Author Topic: Turok 2 PLUS mod  (Read 192 times)

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Turok 2 PLUS mod
« on: April 20, 2022, 06:51:07 PM »
New mod entering beta. Looking for testers.


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TUROK 2 PLUS


Turok 2+ (or Turok 2: Re-ascension) takes an existing mod, Turok 2: Ascension, that features a lot of cool concepts, as well as some not-so cool concepts, and repurposes it into a faithful upgrade to the base game.
This is for those looking for a enhanced Turok 2 game experience (singleplayer only) without straying too far from the original design intent. Thankfully a lot of the good work was already done for me as Turok 2 Ascension offers new cool effects, weapon fire modes, more enemies to fight with a minor AI upgrade, improved gore, new game mechanics, and all this should be respected...however Turok 2's legendary gameplay and reputation as one of the most hardcore and atmospheric FPS ever made was impacted heavily.
In blunt summary of why I saw it neccessary to redesign T2: Ascension: you'd run around with an endless supply of overpowered attacks blasting away without much notable thought or challenge while dissonant voice clips from an assortment of unofficial sources would play as "taunts".
This mod restores the original Turok concept as envisioned back in the year 2000 and carefully blends it with the nuanced, tasteful half of Turok 2: Ascension. Lastly, T2A+ adds a polished finish and some solid design of its own.

//CRUCIAL DESIGN ROLLBACKS//

-Ammo capacities and ammo pickup counts of ALL weapons set back to vanilla, though some have slight adjustments e.g Grenade launcher (15 capacity over vanilla 10 or ascension's 100). Note that Turok 2: Ascension increased all ammo capacities by a whopping +1000%. No longer can you run around mindlessly with endless explosive shotgun ammo, tek arrows, missiles etc

-"Turok" vocally taunting when kiling enemies using a variety of voice actors that aren't Turok removed; all taunting removed.

-Removed dashing and ground pound abilities. I'm all for new gameplay mechanics but the overarching  game design needs to account for it: level design, balance, enemy design etc

-Obscenely overpowered, unpolished and/or and redundancy-creating tertiary fire modes are either removed or repurposed into alt fire modes. Your arsenal is more powerful and varied than vanilla but you're no longer an untouchable walking tank in this mod.

-Removed heartbeat sound effect when low on health. Caused audio issues.

//SO WHAT'S NEW?//

-Player movement speeds are increased by 20% to loosely match Turok 1 speeds and generally buff the player slightly given numerous nerfs elsewhere (above) as well as the game being backtrack-heavy: Crawling speed, running speed, climbing speed, and air speed. Swim speed is unchanged.

-Double jumping survived the design rollbacks above. Use it to exploit the level design in interesting and surprisingly balanced, functional ways. A few instances in which it caused notably broken behaviour have been adjusted in the level design.

-The Hunter Cannon ('Scope Zoom In' key binding while no scope is active) is now named the Spirit Cannon, and drains your health (5hp) when used. This is because it was ridiculously overpowered: an unlimited ammo shoulder-mounted AoE blaster that endlessly recharged on a short timer.

-Map design improvements (generally not to layout), for example making Totem defense maps more interesting, hand-placing new enemies in the primagen lightship, and allowing the Razor Wind to be obtained on level 2.

-Expect thrilling combat with another layer of intensity and depth. Enemy spawns introduced in T2: Ascension are overhauled and vastly diversified, e.g not hundreds of bees in the swamp, but rather a mix of entrails, raptors, bees and leapers instead. Some enemy AI tweaks, for example raptors have slightly faster run and attack speed. Enemy encounter design is generally enhanced to offset the new level of power you obtain from this mod (overhauled weapons, spirit cannon, double jump) and the power of KEX/PC (e.g double draw distance, save anywhere, mouselook).

-Difficulty overhaul. If you pick hard/hardcore, you're in for a solid challenge. One example is that red Lifeforces grant 5 lifeforce, not 10. However, there are more red lifeforces to be found, mostly only on easy and normal to offset the difficulty change for newbies or the unskilled. Another is that the Primagen Lightship or totem defense maps are adequately challenging now. One more example would be all infinite ammo generators are removed on hard/hardcore, and pickups are hand-placed at these locations instead. Infinite ammo generators can still be found at the very end of the game for backtracking purposes.

-A major focus of the mod, and perhaps the highlight, is for sure weapon design. There's expanded functionality, some new alt fire modes, removal or repurposing of overpowered, unpolished and/or bugged tertiary fire modes, and a fine balance that will keep you on your toes while still being much more powerful and interesting than vanilla:

|||WEAPONS|||

//BOW + TEK BOW//

PRIMARY: Fire arrow. Tension build-up of the bow string when holding down fire is faster, and max velocity of the arrow is increased. For both bows, but Tek is obviously superior. It also matches the animation now (string all the way back = max velocity/tension).
ALT FIRE: BOW: triple arrow shot at medium velocity. Now has reduced rate of fire for balance and not make primary fire or even the shotgun largely redudant. TEK BOW: toggle scope.

//SCORPION MISSILE LAUNCHER//

PRIMARY: Fires three tracking rockets as in vanilla, with faster rate of fire.
ALT FIRE: Fires a single rocket, no tracking. BUGFIX: Uses same launch sound as primary.

Both fire modes now have double missile velocity. Snail-slow missiles begone.
Ammo counter now makes sense/is accurate.

//SHOTGUN//

PRIMARY: Fires 1 shell. Rate of fire increased slightly.
ALT FIRE: Fires 2 shells. Shotgun alt fire rate of fire now matches primary fire speeds. It's purely a choice of ammo conservation vs damage output.

Now fires 7 pellets per shell, not 5
Improved fire sounds.
BUGFIX: you can no longer primary fire immediately after alt firing.
Note: shotgun pellets penetrate up to three enemies.

Even after you get the shredder the shotgun can still hold its own now.

//SHREDDER//

PRIMARY: Fires 1 shell. Rate of fire reduced over the ascension mod (is now only slightly faster than vanilla).
ALT FIRE: Fires 2 shells. Rate of fire matches primary.

Removed explosive shells creating tons of shrapnel which was beyond OP and impacted performance; set back to vanilla.

//PLASMA RIFLE//

PRIMARY: Fires a plasma beam that penetrates up to three targets. Ammo consumption per shot is now 2 (Ascension = 1, vanilla = 3). Rate of fire reduced.
ALT FIRE: Activate scope. Shooting explosive plasma bursts while aiming down the scope now drains 20 ammo and has reduced rate of fire.

Note that despite all these nerfs the plasma rifle is still far better than vanilla: penetrates up to 3 enemies, 2 ammo consumption, faster rate of fire, and has explosive alt fire. Perhaps you can see why these nerfs are necessary.

//GRENADE LAUNCHER//

PRIMARY: Fire grenade. Rate of fire set back closer to vanilla (still faster) for tactical gameplay instead of overpowered deathstorm.
ALT FIRE: toggle between timed and impact grenades. Your setting will now be remembered when switching to and from the weapon.

//FLAMETHROWER//

PRIMARY: reduced fuel consumption rate by 20%.
ALT FIRE: fires a long-range fireball that costs 5 fuel. Reduced rate of fire. Does not leave lingering flames as the primary fire does.

Restored vanilla idle gas looping sound.

//FIRESTORM CANNON//

PRIMARY: Fire the weapon. For the last 30 rounds of ammo the cannon goes into overdrive and unleashes a literal firestorm (repurposed "siege mode" from Ascension mod).
ALT FIRE: toggle pre-spinning of the firestorm cannon on/off.

Increased Accuracy

//CHARGE DART RIFLE//

PRIMARY: No changes
ALT FIRE: Overcharge dart. This requires charging through general usage of the weapon before it can be used, equivalent to 7 ammo used. Deadly attack that eats 3 ammo.

These changes revert the focus of the weapon back to being the supportive stun gun it should be, with allowance of the occasional devastating attack.

Removed some ugly effects.
polished firing animation significantly - no more weird delay and slow movement

//FLARE GUN//

PRIMARY: fires explosive flare. Full battery required.
ALT FIRE: fires a flare that illuminates dark areas. Half battery required.

Removed Doom 3 plasma rifle SFX when equipping the flare gun.
BUGFIX: you won't get warning messages when primary firing with a full battery.
new fire sound for primary fire.

//RAZOR WIND//

PRIMARY: toss the blade. Faster throw speed animation.
ALT FIRE: call back the blade at any time (with a single button press, no longer hold).

NOTE: can now be obtained on level 2 so you actually get to use this awesome weapon.

//WAR BLADE//

Removed redundant/unpolished attacks. Behaves as vanilla except slightly faster attack speed and most notably faster equip/draw speed.

//CEREBRAL BORE//

Removed overpowered, bugged alt fire mode. Purely a skull-boring tool; set back to vanilla.

//PISTOL//

PRIMARY: Fire pistol. Faster rate of fire over vanilla
ALT FIRE: reload the weapon (mag capacity of 15).

BUGFIX: fixed reloading stealing 1 bullet from you every single time you reload.
BUGFIX: controls won't potentially lock up when switching weapons while reloading.

//MAG 60//

PRIMARY: 3-round burst of vanilla, with vastly increased rate of fire.
ALT FIRE: reload the weapon (60-round magazine).

BUGFIX: controls won't potentially lock up when switching weapons while reloading.

//TRANQUILIZER RIFLE//

PRIMARY: Fire Tranquilizer dart. Slight rate of fire increase.
ALT FIRE: Toggle Scope.

//PFM LAYER//

PRIMARY: lay a proximity mine. Rate of fire reduced (is now only slightly faster than vanilla).
ALT FIRE: lay four mines at once which promptly explode rather than proximity-based.

//SUNFIRE POD//

PRIMARY: throw a blinding pod (vanilla).
ALT FIRE: emit light from the pod to brighten dark areas and deal damage to enemies in melee range.

Light radius of alt fire greatly increased.
slowed down throw animation very slightly.

///RIDING GUNS STYRACOSAURUS///

PRIMARY: Cannons. Rate of fire set back closer to vanilla.
ALT FIRE: charge/ram attack
JUMP: Machine gun
CROUCH: Mortar

Removed scattergun and plasma gun because redundancy, HUD text spam, and unpolished effects/animations.

//NUKE//

PRIMARY: Hold to charge up and launch the nuke
ALT FIRE: activate grinder armament (melee)

//HARPOON GUN//

PRIMARY: fire a spear.
ALT FIRE: fire three spears.

Slightly increased ammo capacity over vanilla

//TORPEDO LAUNCHER//

PRIMARY: fire torpedos.
ALT FIRE: NONE

Slightly increased ammo capacity over vanilla


|||LEVEL DESIGN|||

-All Totem defense maps have been overhauled to provide interesting arena combat that isn't piss-easy and over in seconds like vanilla. Expect them to last longer, be more diverse and challenging.

-Hand-placed a small number of additional enemies across the game that mostly only appear on hard/hardcore.

-PFM Layer can be obtained on level 2, making the branching choice of which level to beat first (2 or 3) more balanced.

-Razor Wind can be obtained on level 2 for the same reason. Also so that you actually get to use this weapon instead of only finding it on the final level where it isn't useful.

-Tweaked a few instances of double jump breaking the level design badly across the game.

-On hardcore "one life" mode the Styracosaurus mount at the start of level 2 does not appear -- You have to make the trek on foot. You want it hardcore, right?

-All infinite ammo generators are removed on hard/hardcore, and pickups are hand-placed at these locations instead. Infinite ammo generators can still be found at the very end of the game for backtracking purposes.

-Firestorm Cannon can be obtained on lvl 4 to make tackling lvl 5 first less of a superior option, as well as to let you have fun with it early.

Primagen Lightship Overhaul:

Most of the level design across the game is left largely untouched. One exception is the primagen lightship, otherwise known as a poor end to Turok 2's grand design:

-The Primagen Lightship (the final level) now features many, many new enemies, since this map was the easiest and most boring in the game. Expect decent encounter design with tricky enemy placement and aggressive scripting.
-The first AND second checkpoints in the Primagen Lightship are no longer available. I recommend stocking up on ammo before starting the level, though it is not mandatory.
-Removed one of the two boring vent crawls in the Primagen Lightship.
-Added a new optional platforming secret segment in the Primagen Lightship inspired by Turok 1.
-Resource rebalancing (health and ammo).


|||ENEMIES|||

Turok 2: Ascension spawns many additional enemies and improves enemy intelligence slightly. The goal is to retain that idea (since they're needed since we've broken free from the limitations of the N64) but polish the experience, with enemy count reductions in one area, meanwhile a different area may have increased enemy counts (Primagen Lightship). Same with health; some enemies that the Ascension mod buffed too much (Warclub) may have a HP reduction, while others' HP is increased (Primagen Lightship enemies). Furthermore some new enemy behaviors are present, and perhaps most notable of all is that enemy spawning is vastly diversified:

Examples:

-Diversified enemy spawns in the Death Marshes instead of hundreds of annoying wasps.
-Raptors run and attack a little faster.
-BUGFIX: enemies won't spawn from enemies you've killed after loading a save game.
-Enemy ammo drops when killed are reduced in the Hive and Primagen Lightship.
-Lord of the Dead has a small chance to spawn another of itself, making the zombie sections in lvl 2 more engaging.
-Blind One Guardian has a chance to begin with a group of fleshworms accompanying him. Note this enemy spawns fleshworms in combat vanilla, though you wouldn't often see it.
-Evil Soldiers (Human enemy added by Ascension mod) are removed from the game for being less than perfect in execution and questionable in regards to lore, for whatever that is worth.
-Purlinn Warclub health reduced by 40.
-Primagen lightship enemy spawns greately diversified.
-Death Guard health increased by 10
-Bio Bot health increased by 10
-Removed Primagen Troopers spawning during Mother Boss
-Removed Cave Spiders spawning during Blind One Boss.
-Blind One Guardian health increased by 5.
-Increased Primagen Trooper health by 20.

HINTS:

-Aim for the head. Huge damage difference. More than most games.
-Use the map. Classic Turok games have some of the most complex, demanding level design in FPS.
-Bind the flare gun to a more easily accessible key. It's great for dealing with fast-moving pest enemies and the recharging battery makes it ideal to whip out semi-regularly in the early game, along with the alt fire to light up dark areas.
-Each checkpoint station grants one heath and ammo resupply. If you're well-stocked try to save them for later if need be. Use quickwarp to return to the backup checkpoint station.
-If infinite health generators are nearby, it's open season with the Spirit Cannon (Scope Zoom In key). The spirit cannon is good to rely on in a bind as well, sometimes sacrificing 5hp is worth it.
-The default brightness/gamma is super low for some reason, a minor increase is recommended.
-If using a controller, open kexengine.cfg and find 'seta in_raxisdeadzone "0.25"'. This is not in the in-game config for some silly reason. Lower it for more precise aiming (0.1 is reasonable).
-Turok 2 masters should play Hard or Hardcore. FPS veterans and old school gamers should play hard. Everyone else should play easy or normal.

KNOWN BUGS:

-Player movement may possibly bug out in the hive of the mantids after loading a quicksave. If so relaunch the game to fix.

Credits: Myself, and the creator of Turok 2: Ascension that this mod is based upon, as well as the mods that that mod is based upon (e.g gore mod), and lastly the Turok 2 teams that this all is based upon.



NOW THE REMAINING COOL FEATURES OF THE ORIGINAL TUROK 2 ASCENSION MOD, WITH A FEW ADJUSTMENTS MADE IN TUROK 2 PLUS:

-Flashlight Pickups have been replaced with Full Health Pickups.
-Added a lot of sound effects for different ammo, weapon, and map pickup types.
-Altered Adon's voice when picking up the Tek Bow and the Plasma Rifle.
-All explosive weapon damages have been tweaked slightly so that the same damage is done when hitting enemies and hard surfaces.
-Some explosive projectiles can now go through water surfaces and do half the damage they do out of water upon detonation.
-All weapons have had their projectiles repositioned for better player accuracy.
-Lighting for every weapon's muzzle flash or projectile has had their colors corrected.
-All 3 weapons that get blood on them, Warblade, Razor Wind, and Nuke, will only be cleaned of the blood when teleporting, loading up a map, or switching weapons.
-Bullets can now shoot through water surfaces and hit objects underwater at half the damage rate and speed.
-Added sound effects for some weapons when they are idling or equipped. //A+: a small number are removed or altered
-The Flare Gun now has glowing sections on its body.
-Replaced the flare gun burning sound effect and fixed the looping problem.
-The Talon melee weapon has been removed. You start with the warblade.
-Warblade gets blood on its blades when hitting monsters.
-The Warblade can now strike walls and nonliving objects.
-Added a new Exit Animation to the warblade.
-Tek arrows will leave behind normal arrows for you to pick up once they've blown up after being shot into non living surfaces.
-Trnaquilizer gun now has a scope.
-The Charge Dart Rifle has glowing wires on it's body.
-Regular Shotgun Shell pellets can pass through 2 enemies and hit the third behind them before stopping.
-Explosive Shotgun Shells when used by the shotgun create shrapnel now.
-Regular Shotgun Shells when used by the shredder create twice as much shrapnel.
-The Sunfire Pod has a nice little flame particle effect that flows from it as it idles and creates a small light source.
-The Cerebral Bore will make an error sound and display a HUD message letting you know you don't have a lock-on when trying to shoot the Seeking Bore without an enemy lock-on.
-Grenade launcher's timed Grenades have had their bounce velocity reduced as well as their detonation fuse time.
-Grenade models now look like the small grenade ammo pickup item.
-Fire from the Flamethrower now leaves behind fire on impact that does fire damage over time.
-Razor Wind projectile flies faster.
-Razor Wind can damage destructible objects.
-Razor Wind no longer gets stuck in water.
-The Nuke has a greyish metallic texture now and everything blue about it, from the lights on its body to the color of its particle effects, has been turned to orange.
-The Nuke gets blood on its blades when hitting monsters with it's melee attack.
-Toggling the Grinder Armament Mode will disable the glowing orange lights on the Nuke’s swirling blades. If they are on, then the Nuclear Armament Mode is active.
-The Nuke' s primary fire mode creates an actual mushsroom cloud upon the final explosion.
When the lights on the weapon are on a light source is created at the end of the weapon.
-Walking on top of enemies and crushing them with the Styracosaurus mount now causes blood effects and crunching sound effects.
-Added blood splats to the Styracosaurus's head, feet, and horns.
-All monsters now have death skins, one for normal deaths, one for burnt deaths, and one for exploded deaths.
-All monsters will create particle and sound effects when hitting objects with their melee attacks. //A+: this has been removed in some cases of melee-heavy enemies (the tiny Compsognathus enemy) as you cannot see a thing when swarmed with blood filling up the screen. Additionally, this feature was bugged and would sometimes display blood even when turok is not actually hit, so adjustments were made to fix it. 
Lighting for every enemy projectile and attack has had their colors corrected.
-When blown up monsters have a chance of moving left or right across the screen like in Turok 1.
-Added a new gibbing system to Extreme Death animations for all enemies that adds lots of new gibs and gore chunks.
-Headshots on monsters create chunks of meat that get thrown around the room.
-Enemies killed by PF Mines create chunks of meat that get thrown around the room.
-Many particle effects for enemy attacks have been upgraded with better lighting.

Endtrail

-Endtrail Grenade projectile has a better explosion particle effect.
-Endtrail has a chance of throwing up to 3 grenades at once with a slight spread.

Enslaved Soldiers-
These are Araissi Soldiers turned into mindless drones that obey every command of the Dinosoid army. Don't expect anything but aggression from them.  //A+:  previously very common and not exactly a flawless new inclusion to the game; they are much, much rarer now

//A+: this enemy was unpolished and has been removed from the game

Raptoid-
Health has been increased from 20 to 25.
Has a chance to spawn 1, 2, 3, or 4 Entrails/Enslaved Soldiers upon spawning into a map when not underwater. //A+:  spawning diversified and slightly reduced

Raptors-
Has a chance to spawn 1, 2, 3, or 4 Leapers/Endtrails/Enslaved Soldiers upon spawning into a map.
//A+:  spawning diversified and slightly reduced

Flesh Sentinel-
Has a chance of throwing up to 3 grenades at once with a slight spread.

Death Guard-
Has a chance to spawn 1, 2, 3, or 4 Flesh Sentinels upon spawning into a map.
Has a chance of throwing up to 3 grenades at once with a slight spread.

Lord of the Flesh-
Has a chance to spawn 1, 2, 3, or 4 Flesh Sentinels upon spawning into a map.
Has a chance of throwing up to 3 energy blades at once with a slight spread

Leaper-
Health has been reduced from 20 to 10.
//A+:  Leapers are now much more common, which is great as they're a versatile enemy that can climb walls, and were underutilized.

Turrets-
No longer spray blood or gibs when destroyed.

Deadman-
Blood projectile attack velocity has been reduced and it is no longer a homing projectile .

Lord of the Dead-
Blood projectile attack velocity has been reduced and it is no longer a homing projectile .
Fireball attack has a better explosion particle effect and lighting effects as it flies.
Has a chance to spawn 1, 2, 3, or 4 Deadmen upon spawning into a map.
Has a chance of shooting up to 3 fireballs at once with a slight spread.
//A+:  has a small chance to spawn another of itself upon spawning into a map

Sister of Despair-
Blue Flying Skull projectile will not only damage the player but also slow down their running speed severely for 10 seconds and it has better impact particle effects. 
Has a chance to spawn 1, 2, 3, or 4 Deadmen upon spawning into a map.
//A+:  makes some surprise appearances later in the game

Purlin Gunner-
Added an extra death animation.
Health has been increased from 25 to 50.
Has a chance to spawn 1, 2, 3, or 4 Swamp Wasps upon spawning into a map. //A+:  spawning greately diversified - less bees, more other things

Purlin Warclub-
Health has been increased from 50 to 100. //A+:  now 60
//A+:  now also has a chance to spawn additional enemies

Purlin Juggernaut-
Health has been increased from 40 to 200.
Has a chance to spawn 1, 2, 3, or 4 Swamp Wasps upon spawning into a map. //A+:  spawning greately diversified - less bees, more other things

Swamp Wasp-
Reduced buzzing sound volume significantly.

Blind Sentinel-
Has a chance of throwing up to 3 grenades at once with a slight spread.

Blind Guardian-
Has a chance to spawn 1, 2, 3, or 4 Blind Sentinels upon spawning into a map. //A+:  spawning greately diversified: Sentinels, Fleshworms, Endtrails
Has a chance of shooting up to 3 arrows at once with a slight vertical spread.

Nala-
Has been replaced with Fireborns.

Cave Spider-
Has a chance of being blown to pieces with explosive weapons and then releasing a lot of Spider Hatchlings from it's body.

Fireborn-
Cannot be killed by fire damage and is much more aggressive and will attack at longer distances. //A+:  Doesn't work. They can be killed by fire damage still. Oh well no big deal
Flames emit from their bodies as long as they are alive.
Now throws a fireball variation of the Endtrail's grenade projectile that explodes on impact and has a much higher velocity value.
//A+: has a small chance to spawn another fireborn, only in specific areas of lvl 4 (e.g not in the fireborn key traps).

Hive Workers-
Has a chance to spawn 1, 2, 3, or 4 Hive Drones/Hive Mites upon spawning into a map.
//A+:  slightly reduced

Hive Drones-
Has a chance of shooting up to 3 energy beams at once with a slight spread.

Hive Soldiers-
Has a chance to spawn 1, 2, 3, or 4 Hive Drones/Hive Mites upon spawning into a map.
//A+:  slightly reduced, though a few extra Hive Soldiers are hand-placed in the Hive maps.

Primagen Elite Guard-
Has a chance to spawn 1, 2, 3, or 4 Primagen Troopers upon spawning into a map.
//A+:  spawning greately diversified

BOSSES

The Blind One-
Swamp Tentacle's health has been increased from 80 to 200.
Swamp Tentacle attacks do double damage.
Ceiling Sphincter's health has been increased from 100 to 300.
Ceiling Tentacle's health has been increased from 100 to 400.
Ceiling Tentacle attacks do double damage.
The Blind One Eye's health has been increased from 50 to 500.
Number of Grubs allowed on the arena floor has been increased to 32 and you have to kill more of them to proceed to the next section of the battle.
Each time a Grub is killed there is a 1/3 chance an Adult Cave Spider will drop from above to join the fight. //A+:  removed as it's awkward and the above buffs to the boss are enough in A+

The Queen-
Little Arms health has been increased from 80 to 200.
Big Guns health has been increased from 200 to 400.
Head health has been increased from 30 to 500.
The number of enemies allowed on screen and in the arena at one time has been greatly increased. 
Mites have a chance of being replaced by a Hive Worker, Hive Drone, or a Hive Soldier.
Enemy corpses never disappear.
The Queen never retreats after getting parts of her body destroyed. She constantly fights alongside her minions once she re-enters the arena.
The Queen's attacks do double damage.
The Queen no longer has homing attack projectiles.

The Mother-
First Stage Arm health has been increased from 80 to 200.
Second Stage Arm health has been increased from 220 to 400.
The Mother spits out 3 times more enemies at once and the number of enemies allowed on screen and in the arena at one time has been increased. //A+:  reduced enemy count somewhat
All attacks done by the Queen have had their damage rates doubled.
Enemy corpses never disappear.
Each time a Grub is killed there is a 1/3 chance a Primagen Trooper will drop from above to join the fight. //A+:  no primagen troopers

The Primagen-
Tendril health has been increased from 40 to 200.
Small Claw health has been increased from 100 to 300.
Big Claw health has been increased from 150 to 400.
Body health has been increased from 400 to 500.
Bombs drop from the ceiling at a faster pace and there's a chance up to 3 can drop at once.
The number of Drones spawned and allowed in the arena at once has been greatly increased.
The number of Drones spawned while the Primagen tries to regenerate his health on stage 2 has been greatly increased.
The amount of damage that must be dealt to the Primagen to stop him from regenerating his health has been increased from 75 to 300.
The amount of time given to stop the Primagen from regenerating his health has been reduced from 6 to 3.
All attacks performed by the Primagen have had their damage rates doubled.
Has a chance of throwing up to 3 fireballs while flying at once with a slight spread.
The fireballs that are thrown down to the floor while the Primagen is flying will leave behind fire that burns for a short time.

PLAYER

Player can now double jump. //A+:  a few adjustments made in the level design to fix problems.
When the player’s health gets down to 30 or less a “Danger Low Health” message will flash on the screen, and the screen will flash red when he’s not moving. //A+:  removed heartbeat sound. was bugged.
Turok will randomly crack jokes and taunt his enemies as he kills them. //A+:  NO HE WILL NOT!

                        MAPS

The Death Marsh maps have had their black fog turned into grey fog and the draw distance has been cut in half to give a better swamp like atmosphere.
The Death Marsh maps have had the color of your surroundings when underwater turned to green instead of blue as it should be.
The Death Marsh maps have had more Purlin Warclubs, Gunners, and Juggernauts added to them.
The Death Marsh maps have had leaves/branches added to the tops of tree trunks.

TEXTURES AND MISC

Added some extra effects to the Iguana Shootout Intro.
New additions to the Main Screen Logo.
All textures and weapon icons have been upscaled and sharpened for better detail.
The "Lives Remaining" face in the HUD for Turok has been replaced.
The color of the Health icon in the HUD has been changed.
Blood pools have been replaced with better sprites and have been better positioned.
More blood has been added to the game as well as a bit more gore chunks.
Splashing blood sound effects on surfaces have had their volumes reduced significantly.
Particle debris effects have been added to many explosions.
The sound effects for the ladder climbing has been replaced.
New skies have been added to the game.
Explosion Damage causes blood to spray when hitting living things.
Bullet impacts have thick plumes of dust and smoke left behind.
Bullet impacts in stone or default material types send bits of material flying out that bounce off of surfaces.
Bullet impacts in metal material types send sparks flying out that bounce off of surfaces.
Arrow impacts have thick plumes of dust and smoke left behind.
Arrow impacts in stone or default material types send bits of material flying out that bounce off of surfaces.
Arrow impacts in metal material types send sparks flying out that bounce off of surfaces.
Explosions leave behind thick plumes of smoke and dust.
Explosions send lots of sparks flying around.
All large bonfires you see in maps will cause fire damage to you and other enemies.
All explosions encontered in a map than are not used for destructible items or false walls do damage to nearby enemies and the player.
The particle effects for bullets and projectiles hitting water now look closer to the first game's effects.
Bullet casing and spent shotgun shell particle effects have been replaced with 3d models.
Many sprites for particle effects have had a Gaussian Blur applied to them to reduce their graininess.
« Last Edit: April 20, 2022, 08:04:57 PM by |TT| »

 

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