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Finish the word: Turok 2: Seeds of ****:
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Topic Summary

Posted by: BehemothProgrammer
« on: July 21, 2017, 05:03:07 PM »

Thanks. I really have to step on the gas here though because I really need to focus my efforts elsewhere at the present time and foreseeable future. I've done so much work with Turok 2 modding, more than I've ever done before, and I don't want to forget about it which will happen if I stop. I think for the all the maps after this one I'm going to use a level editor tool I have in Unity and export them out with Fireseed to try and create maps faster even if it does make it look less like a Turok 2 map.
Posted by: Duke64
« on: July 21, 2017, 04:37:56 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!


Excellent job here must of been a lot of scripting, studying, and searching xD Well damn you pretty much know everything now haha. I think a lot of your mods and work will spread out through out almost every mod there is even in the futures. Fireseed is already being used pretty much all the time, I know I use it a bunch :) Great job getting the Primagen too pretty damn awesome. I'm also interested in all the other things too. Hey good job mate! Keep it up and don't rush your work :) we not going anywhere.
Posted by: BehemothProgrammer
« on: July 21, 2017, 04:18:14 PM »

I only have 1 map done and only just started the 2nd map, both of which contain no combat and are only exploratory maps. But I'll try to get this out as fast as I can for you guys to play, still that could be quite some time. And yeah Jay he works in MP. Everything you see in these mods I try to make work in Raptor Fest mode so just always assume everything I post here will also work in MP.
Posted by: Jay Doomed
« on: July 21, 2017, 02:57:47 PM »

Sounds like a shit ton of work :0 awesome Primagen dude yeah when can we play? :D Would love to get my hands on the Primagen also for some action against him does he work in mp? Put him in the Doom maps from 64 too!! But he looks really fun to battle here exactly never seen him in a fight like this. Cool.
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!

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. (I could also make a weapon that creates platforms but we'll see)



Primagen! holy shit nice jab  8) only question when can I play :)
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 :) that's some really nice mapping too. Nice blending different areas like that mate.
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.
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