Serious Sam Classics: Revolution

Serious Sam Classics: Revolution

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How to properly make a survival level
By Melissa
This guide explains the technical details of how survival levels are supposed to be made in Serious Sam Revolution.
   
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Introduction
In this guide I will quickly go over the technical details of how a survival levels plays out in general. I will not go over any design aspects or the actual creation of levels (there's other guides for that). This guide focuses only on the technical details that you should be aware of.

We will be going over the start of the game, the end of the game and how to give the player medals.

For this guide, I will be making a quick testing level to guide you through this.

Getting started
The first thing you have to do to even make your survival level show up and be playable as a survival level is to give it a name and set its spawn flags. This can be done in the world settings.


As seen above, just give it a name and set the "S" (Survival) flag there, just in between "CZ" (Control Zone) and "CTF" (Capture the Flag).

That's step 1, the level is now visible in game and playable.
Setting up the game start
So, we will need a playermarker where the player(s) will spawn. Note that when the player spawns, you do not immediately start spawning enemies! You have to wait for the game to trigger the GameStart event.

To get this event, simply make a trigger somewhere in the world and give it the name "GameStart". That's it. It will be triggered by the game as soon as it's ready to spawn enemies.


Then you can target enemy spawners from there like you're used to:


Setting up an optional game end
Just like the GameStart event, there's also a GameEnd event, which gets triggered when all players in the game are dead. It's optional, so you don't have to use it, but if you want to use it it's available.
Bronze, Silver and Gold medals
When you have established a reasonable avarage time at which players will be able to survive, you can start setting up the medals for Bronze, Silver and Gold. This is done by adding a WorldInfo entity.

The entity might not immediately show up in the entity tree on the left, so you might have to right click -> Insert items and navigate to WorldInfo.ecl (which can be found in All_01.gro, you can simply open that with Winrar or 7zip and extract it from there into Classes/WorldInfo.ecl in your game directory.)

The entity will look just like a trigger entity in the world, but it has a few special properties that specify the medal times for survival. By default, the time for Bronze is 30 seconds, Silver is 60 seconds and Gold is 90 seconds. You can change it in the properties of the WorldInfo entity.


If you have that entity in your world, the medals will work, you don't have to do anything else to make it work.

Testing in the editor
To test the game properly in the editor, click on Game -> Set test game settings. This will give you the following window:


Set the Gamemode to "Survival" and click OK, then press T to test your level in survival mode. Alternatively, you can tick Multiplayer to test your level how it would work in multiplayer.
Conclusion
You should now be knowledgable with the technical details on making survival levels.

Remember to use the GameStart trigger in your workshop levels!
4 Comments
Baltasar Gracian 15 Apr, 2022 @ 12:34am 
Great guide, nice and brief explanation! Will try the steps someday soon!
sadomazur 29 Mar, 2016 @ 6:02pm 
i have a question
when can i play the bright island ?
Cyborg.SeriousSite 13 May, 2014 @ 5:48am 
I did not know about "GameEnd event". But this event not work when player die (In all gamemodes). May be problem in SED?... Better use "WatchPlayers" entity with "Far event"
bliiqntWrkTCUNJoPpUEq 12 May, 2014 @ 5:39pm 
Very useful, appreciated powerfully.