This is a sub-page of Proto:Serious Sam: The First Encounter/Test 1.
Level Lists#
Included with Test 1 are files listing the levels that were in the game at the time Test 1 was compiled. Many of these levels did not appear in the final version.
Single Player#
Hidden in the file “CooperativeLevels.lst” in the Data folder is a list of all the single player levels.
"City_Enter" "Levels\EgyptTheba\CityEnter.wld"
"City_Midlle_Yards" "Levels\EgyptTheba\CityMidlleYards.wld"
"City_Obelisk_Yard" "Levels\EgyptTheba\CityObeliskYard.wld"
"King_Valley" "Levels\EgyptKingValley\KingValley.wld"
"Tomb_Of_Menes" "Levels\EgyptKingValley\TombOfMenes.wld"
"Tomb_Of_RamsesII" "Levels\EgyptKingValley\TombOfRamsesII.wld"
"Secret_Tomb" "Levels\EgyptKingValley\SecretTomb.wld"
"King_Valley_Exit" "Levels\EgyptKingValley\KingValleyExit.wld"
"Karnak_Enter" "Levels\EgyptKarnak\KarnakEnter.wld"
"Karnak_Enter_Complex" "Levels\EgyptKarnak\KarnakEnterComplex.wld"
"Karnak_Lake_And_Alley" "Levels\EgyptKarnak\KarnakLake&Alley.wld"
"Karnak_Temple" "Levels\EgyptKarnak\KarnakTemple.wld"
"Babilon_Temple" "Levels\EgyptKarnak\BabilonTemple.wld"
"Hatshepsut" "Levels\EgyptHatshepsut\Hatshepsut.wld"
"Pyramid_Valley" "Levels\EgyptPyramidValley\PyramidValley.wld"
"Water_Planet_End_Lake_Mountains" "Levels\PlanetWater\EndLakeMountains.wld"
"Water_Planet_Intro_And_Waterfall_Circle" "Levels\PlanetWater\IntroAndWaterfallCircle.wld"
"Water_Planet_Terra_And_River" "Levels\PlanetWater\TerraAndRiver.wld"
"Water_Planet_Waterfall_Valley&Stairs""Levels\PlanetWater\WaterfallValleyAndStairs.wld"
"Lava_Planet_Canyon" "Levels\PlanetLava\Canyon.wld"
"Lava_Planet_Valley" "Levels\PlanetLava\Valley.wld"
"Lava_Planet_Vulcan" "Levels\PlanetLava\Vulcan.wld"
"Green_Planet" "Levels\PlanetGreen\Green.wld"
"Ice_Planet" "Levels\PlanetIce\Ice.wld"
"Ice_Planet_End" "Levels\PlanetIce\IceEnd.wld"
"Tropic_Planet_End_Arena" "Levels\PlanetTropic\EndArena.wld"
"Tropic_Planet" "Levels\PlanetTropic\PlanetTropic.wld"
"Rock_Planet" "Levels\PlanetRock\Rock.wld"
"Sirius_Space_Crusader" "Levels\SpaceCrusader\SpaceCrusader.wld"
"Sirius_Gravitality" "Levels\SiriusCity\Gravitality.wld"
"Sirius_Labyrinth" "Levels\SiriusCity\Labyrinth.wld"
"Sirius_LoonyMoony" "Levels\SiriusCity\LoonyMoony.wld"
"Sirius_Platformal" "Levels\SiriusCity\Platformal.wld"
"Sirius_SphereTorus" "Levels\SiriusCity\SphereTorus.wld"
"Sirius_Verticality" "Levels\SiriusCity\Verticality.wld"
"Sirius_Grand_Finale3" "Levels\SiriusCity\GrandFinale3.wld"
"Sirius_Grand_Finale2" "Levels\SiriusCity\GrandFinale2.wld"
"Sirius_Grand_Finale1" "Levels\SiriusCity\GrandFinale1.wld"
This level outline is significantly different compared to the final version's. The changes are as follows:
- The Player would start out in a city instead of Hatsheput. It's likely that this “City” is actually the Dunes/Suburbs/Metropolis portion of the final game, as most of the other elements of the final's level flow are in this list as well.
- After beating the City portion, the player would be sent to the “Tombs” section of the game, which would feature many more levels than the final version does.
- After completing the “Tombs” portion, the player would be sent directly to Karnak instead of going to Dunes/Suburbs/Metropolis. Karnak itself would be broken into four different parts; Enter, EnterComplex, KarnakLake&Alley and KarnakTemple.
- After beating the Karnak section, they would go to a previously-unseen level named “BabilonTemple” and then go to Hatsheput.
- After completing those areas, they would go to a place called ”PyramidValley”, which is possibly a prototype name for the final version's last level, the Great Pyramid.
- By far the biggest changes occur after “PyramidValley”. Instead of the game ending after completing Egypt, the level list starts describing levels never seen in the final version. After beating the Egypt portion of the game, the player would go hopping through various element-themed planets; Water, Lava, Green, Ice, Tropic and Rock. It is very likely that this is where the mostly-scrapped Elemental enemies found in the final's SDK coding were to be found.
- After completing the element-themed levels, the player would then go onto the home stretch, planet Sirius. It seems Sirius would be based on platforming gimmicks, such as gravity. It's very likely that the programming for the inverted gravity and the like seen in both TFE and TSE was originally designed for this portion of the game.
- The game would finally end in a series of levels called “grand finale x” on Sirius. It is unknown what would actually happen in this portion.
It seems that Serious Sam was planned to be a far, far larger game than the retail version. Instead of stopping at Egypt, the player would go on a planet-hopping spree. It seems the team knew this was too much and decided to cut out the entire post Egypt section in favor of focusing on Egypt.
The portions of the game that did survive were heavily reworked. The “city” portion was moved to be in the middle of the game, Karnak was reduced from being multiple levels to one, one of the last levels was actually moved to the start of the game (Hatsheput) and the “Tombs” portion of the game was greatly slimmed down to include three or so levels instead of the prototype's five.
Of note is that a lot of the scrapped levels did appear in some form in pre-release screenshots. These can be seen below.

Deathmatch#
"DMSky" "Levels\DeathMatch\DMSky.wld"
"DMDen" "Levels\DeathMatch\DMDen.wld"
"DMElf" "Levels\DeathMatch\DMElf.wld"
The deathmatch multiplayer list seems to be a rough draft. These levels are present in the Serious Sam Publisher Evaluation however.
Capture the Flag/King of the Hill#
"CTF 1" "Worlds\Test\Start.wld" "CTF 2" "Worlds\Test\Start.wld"
"KOTH 1" "Worlds\Test\Start.wld" "KOTH 2" "Worlds\Test\Start.wld"
Both the CTF and KOTH lists only have filler levels. Both modes did not appear in the final game, but these lists do confirm that Croteam had other competitive multiplayer modes in mind besides Deathmatch and Scorematch at one time.