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Messages - Raffine52
1
« on: January 30, 2025, 12:25:14 PM »
Finally, After about two years since It first started development, The Custom Weapons Addon for T3 Weapons in Doom has finally been released! Turok 3's Weapon Roster was good, although a downgrade from Turok 2's. But what if the weapon roster was extended upon with new weapons and a real weapon upgrade system? Unlike the T2 Custom Weapon Addon, This one does not replace the Default Weapons, But rather extends upon them, while adding in some new toys to play with. Since this is the first release, Some Weapons and Upgrades are missing, and some touch ups have yet to be imported, but what is there feels good enough for me to release it. I also decided to release V2.7 early, With a huge hotfix update coming later. And the HD Textures Addon has also been updated to support the Custom Weapons Addon. https://www.mediafire.com/folder/e0hitvvp1s0oq/Turok_3_Guns_in_Doom
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« on: January 02, 2025, 08:12:45 PM »
V2.6 has been released! You know the drill: Balance changes for nearly every weapon, with some added content within.
Characters:
Added Death Guard's Reaper and Maw Skins from Rage Wars.
Weapons:
Tomahawk: Now does two extra damage. Knife: It now swings a little bit faster. Spear: Now hits two times instead of one and swings faster as well. Normal Arrows, Golden Arrow (Bow), Storm Arrows (Storm Bow) and Tek Arrows (Tek Bow) now fly like a arrow should. No more arrows that fly like a bullet! Bow: Full Pulled Arrows now do a little bit more damage for real this time. Tek Bow: Fixed the Non-Fully pulled Tek Arrows being fired instead of the Fully Pulled Tek Arrows if not pulled all the way through. Also, the Blast Zone/damage is buffed. Toned down Pistol and Silenced Pistol's fire rates. Boosted the fire rate of Shotgun to make it more in line with it's upgrades. Fireswarm: Now uses three shells, like the Shredder does. Also fixed a bug where it can still be fired even with just one shell left. Assault Rifle: Shell Cases now come out of the gun's side instead of it's heatshield, and Fixed the hole in the weapon First Person's Model. Firestorm Cannon: Buffed the Main Fire mode's damage a little bit. Grenade Launcher: Buffed the Blast Zone and damage as well. RPG: Same as GL. Cerebral Possessor: Hopefully Fixed that bug where even after the target that was controlled by the bore dies, The Bore will deattach from it's dead target and fly around the map forever making that bore noise for real this time. PSG: It now needs to be found in all five parts to be usable, just like in the Original game. Spear Gun: While the Spears are now affected by gravity if on land, Underwater Spears are not. This makes it so it's more useful underwater like it should. Also, Imported the Underwater code, since I have forgotten it before (Whoops). Also, the Spears after being fired now use the Retail Arrow Sound effect for pick up. Added the Grapple Hook, After missing out a few versions ago. It works just like it does from Agent_Ash's Grappling Hook Mini-Mod, But as a weapon. It also has recharging ammo. Since it uses ZScript, This makes this weapon GZDoom only.
Idle Animations are now a little bit more likely to play. The Shotguns and Rifles swapped Slots, to be more like the original game.
Items:
Added a Box of Tek Arrows Pickup that gives you 10 Tek Arrows. Added Firestorm Ammo Belts, That gives you 150 Rounds for the Firestorm Cannon. Updated the Storm Quiver and Tek Quiver's Textures (And included the HD Textures for the HD Textures Addon, which I have forgotten before). Updated the Napalm Cannon and RPG Pickup textures to make the back of the box clearly tell what is it instead of saying 'Upgrade'. The Golden Arrow no longer spawns in the Cell Pack spot, and instead spawns in the BFG9000 Spot, on top of Ammo Packs no longer giving a free Golden Arrow. To make up for this, you can now hold two Golden Arrows at a time when getting a Ammo Pack. Made New Sprites for the Keycards when using Alt HUD (They were still using old sprites from back in the Sprite Era, So it does not refect how they look in-game) A overhaul of the Spawners. I will list the highlights:
- Bores no longer spawn in the BFG9000 Spot, With both Bore and Bore Burst spawning in the RL Spot and Possessor spawning in the Plasma Rifle spot. - Bore Ammo and PSG Ammo Pickups are less likely to spawn. - PSG Pieces now spawn in the Cell Pack Spots. BFG10K Spots still give off the PSG though.
I also updated the hand addons to support the new weapon, As well as the music Pack to include tracks from the Remaster. Although, I am still working on the rest of the addons, Including one that has been in my backlog for some time. (Custom Weapons Addon).
3
« on: December 09, 2024, 06:14:07 PM »
After about two months, V1.2 of the Standalone Weapon Mod has finally been released! Another round of bringing over the changes from the current version of LOTF into the mod. And also some other improvements. And some new content. Development on this update has been a rough ride. The reason why it took this long to release it is not due to the fact that the Shotgun's Ammo Switching code was giving me a hard time to import it (It kept saying that there's no normal/explosion shells even if you have some) but Life getting in the way and having to move to a new home. Characters: Added four new characters, two of which are going to be part of the Guest Addon that will be releasing after this update. These Characters are the two Turoks from Turok 3, And as for the Guests, Demoman from TF2 as well as Malcolm from Unreal Tournament. Tal-Set: He now starts with the Warrior's Bow, Which is a reskinned Tek Bow that can use both Normal and Tek Arrows (Which is the Tek Bow from the Current Version of the mod). Joshua: The Bow can now only be used by him. Using any of the Weapon giving cheats will no longer give it if playing as anyone else. Danielle: While she may be the slowest and can't jump high, She starts with the Heavy Bow, A Bow that does a lot of damage (Even more so than Joshua's Bow), But the arrows don't fly as far. Joseph: While starting with only 70 Health, He moves and jumps fast, and his Storm Bow, on top of being quiet, does damage that is a mix between Joshua and Danielle's bows. Demoman: He starts with his own version of the Grenade Launcher with a much faster firing rate and a full loadout of grenades. He also starts with a PMF Layer as well. Malcolm: Unlike the others, He starts with his own weapons: Impact Hammer, Enforcer, Minigun (Both using Pistol Ammo), Flak Cannon and Sniper Rifle. The Flak Cannon can use Alt Flak Shells (Since it uses Shells for ammo). Note that He uses the Unreal Weapons as placeholders (So he has the Knife instead of Impact Hammer) and Flak Shreds/Shell are 2D Sprites due to having to release the update on time (Since I am going on a Trip in a few days). Muted the Jumping sound for Tal-Set (For now) Weapons: The Blade of Plasma Pistol now has dynamic lights. Pump Action Shotgun can be upgraded to the double barrel version via an upgrade item (There is also a full double barrel shotgun pickup, but it's a dummy item that gives you the base shotgun and upgrade together). While the unupgraded Pump Action Shotgun continues to use the original model/animations, The double barrel shotgun uses the new model, And the viewmodel was moved a little bit. Pulse Rifle, on top of it's Multi Fire upgrade, now has a 2nd upgrade in the form of a Zoom-in Mod Kit, Which allows it to set zoom in on targets and fire a instant hit plasma shot. This is due to the Plasma Rifle's removal starting in this version (It wasn't in the style of the other weapons in this mod). Note that the Zoom-in Kit uses the Energy Rounds Pickup from Rage Wars, the Scoped in Graphic and the firing sound of the Beta Pulse Rifle from the Alpha Guns Addon of T1 Weapons in Doom as placeholders. Firestorm Cannon now has a item upgrade that gives it Ragestorm Blades, which gives the weapon a melee function for it's altfire, Which is the damaging coldspin (Not affected by Ancestor's Fury). Combined both Scorpion Missile Launchers into 1 weapon. The single version now has the correct sound for switching missile types, and The 3 tube (MKII) version is unlocked via an upgrade item. The 3-tube version is now manual fire until an auto-reload, Although the Alt Fire button fires all three missiles (And will reload all the missiles as a delay before firing) just like before. The Mk.2 pickup still exists, but it's a dummy item that gives you the base launcher and upgrade together. Unlike the Original Mod, The Original Standalone MK2 Scorpion Launcher remains in the mod, But it is unused. Alien Weapon's secondary ice shot (inspired by this mod) is now locked behind a upgrade item. If the Iceshot hits a watervolume, it'll create a temporary ice platform near the water surface (It's nice that the original creator took notes of what my standalone weapon mod did with the weapon, So he extended upon it). PMF Layer now has textures for which Mine type it is currently using. Added the SMF Layer, Which is the PMF Layer, But can only use Spider Mines. Added the Fusion Cannon MK.II as a standalone weapon, based off of the Overhauled Fusion Cannon from the Current version. Since it is mostly different from what it was originally, The original Fusion Cannon remains as a standalone weapon. Added Fusion Cannon Alpha, Which is the Fusion Cannon from the Alpha Guns Addon of T1 Weapons in Doom in terms of how it works. Ammo Type switching has been added for weapons that has two ammo types. Just like with switching weapons, It is fast, to suit the Fast paced gameplay of Doom. Also, switching Ammo Types is now done via a reload button instead of Alt Fire. New HUD Icons has been made for nearly all weapons, replacing the old Turokdoom sprite holdovers. The only ones that remain the same is the Knife and Fusion Cannon. The Knife and Starting Bows can no longer be dropped. Nerfed the Explosion Shells again: They now do 13 Damage instead of 30 damage, making it so It can no longer take down Barons very quickly. Items: Lever Action Ammo no longer uses a Bullet Sprite for it's pickup as it now uses a model (Clipbox from the Original TurokDoom as a placeholder). Fusion Ammo Hold Rate has been changed to how it was in the current version. The Spawners has been changed: On top of the Weapon Upgrades spawning in Blursphere Spot, The Fusion Cannon MK2 Parts now spawn on the backpack spots at rare chances. Same with the Double Shotgun/Scorpion MK2 Pickups. Hotfixes: Weapons: Pulse Rifle's Zoomed in Firing sound now has it's own sound. Fixed the Fusion Cannon MK.II's Rail sprites being missing and the self-explosion being missing, as well as the heat message being more clear. It also has it's own sound effects, on top of having it's missing sounds added back in. Misc: Removed a copy of the 'LittleSmokeCaller' actor that is causing GZDoom to not load in some cases. Download: https://www.mediafire.com/folder/tpqj9v902qr31/TurokDoom_LOTF
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« on: October 23, 2024, 01:48:38 AM »
Phew. After about one and a half month later, The Overhaul has finally been released... or rather, The Beta Version of it. Since it is the beta, Bugs and some missing content can be seen in gameplay, and since I haven't gotten around to making the LOTLL Content yet, The Normal Weapon Pickup Addon is pre-installed in it. But even with that, hopefully you can still have fun with what's finished so far. Download: https://www.mediafire.com/folder/ayre3u38i2bk7/Turok_Legend_of_The_Lost_Lands
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« on: October 09, 2024, 04:21:49 AM »
Back with more weapon updates, almost done with them as only the Fusion Cannon is left and that one is gonna be a significant overhaul.
-10/06/2024 -Readjusted the weapon order and slot placements -The Wood Bow and Tek Bow have been condensed into the Tek Bow. The TB has new mesh and animations and can now use both arrow types. The Wood Bow will eventually return as a Tal' Set exclusive weapon. -Maps have been slightly updated to accommidate the Tek Bow changes -Alien Weapon: Updated mesh and animations. Now has a secondary ice shot (inspired by Raffine52's LotF Standalone Weapons/Enemies mod) unlocked via upgrade item. If the Iceshot hits a watervolume, it'll create a temporary ice platfom near the water surface. -Grenade Launcher- New hand mesh -PMF Layer: Fusion Mine has been replaced with Spider Mine as the secondary ammo, and is togglable thru altfire. The Fusion Mine still exists as an unused ammotype and as a level hazard.
Now that's some really good stuff, With even one of the ideas from my Standalone Weapon Mod being used. Also, I been thinking: Any new weapons down the line?
6
« on: September 20, 2024, 04:04:41 AM »
V2.5 has been released! AKA 'I can rip N64 Models without having to use a emulator from years ago' Edition. This update brings in some content that was cut from later builds of the Original game into the main mod, like the Spear Gun and Plasma Rifle. This was originally going to be a hot-fix update, But since it adds in a lot of new stuff, It is turned into something different. I also made SD Hand Addons to go along with the SD Textures, too. Weapons: Storm Bow: Buffed the damage of the Arrows from 15 to 18. Assault Rifle: Fixed a hole that was there in the model. Firestorm Cannon: Redid the barrel spinning animation on the model. Added the Plasma Rifle and Spear Gun, Both Weapons that were cut from Turok 3. I brought both weapons back in the past as a addon for the Sprite Version, Although the latter uses the T2 Appearance and The former uses the appearance from Rage Wars in one of the screenshots. Here, Thanks to the May 8 Prototype, The Spear Gun now has it's own appearance, although the Plasma Rifle still reuses it's RW Appearance, and they are now part of the base mod, and in 3D Models to boot (Even if animations had to be redone, Although the animations are currently placeholders and will be refined later, And the Pickup Model/HUD Icon for the Spear Gun uses the Harpoon Gun as a placeholder). Spear Gun: It works the same as the Harpoon Gun from Turok 2: Although It does a little bit more damage than it. Plasma Rifle: The model now has T3 Hands instead of Joshua's, Although it's unchanged combat wise as the firing modes are the same as Rage Wars (It was only shown in preview screenshots and none of the builds leaked has it unless it is found left-over in the files). The Effects were also improved from it's appearance from Rage Wars. Slot 8, Instead of housing the Razor Wind, now houses the Spear Gun and Plasma Rifle while the Razor Wind is moved to Slot 9 and PSG is now on Slot 0. Changed up the weapon offsets on most of the weapons. Items: Ammo Box, All Arrow Pickups and Small Grenade Pickups now use their pick up sounds from the Early Turok 3 Betas. The Crystal Keys now use a different sound effect upon being picked up. Night Vision, Golden Arrow, All Map, Anti Radiation, and Unlimited Ammo now use their own pick up sound effects (With the first two being from the edited build while the rest use the Power up sound from the Early Turok 3 Betas), And if playing as Joseph, He will say 'Cool! Night Vision Goggles!' upon picking them up. Toned down how many Napalm Bombs you get in the bigger ammo pickup to 5. Fixed the Yellow/Red Crystal Keys using the wrong HUD Sprites. Made a SD Texture for the Firestorm's Ammo Pickup (I forgot about it before in past versions, So it was in HD, even without the HD Textures Addon installed). Made the Bullets on the Sniper Rifle's Pickup SD Texture be black and white instead of being colored. With the Plasma Rifle now in, The Cell/Cell Pack Spawners no longer spawn Grenade Ammo (And Bore Ammo in the case for Cell Pack Spawners). Misc: Brought over most of the sounds from the Edited Build. Addons: Most Hand Addons: Updated them to support the Plasma Rifle's Hands. Download: https://www.mediafire.com/folder/e0hitvvp1s0oq/Turok_3_Guns_in_DoomEDIT: The Zan Version of V2.5 has been released! Pretty much, It includes all the added content and improvements from V2.5 into Zan. Download: https://www.mediafire.com/file/r829x1k9sbn0b47/Turok3GunsinDoomV2.5Zan.pk3/file
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« on: September 12, 2024, 02:43:13 AM »
V2.4 Has been released! AKA The Refinement update. After getting the 3D Model Update out as early as possible, There are some rough edges I was going to fix, But I decided to take a long break from it before after releasing it. Now it's the time to smooth these rough edges out with this mini-update. Main Mod: Added Animated Texture support for models that were made for them that lacked them originally, So they are no longer stuck in just one texture. Characters: For James Bond 007, He now has his PP7 instead of starting with T1's Pistol. It works the same as the Pistol, With the only change being the model and sound. Weapons: Knife: Fixed the berserk state still calling for sprites that were removed that causes the Model to Disappear. Assault Rifle: Buffed the damage a little bit. Quad Missile Launcher: Moved the Viewmodel to be closer to the Original Game. Particle Accelerator: The Shots now have Blast Damage, Based off of how Cow's T1 Weapon Port for T2 did. Also, the Lights on the Weapon continue to animate even when it's charging up, and it charges up much faster. Made the moving parts on the Minigun's Barrels/Auto Shotgun's Drum move again. For Weapons that have Two Ammo Types, they can now be switched instead of having both be usable at the same time. Items: Made the Large Cell and Fusion Charge Pickups Larger. Added a Ammo Pickup for the Chronoscepter. Also, I made a new addon: Zan Patch, Which makes some small changes (Shockwave having it's viewmodel be closer, and the Fusion Cannon being removed) Download: https://www.mediafire.com/folder/60i94zzv30f1f/Turok_1_Guns_in_DoomEDIT: For these who want the sprites, The Legacy Version has been released! Back when V2.3 was released, The sprites were replaced by 3D Models, Which made it widescreen friendly, alongside other improvements. But what if you still want the sprites for the following reasons: Either you are playing on software, are playing on a low end PC, or are playing on the Phone? Well, There's a perfect answer for all of these: The Legacy Edition! What this Edition is that It is based off of V2.2 (Before the 3D Model Update), But it includes the improvements from later versions after V2.2, and even keeps some of the things that were dropped from the Main Version, like the Akimbo Pistols. But other than that, It's the same mod gameplay wise, So wanna blast some demons on the go or are on a budget? Legacy Edition has you covered. Also, Some addons that were made with Sprites in mind also work with the Legacy Version (Which is why I moved them to that folder). The Download can be found on the same link as the Main Version is hosted in. For the Features of LE, This Edition uses V2.2 as a base, But the following things from later versions were included: - Fire Rate Changes. - Bullet Puffs has GL Light Support. - Bow's Arrows Having Tracer Effects. - Particle Accelerator's Blast Damage. - Ammo Type Switching. - Bug Fixes (Like Big Tek Arrows Pickup not being in any of the spawners) - Improved Effects. - James Bond having the PP7.
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« on: August 18, 2024, 02:57:23 AM »
Hey, I'm trying out the MP stuff mod and it looks pretty good so far. The new weapons all seem to work fine. Tried out the give all cheat just to have a look at the whole arsenal. Only problem is I can't pick up any of the health pickups. I'm playing on Oblivion difficulty and I tried both Joshua and Danielle and neither of them can pick them up.
Any idea what's up with that?
The reason for this is due to the Health Models being tied to Pickup IDs, and one of them happens to be a ID that does not do anything. Either way, It is fixed, So redownload it (I also replaced the 10 Health Pickup with the MP 2 Health Pickup Model, Although it still gives you 10 health for balancing reasons). Thanks for reporting the issue to me though!
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« on: July 20, 2024, 04:25:32 AM »
After about 4 Years, I finally decided to give it a new life with a planned overhaul update as I wrote a Class List of the Turok Warriors that will be in the mod, including two new Warriors (And two new more down the line):
Turok: Dinosaur Hunter (Tal-Set):
The Original Turok. Little is known about Tal'Set's childhood, or his life in general. What is known is that he was born into the Saquin Nation. Tal'Set grew up to be a brave warrior, willing and able to defend his tribe with his life.
While lacking in Unique Weapon Types (Like a Bore, Mine Layer or a true sniping weapon), It makes up for it with it's simple and easy to use weapon loadout, As well as having two Super Weapons, On top of dealing some really good damage with them.
TRAITS: My ancestors have taught me well: Tal-set is the Class who has the most simple yet damaging weapons. From the Alien Weapon, to the Auto Shotgun, He can cause a lot of damage to enemies with them. The drawback? He has no true sniping weapon (The Tek-Bow is the closest one but not quite), So he will have a little bit of a problem if he's fighting at long range. Only the strong survive: Tal-Set is the most unchanged in his function and his abilities. Playing with him is just like playing Turok: Dinosaur Hunter, so show these newcomers who they better call granddaddy.
Turok 2: Seeds of Evil (Joshua):
The 2nd Turok. Joshua is a Native American who was chosen to become the next Turok after the death of his uncle, Carl Fireseed. He is the older brother of Joseph Fireseed and the younger brother of Danielle Fireseed, both serving as his successors. After becoming Turok, Joshua would continue to live on Earth but would still defend the Lost Land with his life if it would ever be in need of his assistance.
The most prepared of the Turok Warriors, Joshua is unique that It has loads of weapons to choose from, allowing him to take on any combat scenario.
TRAITS: Heavily Prepared: He is the Turok Warrior with the most unique weapons out of all the Turok Warriors. From Shotguns to Launchers to Pistols, He's gotten them all. The only drawback is that some of his weapons deal low damage, and unless you have a weapon menu mod installed, you have to switch between a lot of weapons just to get to the one you want to use. Alt Ammo/fire Usage: He is one of the only Turok Warriors with him having Alt Fires/Ammo on most of the weapons and can make good use of them. He can Load up Explosion Shells in his Shotgun and Shredder, From Sniping Enemies with his Plasma Rifle, to Charging up his Dart Rifle, Joshua can make good use of the Alt Fire/Alt Ammo than other Turok Warriors, Which only has a few weapons use them.
Turok 2: Seeds of Evil N64 MP:
The other non-canon 2nd Turok.
While having less weapons than all the other Turok Warriors (About 10 Weapons, less than Turok 1), On the other hand, It has the firepower as almost all weapons fire and strike fast due to the weapons being based off of their simple models.
TRAITS: Who Needs Weapons?: This Warrior is the one with the least total selection of Weapons, as he has no Shotguns, No Super Weapon outside of the Bore, no Pistol, Just the Mid-tier weapons, But on the other hand, Due to his weapons fire and reload fast, He can strike in enemies with such firepower without them having a huge fire cooldown on most of them. He also lacks a Melee Weapon either, unless you are playing as the Raptor, So don't have your target get too close to you! Limitless Arrows: All the Turok Warriors, If they are out of ammo for their weapons, Are stuck with just their Melee Weapon or a Razor Wind if they have one. But for this Turok Warrior? His Crossbow will never run out of ammo, Allowing it to work as a backup weapon for saving ammo or a sidearm to make up for a lack of a melee weapon.
Turok 3: Shadow of Oblivion (Danielle):
The 3rd Turok. Very little is known about Danielle's past, other than the fact that she grew up to be very close with her brothers, Joseph and Joshua. She excelled in both academic and physical pursuits, graduating from college with one of the highest GPAs that her university had ever seen. Shortly after her graduation, she would marry her long-time boyfriend, Brian, and would maintain their relationship. She would get a job working for the Game and Parks Commission, studying indigenous birds of prey. Danielle is described as being protective and nurturing by heart and acts as a motherly figure towards Joseph, although her caring personality would not stop her from becoming a fierce warrior.
While Tal-Set focuses on Raw Damage, Joshua with his huge arsenal and Turok 2 MP with it's rapid firepower, Danielle focuses on tactical and situational combat strategy. While lacking Alt Fires or Alt Ammo types compaired to the other Turok Warriors, her unique Fire modes for her weapons give her a different way to take on enemies. Also, due to my coding limitations, Danielle has both Joseph and Dani's arsenals, Like how Joshua does in the Original game.
TRAITS: Great, I love a job with perks: Her Weapons work a different way compaired to the other Turok Warriors. While she has some of the mainstays, Like the Bore, Mag 60 and Shredder, Her Weapons all work in different combat tactics: From the Napalm Launcher able to use the Time Bomb Mode to stick to enemies with a quiet sound until it's too late, to the Mine Mode able to press mines and then blow them up when other warrior tries to get pass them without seeing them, to the Storm Bow able to snipe enemies from a far in a quiet way, to her Fast firing GL when things get heated, She has many ways to take on enemies like Joshua can, But due to the Streamlined arsenal, She does not have to deal with having to switch between many weapons at once. Limited choices: Danielle, Unlike the past Turok Warriors before her, Does not have as much Alt Fires or any Alt Ammo Types, So her choices of ammo usage are limited.
Shadow Man (Michael LeRoi):
The First non-turok. Michael LeRoi, 32 years old, was a former English literature student. He dropped out of his English Literature classes and started gambling, which exhausted his funds. Mike was then forced to work as a taxi driver in Chicago, keeping his failure from his family in New Orleans. During a night routine, Mike's passenger was killed in a drive-by shooting, leaving $20,000 in a briefcase. Mike took this money home and spend it with his family, using some of it to pay for his brother Luke's operation. Unfortunately, the gang that shot his passenger tracked Mike down and threatened him and his family. Desperate, Michael sought a bokor to give him protection against the gang. Meanwhile, one day when Mike and family were driving out to dinner their car was being followed until they came up to a red light. Inside of the following car were the thugs that originally owned the $20,000. They opened fire on the vehicle killing everyone inside, except for Michael. The bokors protection worked far too great for Mike, but it was never intended to protect his family. One night in 1999, Nettie had a prophetic dream in which five serial killers (known as "The Five") under the direction of Legion, are attempting to bring the Apocalypse onto Earth by transporting an immense army of immortal monsters (Trueforms) through an enormous construction in Deadside known as the Asylum, built by Jack the Ripper, a member of "The Five". After Mike wakes up, Nettie tells him to travel to Deadside, using his strong attachment to Luke's teddy bear as a spiritual and dimensional conduit, so he can meet with Jaunty, a skull-headed snake, acting as the eyes and ears of Nettie in Deadside.
Due to him not being a Turok Warrior, This Character is unique that while he only has a few weapons, It makes up for it with it's own unique weapon (The Shadowgun), and able to hold two weapons at once.
TRAITS: Your Dark Souls are mine: Michael LeRoi can find the Shadow Gun, a Deadside representation of Mike's handgun, Which acts as his Super Weapon. Although similar in appearance, its difference lies in the fact that Shadow Man has the power to channel the power of his Mask through it. Rather than firing normal bullets, the Shadowgun literally focuses the power of Death itself from the Mask and unleashes spectacular destruction in the form of shrieking wraiths, ripping through its victims before leaving their souls behind. The Shadowgun does not use any bullets because of it being channeled through the Mask. The more Dark Souls Shadow Man obtains, the stronger his life force meter becomes, which also makes the Shadowgun stronger. Most of the standard enemies in the game die in two fully charged (120 Dark Souls) gun shots. Akimbo Goodness: Michael can hold two guns at once, Being the only character in this mod to able to do so. Akimbo MP909s, Mike's Handguns, Shotguns and Violators: He can double the firepower with them. He can't hold two Shadow Guns though, due to balancing issues.
TurokDooM: Legacy of the Fireseeds (Master):
The non-canon 4th Turok. Coming from a Fan-Made Doom Mod that has it take place between all of the Turok Games, He is a mix between Tal-Set and Joshua's Gameplay styles as he has some of the weapons from both.
TRAITS: Old Friends, but built different: Master has weapons from both Tal-Set and Joshua, but mostly the latter. However, They have alt fires that the original owners lack, Like a Deathblow Attack for the Melees, to the Dum-Dum Rounds for the Pistol, to the Blade Attachment for the Assault Rifle. A relic from the past, But revived: Since Legacy of the Fireseeds is based off of Turok Doom, Master plays mostly like TurokDoom, But upgraded for the Legacy of the Fireseeds and suited for Doom's Gameplay. As a result, He can use both Tal-Set and Joshua's combat tactics at once due to him having some of the weapons from both with a mix of his own.
PLANNED:
Turok 2008 (Joseph Turok):
The 5th Turok, AKA The Turok from the future. Little is known about Joseph Turok's early life. Flashbacks of his life before Whiskey Company suggest that he was quite disobedient and disrespectful. At some point in his life he joined the Army and was arrested for an unknown crime, presumably going AWOL. While being sent to a military prison along with other military criminals, Turok's vehicle was stopped by Roland Kane, a general and leader of Wolf Pack who offered the group a second chance by joining Wolf Pack. Turok chose to join Wolf Pack. It is unknown if the other prisoners decided to do so as well. After joining Wolf Pack, Turok was trained by Kane on various combat techniques. During his training, Roland Kane taught Turok how to use the ORO C9 Perforator Bow and ORO P23 Combat Knife.
TRAITS: Modern Training: Joseph Turok is the most modern out of all the Turok Warriors. With him having mostly present day weapons with only a few unique ones of his own (Like the ORO L66 pulse rifle) And able to throw ORO FG8 Frag Grenades when holding a one handed weapon, He plays like a Modern day soldier on the battlefield with a few Turok Traits thrown in. He even has a few cut weapons restored for him to use: Triple-barreled Shotgun, Taser and Unidentified assault rifle all being usable. He is the only Turok Warrior to have to deal with reloading with most of his weapons, So don't get caught in the middle of the firefight when reloading your weapons! Slient Kills: The ORO P23 combat knife and ORO C9 Perforator compound bow are all quiet like the other Turok Warrior's Bows. However, He can use them to great effect as the Knife's Alt Fire, When landed, can one-hit-kill any target at the cost of a long animation, While the Bow can use the Tek Arrows which can explode like Turok 3's Tek Bow, But without needing to switch to that weapon itself.
Turok: Escape from Lost Valley (Mandan Turok):
The 6th Turok, And the oldest of them. Turok is a Mandan warrior from pre-colonial North America. That's it. Not much is known about this Turok Warrior (I have never readed the comics)
TRAITS: The Stone Age: Since he comes from Turok Son of Stone, A series that takes place in a different universe many many years ago before the Turok games were a thing, He is the most limited combat wise out of every other Turok Warrior due to him having a knife and Bow as his only weapons, since Mandan Turok is pretty much a throw-back to the Turoks from the Comics where they only have these two weapons to fight off what comes to them. With this only weapon I have...: Turok: Escape from Lost Valley, Aside from the Knife, Only had the Bow with Normal Arrows. Since it would be impossible for him to survive at what stuff from future throws at him, He is given New Arrow Types to match the other Turok Warriors. He can get Poison, Fire, Ice, Explosion, Plasma, and BIG Plasma Blast Arrows with them all using the same Arrow count aside from the Explosion, Plasma and BIG Plasma Blast Arrows using Tek Arrow Ammo.
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« on: June 09, 2024, 03:06:28 AM »
After about 6 Months of me dealing with the IRL Stuff and set-backs, V2.4 has been released! Same deal as T2 Weapons in Doom: Mostly balance changes, But adding in some new content. This also marks the debut of Danielle and Raptor to the mod, Which were not included back in V2.2's release. Main Mod: Added Animated Texture support for models that were made for them that lacked them originally, So they are no longer stuck in just one texture. Characters: Added Raptor and Low-Res Versions of Danielle (Which is her only model that does not suffer from Heavy Texture Glitches) and Joseph. Credits goes to 'a cow that likes cookies' for the latter two models. Joseph now has his Death and one of the hurt sounds brought over. Weapons: Bow: Full Pulled Arrows now do one more damage. Tek Bow: Fixed the Almost Pulled/Pulled Tek Arrows having their impact damage swapped. Shredder: Thanks to able to do Animated Textures now, The Weapon no longer has a placeholder texture on the screen. Firestorm Cannon: This weapon saw a huge overhaul in this update: Thanks to Brainstorming, I decided to give it a Alt Fire Mode to pair with the main firing mode, which fires bullets pinpoint and does not need spin-up time, But It does less damage (Which is how it was like in the Original game). It's alt fire mode, however, Fires bullets very fast that does more damage than it's main fire mode and shreds enemies faster, But however It has a huge spread and needs spin-up time to balance out it's big killing power. This idea was based off of how Unreal/UT99 Minigun's Firing modes worked. And Thanks to my Blender Training via Tutorials on keyframes, The Barrels finally spin. Also, The main fire mode now fires two bullets per press instead of one. And lastly, Because the Texture Glitch on the Firestorm's Barrels would be very hard to fix within my skills, I decided to just replace it with a new texture while still fitting the original texture's theme. Napalm Cannon: Fixed a bug where Time Bombs, After sticking to enemies, Would do the same damage as the Mine Bombs, Making it overpowered. Cerebral Possessor: Fixed a bug where even after the target that was controlled by the bore dies, The Bore will deattach from it's dead target and fly around the map forever making that bore noise. PSG: The Lights now animate on the weapon, Which means the fire rate is toned down until it's full recharged (Which is faster than the Original game to suit Doom's Gameplay style). Raptor Claws: Thanks to the Raptor being added, The Raptor Claws was added. Originally, The Raptor Weapons System was going to be included alongside it, but the mess of trying to work it within T3 Weapons In Doom is pretty much tough, So It will be saved for a later update. The Firing Flashes now come out of the Gun Barrels almost all the time. Added the Rifle Fire Flash for the Assault Rifle, Firestorm Cannon, Shotgun, Fireswarm and Shredder, Replacing the Pistol Fire Flash for them. The Bore Trail Colors for both the Normal and Burst Bores are now correct. I also updated the Zan Version, Pistol Only (Made for Zan in mind) and the MP Weapons Addon, And I even made a Zan Version of the MP Weapons Addon (So a Addon of a Addon). Download: https://app.mediafire.com/e0hitvvp1s0oq
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