play these levels how they were originally meant
a lot of those spawns had higher tier enemies even
Amazingly
oh I hope we will get videos about SS2 and 3
I just realized that some of these maps share names with Doom maps other then The Tower of Babel.
Will you do "Part 3" about "SS:BFE"?
I don't even know if BFE has broken spawners.
Part 3 is supposed to be about SS2 actually :P
I'm not sure if these newer games have broken spawns either since they use scripts.
Man i feel like this video didn't get the views it should of. I can only imagine how much work went into making it.