Posted by: Deathsphere
« on: July 21, 2017, 01:29:43 PM »Yeah fighting the Primagen as a normal boss would be cool never seen him in that type of battle before. Nice looking map too btw great work.
Posted by: Deathsphere« on: July 21, 2017, 01:29:43 PM »Yeah fighting the Primagen as a normal boss would be cool never seen him in that type of battle before. Nice looking map too btw great work.
Posted by: Rok« on: July 20, 2017, 06:40:41 PM »Thanks! Primagen! holy shit nice jab ![]() ![]() Posted by: BehemothProgrammer« on: July 20, 2017, 06:33:10 PM »Thanks!
Update: I've added in all the Turok 2 defs I needed for every door, interactive object, platform, action, destructible, sound, and particle (that was a lot of work). I've added more details and the actors to the map as well as lighting and it's looking and functioning even better ![]() I also added the Primagen as a normal enemy. And platforms that you can be pushed around to create some type of simple puzzle scenario. And it all works perfectly in MP too thanks to my network syncing scripts. Oh yeah! Posted by: Duke64« on: July 19, 2017, 10:47:09 PM »I especially like that underground Primagen portal area using the blind lair stuff I mostly like the lair assets and ya did a good job with them.
Posted by: Jay Doomed« on: July 17, 2017, 10:33:12 AM »Can't wait to play looks great, yes another Turok 2 map!
Posted by: ilgm« on: July 16, 2017, 03:37:33 PM »That looks great, nice job. Can't imagine how long it took to sector
Posted by: Duke64« on: July 15, 2017, 09:47:34 PM »I like the sound of the new name of this mod
![]() Posted by: BehemothProgrammer« on: July 15, 2017, 03:48:33 PM »After what seems like an eternity of map sectoring I've finished 1 map. Yay! (ugh...) The Forever Light Courtyard. I'm also changing this mods name to Turok 2: Forever Light.
Here's a fly through of the map (which is missing actors and appropriate lighting) And this is the sector work with more underneath ![]() Posted by: Jay Doomed« on: June 28, 2017, 02:50:38 PM »Really like how you added monsters in this area and the level changes were subtle yet very notable. Butthis part here is really cool I always wondered why there was no monsters around the pool here. Mix it with some haste its pretty bad ass.
Oh made this ![]() ![]() Posted by: Duke64« on: June 20, 2017, 10:46:15 PM »Tried to download your mod but I get a 404 error. Did you download from here https://turoksanctum.com/behemoths-mod-wip/ or dropbox? try the first link in the post. Posted by: ひまわりくん« on: June 20, 2017, 08:21:49 PM »Tried to download your mod but I get a 404 error.
Posted by: BehemothProgrammer« on: June 17, 2017, 08:51:56 PM »Downloading now sounds really cool. Here we goThanks! Glad you enjoyed it. Many things to name that I like this time I will go with I love the feather power ups and how they mock Doom 2016. Haste xD And really nice level edits.Thanks. Yeah I made quad damage, haste and regen. Doing Berserk would be fun and bloody but a lot of work lol. Would be cool if the sacred eagle feather actually gave skills you can use anywhere. Like the feather in river of souls unlocks that air dash, and things like that.The mod right now is all very temporary, I imagine it changing greatly later on. The points system sounds great for an arcade type of mode. This is amazing, really liking the weapon changes.Thanks. I want to make more weapon changes when I get time to. I doubt anyone will know where the font is from. It's from an N64 game called Hybrid Heaven. Great stuff dude all around fun mod I really like that ground pound and the RazorwindThanks. It's Predator tech Razorwind. ![]() Really enjoyed playing!Haha and now you got 8mb of RAM. Posted by: Badger« on: June 16, 2017, 10:45:39 PM »Really enjoyed playing!
Expansion Pack Found Posted by: Jay Doomed« on: June 16, 2017, 11:28:27 AM »Great stuff dude all around fun mod I really like that ground pound and the Razorwind
![]() Btw nice Turok 2 cancelled photos added ![]() Posted by: ilgm« on: June 15, 2017, 03:22:09 PM »This is amazing, really liking the weapon changes.
What font are the damage numbers from? Looks familiar |