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Messages - Mon-Ark

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131
Turok Dinosaur Hunter / Re: Turok EX
« on: December 24, 2015, 08:28:20 AM »
I dont think thats supposed to happen.

Also, are the fireblasts that the demons in stage 7 shoot different?

132
Turok 2 Seeds of Evil / Re: Turok 2 Remaster - our wishlist!
« on: December 23, 2015, 04:15:36 PM »
-The most extreme limb damage: 1 shot to the head or 15 on arms/legs. doesnt help that enemies flail their arms as if they are having seizures. Nothing more dissapointing than using the scorpion launcher on a jobber dinosoid and seeing it survive because the rocket touched the legs, or a cerebral bore hitting the arms.
This also screws tek arrows all over, making enemies somehow able to outrun the arrow's explosion without a scratch.

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I also feel that the limb damage takes aways some of the usefulness of weapons. Why use the firestorm cannon on a tough enemy when one well placed pistol bullet to the head does an instant kill? I feel there should be a middle ground to this, or an option to have global body damage like the first game.


-Low ammo: on most weapons, you carry half the amount of ammo you used to in T1, which brings to the next problem.

-No backpack

-Ammo farming: drag down the pace alot of the time on these places where items keep respawning. Wouldnt be such a problem if you could carry more ammo with yourself.

-Delayed enemy deaths: for some reason it takes a second before theystart to play dead. Many time an Endtrail shoots 1 (or two) times as it falls to the ground.

Other than that, some fixes on maps like:
-ne graveyard gate in stage 2 that wont trigger enemies unless you actually touch the gates

-the Soul gates in stage 2 needing some effect to show you are actually damaging it.

-the spinning wooden platforms in lair of the blind ones have a very small area where you can actually stand (much smaller than the model itself) so you have to land near the pole that supports the platform.

Honestly this is more of a case of what they can fix rather than what they can add.


As for what I would want added: a co-op survival mode akin to Mercenaries mode in resident evil, also like that turok mod on Doom roaming out there.

133
Turok Rage Wars / Re: Rage Wars
« on: December 22, 2015, 12:11:23 PM »
Something interesting I noticed by messing with n64 emulators a extracting models:

The 3d character portraits on the character select, if you take out the hud you can clrearly see that they only have the torsos of the characters instead of the whole body.

HOWEVER, some of the new characters do have their full body behind the hud, and you can clearly see they are actually better character models than those already used ingame.

BTW by some, I think I mean "only tal' set". been a long time since ive done this.

134
Turok Dinosaur Hunter / Re: Favorite weapon?
« on: December 22, 2015, 11:44:02 AM »
Damn, hard choice seeing that theres so many weapons that stay usefull trough all the game.

Probably the auto shotgun.

135
Turok Dinosaur Hunter / Re: Turok EX
« on: December 22, 2015, 09:22:50 AM »
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Also, am I the only one occasionally getting Mortal Wounds when using the rifle? I didn't think it works with guns... But, I'm playing Easy.

Its most likely a bug. You only get them by using the knife and the bow's regular arrows. Cant remember if only human enemies drop them also.

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On a small note, I have to say that I love that they improved the shockwave cannon by making the charged shots not only cover a wider range but also becoming stronger.

Wasnt that already happening before?

136
Well, on an emulator you can make T3 and rage wars play as a modern fps after configuring controls a little.

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Since Turok 3 and Rage Wars are only console it may be more work just to get them.

So far the only way known for extracting 3d models from n64 games is trough a plugin (nemmy's plugin). not that hard at all, but the extracted model needs some tweaking so it looks like in the game.

137
Turok General Discussion / Re: What are your thoughts on the Villians?
« on: December 21, 2015, 12:48:44 PM »
Its weird that in the comics, the campaigner wasnt nearly as epic as what you find ingame. He doesnt even reapper as far as i know.

I was surprised Mon-Ark was the most recurring villian of the Valiant series, yet ingame is nothing more than a generic enemy.

The primagen has that baby E.T. face which doesnt strike me as menacing, tough i sure love seeing the bad ending where he loses half of his head (yet the legit ending is so goddam tame)

138
Turok General Discussion / Re: What Turok is your favorite? (poll)
« on: December 21, 2015, 12:41:27 PM »
My vote goes to the original, just because its mroe like a classic FPS like doom. T3 takes second place


I agree, evolution wasnt as bad as I expected (but I sure looked badas far a non environment models goes). If it wasnt for the second half of the game being a poor-mans starfox and instead being regular gameplay, it would had been much better.

139
Turok Dinosaur Hunter / Re: Turok EX
« on: December 21, 2015, 11:48:18 AM »
So the enemies moves faster in hard mode by default? they only used to when you picked up a spirit token.

I heard sometime later they might plan to release the stages in its original versions.

As for modding, im wondering if besides a stage creator there will be possible to modify the models (enemies, guns)

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Only bad thing I can say is the shotgun comes of screen while reloading if you look at the butt of the gun while pumping the shotgun you can see it come of screen. But that's no big deal :) great game!

It might have been possible that this already happened on the N64/old PC version

140
Well in my case I never got T3 because T2 drove me away alittle from the series with its slower pace, not to mention I sucked at FPS as a kid.

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And if I remember correctly you have to collect pieces for the gun again like in Turok 1

Yeah, The PSG. After the fiasco that was The Nuke in T2, this one was awesome.

I definitely agree, it would be awesome if T3 (and rage wars) got a remaster too.

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