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Messages - Raffine52

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11
:primagen: Turok 2 Guns in Doom Version 1.3 has been released :primagen:


Edited Build version will be coming soon.

And here's the changelog:

AKA The 3D Model Update. The Largest Update for Turok 2 Weapons in Doom ever, So large with the planning and work that it took a good few years, And for a very good reason. A huge update that overhauls much of the weapons, But it's much more than that. It finally gives the mod 3D Model Support, and as a result, Gives the Weapons and Items a much needed 3D themed Look, Gives the Turok Characters their own appearances, and a lot of other stuff.

Main Mod:

The Bootup screen now has some color into it. (Edited Version)
As the main focus of this update, most of the mod now use 3D Models, From the Weapons, to the Items, to even the Projectiles.

Characters:

Flesh Eater and Purr-Pin now start with the shotgun in their hands.
Added the Unused Turok Model as a Selectable Character.
Thanks to 3D Model Support, All of the Turok Characters now have their own appearances instead of using the Doom Marine Sprite Placeholders. Note that Turok and Tal-Set currently use PC Models since their N64 Models don't look right in GZDoom (Just like what happens in Fireseed Model Editor). Originally, I was going to add in a system to let their current weapon worldmodel change each time you switch between weapons, But due to how advanced it would be and the fact I have to redo each character model just for each weapon for the main mod, It was dropped. It will however be done in a upcoming addon, But it only be for Turok.
Splited all the Guest Characters into it's own addon but Doom.

Weapons:

The Weapon sprites has been redone again, But This time as I said before, using 3D Models instead. This makes them widescreen friendly as a result. Due to this, I included their Idle Animations for all of the weapons. Credits goes to Matsilagi for the Idea, which I felt It would be way easier to work with, But not without two roadblocks getting in the way during development.

Much of the weapon roster has been overhauled to make them be much better to use than before:

Talon: The Swing Boost Bonus under the effects of Berserk was removed.
War Blade: The Swing Boost Bonus under the effects of Berserk was removed also.
Flare Gun: It now starts with 50 Ammo with a max of 100 (150 With the Ammo Extender). The Alt Fire Mode has been removed, But to make up for it, It fires faster. It's also on the 2nd Slot. The Impact Effects were also redone. Originally I was going to make it upgradeable, But it was dropped.
Bow: The Pull Animation is shorten down, Allowing Arrows to be fired faster than before. The Arrows themselves now have a tracer effect, To make them easier to spot.
Tek Bow: It has gotten the same changes as the Bow. The Tek Arrows was also given a Tracer, and smoke effects were added.
Pistol: Added Magnum Rounds, An Alt ammo type that only this weapon can use: It can deal 2X Damage, Just like with the Dum-Dum Rounds found in Duke Nukem 64/Turokdoom. The Akimbo Pistols was removed.
Magnum Pistol: Akimbo removed.
Tranquilizer Gun: The weapon has been overhauled completely. The Tranquilizer Darts are now Projectiles instead of being hitscan, making it no longer a Pistol clone as it was in past versions. The scope is finally usable. The Alt Fire has been removed.
Charge Dart Rifle: After sitting out of V1.1 and V1.2 for the longest time, The SP Version of the weapon finally makes a return, and does not suck this time as it was hugely overhauled: It can now charge up correctly, And after the shot hits something, It will shock the affecting area, with stronger the charge, The longer and more damaging it can get.
Shotgun: More Smoke now comes out of the gun between firing and reloading it, AKA Turok 2.
Shredder: The Beam Effects are now in 3D, Have sounds for bouncing and exploding instead of having none in past versions. The Explosion Shells is now a mix of the Turok 2 and the TurokDoom Versions: The Former for the Main Projectile and the latter for bouncing all over the place before exploding.
Plasma Rifle: The Main Fire Mode now looks more beam like, And now has splash damage. The Scope has been imported, Which means that the Sniper Fire Mode can only be used while it's zoomed in.
Firestorm Cannon: The Shots now look like beams like they should instead of being ball-like projectiles.
Sunfire Pod: It can be held for longer throws.
Bore: The Explosions are now colored Blue instead of being Orange.
PFM Layer: The Main Fire Mode now fires PFM in a Impact Grenade Like mode. It can now switch between Impact and Mine Modes.
Grenade Launcher: The Grenades bounce much longer before exploding.
Scorpion Launcher: No Changes.
Flame Thrower: It is now like the WRW Version. Other than that, Largely unchanged.
Harpoon Gun: The Harpoons now have a tracer effect.
Torpedo Launcher: No Changes.
Razor Wind: Orignially, I was going to make it work like the T-64 Version, But due to issues, It remains the same for now.
Nuke: No Changes.
Crossbow: The Ammo Using Version is used by default.
Charge Dart Rifle (MP): It now has bourcing sound effects, And when it hits a target sometimes, It releases a shock effect.
Assault Rifle: No Changes.
Plasma Rifle (MP): The Splash Damage is buffed, and just like the SP Version, You have to be zoomed in for the Scope Fire Mode to be usable.
Firestorm Cannon (MP): No Changes.
Rocket Launcher: No Changes.
Grenade Launcher (MP): Same changes as the SP Version.
Bore (MP): No Changes since it reuses the SP Bore Projectile.
Harpoon Gun (MP): The Ammo Using Version is used by default.
Torpedo Launcher (MP): No Changes.

Explosion Effects and Weapon Effects were hugely improved, using the effects from T-64 Weapons Pack. No more overused explosion sprite (Or Not since the Razor Wind uses it still)!
For Weapons that have Two Ammo Types, they can now be switched instead of having both be usable at the same time.
Since the SP Version of the Charge Dart Rifle is brought back, The MP Version no longer spawns in the SP Weapon Set.
The Raptor Claws, Riding Gun and MP Scorpion Launcher has been disabled (For now).
Nearly all weapons had their damage changed so they are more balanced.
Crossbow can now drop from dead players.
Added the Explosion Shell Box and a Alt Version of the Shell Box Ammo pickup.

Items:

The Full Health and Ultra Health pickups are now voiced.
The Cheat Life Force Pickups no longer spawn normally.
Some of the Power up appearances has been replaced with Feathers. The only one that does not is the Invulnerability (Using the unused model from the original game).
The Invisibility Powerup has been replaced with the Unlimited Ammo Powerup. Matsilagi gave me the idea to replace them, so I chose to follow in that idea. 
 
And the hotfixes.

Fixed the Tek Bow able to fire Tek Arrows even if you ran out of them.
Self-Explosions can no longer harm the player.

Edit: The Zan Version of Turok 2 Weapons in Doom has been released. While a Zan Patch has been made before, There's so many changes made within the base mod that I had to make a Zan Version of it's own, Just like with T3 Weapons In Doom.

Changes:
- The SP Charge Dart Rifle, due to it's model not appearing in Zan, Will always be the Multiplayer Version, Without the bouncing effects.

12
Turok 2 Seeds of Evil Modding/Mapping / Turok 2 MP Map Collection
« on: October 18, 2023, 04:45:02 AM »

by Raffine52
Current Version: V1.2

Turok 2 MP Map Collection is a mod for Turok 2 Remaster that aims to unofficially extend the Multiplayer Mode with some new content, like adding in new maps (Some of which were made from members of the Turok community and others that were unused in the Remaster, Although starting in V1.1 I decided to make new maps by myself to the mix), to adding in new character skins for some of the base game's cast and new characters. Think of it as the first big mod I have done for Turok 2 EX.

Currently, 45 Maps and 43 Character Skins are included. Since the maps are all packed in within one file, this makes it possible to switch to any custom maps without the need to quit out any Multiplayer sessions. It also currently comes packaged with Patches for Turok 1 Weapon Port, Arsenal and Rebalanced MP Vanilla Weapons (Choose one at a time!) so they can be played with the mod.

Changelog: https://raffine52.neocities.org/Changelog.txt

Install Guide: https://raffine52.neocities.org/MapCollectionInstallGuide.txt

For players who are looking forward to playing this mod, I made a guide on how to install it!

And now for the content...

Maps:

The Originals:
(PC) Turok 2 - City4
(PC) Turok 2 - City5
(PC) Turok 2 - Marshes5
(PC) Turok 2 - Harbor9
(N64) Turok 2 - Experimentata
(N64) Turok 2 - Moonlit Mayhem
(N64) Turok 2 - Close Quartered (Originally called Endangered Species)
(N64) Turok 2 - Vulcan's Forge
(N64) Turok 2 - H2 Whoa!
(N64) Turok 2 - Escheria
(N64) Turok 2 - Mosh Crypt
(N64) Turok 2 - Crazy Eight
(N64) Turok 2 - Bullseye
(Remaster) Turok 2 - Caverns
(Remaster) Turok 2 - Lair of Oblivion

Original Creators: Iguana Entertainment, Night Dive Studios

The Original maps that were packaged within Turok 2 EX. The only changes to them was adding the 'Remaster' tag to two new maps that were not in the original versions, 'Turok 2' in all of them due to maps from other games being in, And one of the N64 Maps getting a name change. Aside from these changes, They are untouched.

The Leftovers:
(N64) Turok 2 - MirrororriM (Unused)
(N64) Turok 2 - Fish in a Barrel (Unused)
(N64) Turok 2 - Squares Cubed (Unused)
(N64) Turok 2 - Close Quartered (MP Weapons, Unused) (Originally called Madhouse!)

Original Creators: Iguana Entertainment

These maps were used in the original N64 Version, But not in the remaster. They were, however, included in the Remaster's files, although unused. However, This mod brings these four unused maps back to the spotlight, ready to be played on. For the first three maps, They have a missing background model in one of the areas, but they are still playable. Unlike the used N64 MP Maps, they keep the original MP Pickups, which means MP Weapons and the MP Full Health Pickup. All of these maps lack music (Because when I try to edit them, the game crashes when I save them).


The Custom Maps:

(PC) Turok 2 - Caves1
Original Creator: Duke64

This map is a remake of the same map from the Original PC's MP, Although the pickups and layout are nearly 1:1 to the original map.


(PC) Turok 2 - Harbor5
Original Creator: Badger

One of the most played maps of Original PC MP, Brought over to T2 EX thanks to Badger. Needs little to say, It is a classic.


(PC) Turok 2 - Twong's Spire
Original Creator: Badger

One of the arena maps from Original PC MP. The pickup placement makes it really easy to have Plasma Rifle duels (Or Alien Weapon Duels if you are playing it with T1 Weapons)


(Custom) Turok 2 - Harbor-10
Original Creator: Badger

This is one of the biggest MP maps from the Turok 2 Lineup, Thanks to being based off of the final segment of Port of Adia. Although, it's loads of fun if you can bring in a lot of players here, and the size makes it a fun house.

Turok Rage Wars Pack:
(N64) Turok Rage Wars - Starlight
(N64) Turok Rage Wars - Proving Grounds
(N64) Turok Rage Wars - Crypt
(N64) Turok Rage Wars - Mystic
(N64) Turok Rage Wars - Crossroads
(N64) Turok Rage Wars - Bomb Shelter
(N64) Turok Rage Wars - The Pit
(N64) Turok Rage Wars - Stronghold
(N64) Turok Rage Wars - Water Temple
Original Creators: Badger, Snake Plissken

A selection of maps from Turok Rage Wars that were ported by Snake Plissken, Sectored by Badger and packed as part of Turok 2: Rage Wars Mod originally. I only edited them to add in the pickups and removed the unneeded models out of a few maps to make them playable for other game modes. These maps are pretty much spot-on recreations of the maps found in the original game, with added music from the GBC Game for two maps. These maps however are big, to fit in the size of Turok 2 EX's players, Otherwise they will be too small if the maps were original size.


(N64) Turok 3 - Catwalks
Original Creators: Badger, Snake Plissken

Small Map that plays well with 2-4 Players, But anything bigger and it can get chaotic.

(N64) Perfect Dark - Villa
Original Creators: Badger, Snake Plissken

Battle in one of DataDyne's Arenas!

(PC) Dwango5 - Not Dwango
Original Creators: ilgm, Rockt

Originally part of Ilgm's Dodgeball mod, now part of the Collection, Allowing this map to be played with normal weapons, or any weapon mod of your choice.

Turok 3 Pack:
(N64) Turok 3 - Where are You?
(N64) Turok 3 - Giblet
(N64) Turok 3 - Pop the Weasel
Original Creator: Raffine52

With Turok 3 Remaster including all the Multiplayer maps and being left unused thanks to the removal of that game's Multiplayer Mode, I ported these maps to Turok 2 EX as part of the collection (Although if this reaches 10 Maps, I will release the maps in a standalone package). Due to my sector skill limitations, Changes are made to the maps, Although not too much.

Unreal 1995 Tech Demo Pack:
(PC) Unreal 1995 Tech Demo - Cliff
(PC) Unreal 1995 Tech Demo - John
(PC) Unreal 1995 Tech Demo - James
Original Creator: Raffine52

Set in the world of fantasy from a realm that is long forgotten in it's home land, The Turok Warriors fight in these abandoned places from many many years ago, Which before, Only one entered and wandered around just staring at them and remembering what these places really are. Either way, The maps were ported to T2 EX thanks to the use of T3D to OBJ tool and Leo being the one to port the maps to the final version of Unreal, Which allowed it to be possible. They have pickups placed in since the original maps lacked them (The original Tech Demo only had the player explore the levels and the only 'weapon' was a 2D Eyeball projectile), The lighting was redone, And due to the way the maps in Unreal handle the skybox, The outside areas were blocked off.

Skins:

FleshEater, PurrLin, Endtrail and Fireborn now use RW Voices instead of using their Enemy counterpart sounds. Campaigner uses the RW Death sound instead of reusing the Pain sound, and Tal-Set has three death sounds instead of having just one.

Original MP PC Turok/Tal-Set: Original MP PC Models of both Tal-Set and Turok That were used in Original PC MP. They are included within the remaster's files, But are left unused originally.

TurokAlt: N64 Turok with different colors.

HeavyWeaponsRok: Originally, I was going to make him have a ammo-belt and a load of ammo on him, But that didn't happen for the first release: instead being a simple reskin of N64 Turok.

TurokPCAlt: PC Turok with different textures.

Warrior/Master: Turok's RW Skins, imported on the N64 Turok 2 Model.

TurokWithRWTextures: Turok 2 N64 Model, But using RW Textures.

AdonAlt: Adon with different textures.

PurrLinAlt: Purr-Linn with Diffenr- You should know this by now.

Sloth: Purr-Lin RW Skin, imported on the T2 Model.

Icelord: A simple recolor of Fireborn that happens to look like the RW Skin.

BlackMaskedWarrior: Uses Hexen II's Archer Sounds. It's unknown who he came from, But with the fact he's totally unknown but has the skills of all the Turok Warriors, He is the one that strike fear in.

Turok 3 Skin Package: All of the character skins from Turok 3 imported into T2 Thanks to 'a cow that likes cookies'. Nearly all of them use the T2 Animations but the High-Poly Versions use the T3 Animations still.

Credits:
Raffine52
thebestmlTBM
Badger
Duke64
Snake Plissken
ilgm
Rockt
a cow that likes cookies
Rareware
ID Software
Raven Software
Epic Games
And any play-testers who play-tested the mod during development

TRAILER
Coming soon

Download Links
https://www.mediafire.com/file/s8w2fw064p38uaf/MP_Map_Collection_Full_Package.zip/file

Download (Main Mod/Patches only): https://www.mediafire.com/file/09x0x1frez14zy9/MP_Map_Collection_Main_Modpatchesonly.zip/file

Screenshot Preview


13
Turok 2 Seeds of Evil Modding/Mapping / Raffine52's Misc Mods
« on: September 22, 2023, 03:42:51 AM »
This is a collection of mods I made for Turok 2 Remaster that don't need a page of their own. This will be updated over time.

Cow's Turok 1 Pickups Raffine52's Replacement Ver.: You need Cow's T1 Weapon Ports for T2 Remaster for these to work: Otherwise they won't do anything.

SP Version: Same as the Cow's Version, But only replacing the weapons that had a T1 Counterpart: Weapons that lack one remain unreplaced.
https://www.mediafire.com/file/2o68ygool25gei7/Turok1_replace_pickups.kpf/file

MP Version: Suited for Multiplayer, Includes both Original Icons and MP Underwater Weapon Restoration Mods alongside it.
https://www.mediafire.com/file/v5wjibzxhbq3cz1/Turok1_replace_pickups_alt_mp.kpf/file

Fixed Weapon Wheel: Makes the Weapon Wheel be more like the Original Versions of Turok 2 (N64 and Original PC). This can be freely used for other mods.
https://www.mediafire.com/file/4xm5vb5sf8tuxpx/FixedWeaponWheel.kpf/file


Arsenal MP Patch: Makes some small changes to make this weapon mod suitable for Multiplayer. You need Fortuna Inc's Arsenal Weapon Mod for this to work.
https://www.mediafire.com/file/j5plweajudheima/Arsenal_mppatch.kpf/file

Rebalanced MP Vanilla Weapons: Rebalanced MP Vanilla Weapons is a mod that aims to change and rebalance some of the weapons for Turok 2 Remaster's Multiplayer to my own tastes, and fix some of the balance issues that Remaster MP has.
https://www.mediafire.com/file/nmygil6c2xx3a99/RebalancedMPVanillaWeapons.kpf/file

MP Harpoon Gun and Torpedo Launcher Restoration (This was made back in 2019): This Small Mod Restores the MP Versions of the Harpoon Gun and Torpedo Launcher back into the Remastered Turok 2. Night Dive Studios must have Removed the MP Versions of the Harpoon Gun and Torpedo Launcher while working on the Remaster, But they left the Data for these Two Weapons, making them unused. This Mod makes them usable once again, And it can be used for other Mods.
https://www.mediafire.com/file/p3kyc51akj8yibf/MPHarpoonGunandTorpedoLauncherRestoration.kpf/file

MP Map Collection Skins for BP's Coop Mod: Allows the New Skins from my MP Map Collection mod to be used in BP's Co-Op Mod. Load this after Co-Op Mod!
https://www.mediafire.com/file/nctah1awbzwxxd6/COOP_1.2.5MPMapCollectionSkinsAddon.kpf/file

14
After a few years of being left in the dust, Finally I released a new update for this music pack: I included the tracks from Castlevania: Dracula X Chronicles mixed in with the tracks from Castlevania: Rondo of Blood.

Download: https://www.mediafire.com/file/fiw7l32lkdun3vo/Castlevania_-_Rondo_of_Blood_-_Dracula_X_-_Dracula_X_Chronicles_Music_Pack.rar/file

15
Finally, After about Three Years of no updates, 007: The World is not Enough Weapons in Doom makes a grand comeback with a new update! AKA 'Wait, How many years this mod went by without a update?' Edition. A gameplay focused update that adds in some changes, from QOF Improvements, to Weapon changes, and other things, Although not overhauling the sprites: That will have to wait until much later.

Toned down the Kazakovich KA57's Firing flash, as that one was pretty much damaging to the eyes.
Mustang MAR-4GL can now switch between the Main Gun and Grenade Launcher Modes with one press of the alt fire button instead of having to hold the Alt Fire button and releasing it to fire the Grenade Launcher.
Scoped Weapons can finally zoom in, instead of being just for show.
Before, The Silenced P2K does not alert enemies, But P2K (PS1), Suisse SSR 400, Ingalls Type 20, Deutsche M95 and Delta 900 Mag alerts enemies even know they have Silencers too (And in Delta 900 Mag's case, It's a Crossbow), which can throw players off when they are used to the Silenced P2K not alerting them when using these five weapons. This has been fixed, So now all of the listed weapons does not alert them like they should once they are fired.
The Pickup Sprites for the Wolfram P2K (PS), Iac Defender and Frinesi Shotgun are smaller.
Changed up most of the Damage Numbers on most of the weapons.
Added in the Console Background.
The Mod's name is now shown while GZDoom/Zan is loading up.
The 'Select Class' screen now says 'Select your Character'.
Removed the Reloading Voices for the L4D Characters.
Frinesi Shotgun now has a Real Magazine.
Slowed down Iac Defender, Ingalls Type 20 (PS) and AR36 Sniper's Put away speed.
Some Ammo Pickup Sprites has been replaced.
The Full Ammo pickup actors (That are unused) has been removed.
Fixed a long standing issue where the .44 Magnum Ammo Pickup reuses it's Smaller Version's Sprite.
5.7MM Ammo now finally spawns, Where before, It was unused, leaving only Ammo Bags and MB POW90 Pickups to refill ammo for the weapon.
Removed the Small Crossbow Ammo Pickup from the Clip Box Spawner.
Impact Grenade and Cluster Grenade no longer spawn in the Rocket Ammo Spot.
Custom Weapon Bobbing has been added for some weapons to prevent sprite cut-off when playing in 4:3 Ratio... almost.
Fixed Doom Sounds playing when 007 Jumps or lands.

I also updated the Addons, Where for the Low Detailed Weapons, I fixed a long standing game crashing issue with the Delta 900 Mag where after firing it, The game freezes.

Download: https://www.mediafire.com/folder/1wm1eyyrn70db/007_The_World_is_Not_Enough_Weapons_In_Doom

16
General User Mods, Maps, and Content / Rafffine52's Remastered/Other Mods
« on: December 17, 2022, 04:54:43 AM »
This selection of mods lists all of the Remastered/Others Mods I made that don't need a page of their own.

SKMega: Re;Birth: SKMega: Re;Birth is a updated version of SKMega X, One of my old unreleased edited mods, It is based off of SKMega X V2.0 (The Zan Version), Although with some content removed and some Quality of Life Changes to suit my current modding quality standards.

Current Version: Beta 2

Download: https://app.mediafire.com/435o0td7l8uxa

Weapons Resource WAD - ReBirth: The Weapons Resource WAD (or WRW) is a collection of new DECORATE weapons created for editors to use in their own projects. And then ReBirth fixes some issues with the weapons while keeping the spirit of the Original Mod alive (This means original effects, sprites and all).

Current Version: 1.0

Download: https://www.mediafire.com/file/4uo5stmywz8ws5o/Weapons_Resource_WAD_-_ReBirth.pk3/file

Doomreal (RTNP Weapons Addon): Adds in the Weapons from Unreal Mission Pack: Return to Na Pali to Doomreal. Needs Doomreal for it to work.

Download: https://www.mediafire.com/file/xzw7wbspcxhhf3q/stinger_rtnpweapons.pk3/file

17
Finally, After about nine months since the last version and any new updates to my weapon mods, V1.6 has finally been released! AKA The 3D Model Update. While 1280X768 Sprites didn't went so well, My next fix is to use 3D Models, allowing me to keep most of the weapon details that Sinael's sprites lack. I am also working on the Sprite Version alongside this, But that will be released later.
 
All Weapons and Items now use 3D Models instead of Sprites. The only item that hasn't been converted into a 3D Model is the Armor, Because no matter what I did, It just wouldn't show up in-game, So I decided to keep it in sprite form for now.
Made the Stinger unable to fire after using the Alt Fire Mode for a few seconds just like the Original Game (The Original Mod allowed you to use the Main Firing Mode after using the Alt Fire Mode).
Fixed the ASMD Sparks using the wrong sprites.
Changed Quadshot's Alt Fire Sound.
Renamed Sniper Rifle to Rifle.
Rifle now has a scoped animation before zooming in and out. On top of that, The Scoped Texture is now Red instead of Blue.
The All Map now uses the Comp Tablet model instead of the Translator.
By pressing the Reload key while having the Automag selected, You can now spin it (The animation was unused in the original game).
The Automag now fires instantly the second you press the fire button to better refect the Original game.
The Razorjack's Fire rate is now the same as the Original Game.
Disabled the bobbing on the Razorjack because it would be janky had I left it in.
Dispersion Pistol now has a pickup model.
Fixed a coding Mistake of having the Green Armor replacements spawning in the Medkit spot.
The Quadshot now uses the Original Model instead of the 227 Model.
Fixed the Quadshot not playing the overriding firing sounds.
When you fire all the barrels that are fully loaded in the Quadshot, The weapon now has a slower firing rate.
The Quadshot can now spend shells.
Fixed the Item Pickups and Power ups not playing any sound.
Nerfed how many ammo you can hold in the Quadshot.

I also updated some of the addons as well, So Old Sounds and Enemy Mod has gotten some updates as well.

Download: https://www.mediafire.com/folder/1qj9ehpdvu1dk/Unreal_Weapons_-_Raffine52_Edition

EDIT: A Standalone Version of the Enemy Addon has been released! This version is the same as the Addon Version, But the main difference is that you can load it up with any Weapon Mod of your choice.

18
V1.1 has been released!

Base Mod:

More Ammo Count Changes.
The Alt Fire Box, Which was unused for a long time since Turok Rage Wars Weapons in Doom, Finally sees the light of day. It is now called the "Assault Shotgun, Colt Pistol and Rocket Launcher Alt Fire Kit", And unlocks the Alt Fires of these weapons. These Alt Fires are taken from the Edited Version. Some Alt Fires that are not powerful than the Main Firing modes are already usable even before getting this item.
Fixed the Thrown Bricks not playing any sound when you pick them up for real this time.
The Respawn and Key Needed Sounds are now imported.
SMG Ammo can now spawn in Shell Spawners.

Guest Addon:

Added Joshua Fireseed, Adon, Juggernaut, Fireborn, Blind One Guardian and Oblivion Spawn for the Turok Side.
Added the RW Mag 60, Both the SP and MP Versions.

19


It's Time to Split! The Mod has been released!

Download: https://www.mediafire.com/folder/hwqzdtbgfcmom/TimeSplitters_1_Weapons_in_Doom

20
Released the Gameplay Teaser showing off the weapons.


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