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Turok Games => Turok 2 Seeds of Evil => Turok 2 Seeds of Evil Modding/Mapping => Topic started by: Duke64 on June 24, 2017, 03:31:04 AM

Title: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on June 24, 2017, 03:31:04 AM
(https://duke64nukem.files.wordpress.com/2017/06/fireborn-family_edited-64.jpg)
A lot of things irl coming up I want to release this and update as times goes on.

Important Info:
Turn "show death cinematics' off in the gameplay settings.
Play on Hard or Hardcore to get much more enemies and difficulty.
The Warblade is very useful lol
This will be my updated project.

Fossil Cavern is a SP map branched from the mp map Caverns-1 from Turok 2 SoE Ex(2017 remaster). I created that mp map with the thought of it still somehow working as a sp map later. With much more features.

*Doom/Duke Nukem 3D style layout (collect keys to open the doors) you will need to collect the eagle feathers as keys. I made it so feathers are keys to open the doors. Explore the level find all the feathers and kill anything in the way!
*Fireborn enemies which you don't see often in the sp game.
*Fireborn variants- Iceborn(Icelord), Shockborn, and Bloodborn. Some of these enemies are still being worked on the Iceborn is the furthest along. Thank god for BP's Fireseed tool lol.
*Much larger map, multiple new areas added on to better correspond with SP.
*Faster shotgun speed (To keep up with the amount of enemies, I have sped up the shotgun fire speed).
*See Oblivion monsters in scenes you never seen them before deep in the caverns.
*Occasional spawned enemies to help guide your way and keep up a pace that's set.
*Bind a taunt key that makes you say BOO whenever you want (open console or edit the cfg file and type this on: bind v "PlayMpTaunt"
*Friendly Fireborns
*New Intro and Credits Screen
*Much more

Story:

Tal'Set seeks to make peace with the enemy known as the Fireborns. They have extended there family roots introducing Iceborns (Icelord), Shockborns, and Bloodborns. A darkness is shadowing The Lost Land. Turok is not the only one aware. The Fireborns have reached out to Turok to meet them in an unknown location. Somewhere deep in a Cavern. Turok knows it could be an ambush but he must make peace with enemies to stop a darker force. Oblivion is back and this time it threatens all life forms in The Lost Land. Possessing those who even see the shadows. The Fireborns offer there peace treaty ally partnership in exchange for cleaning there homes of the darkness. They understand that some of there members are already possessed. But this journey has only begun.

(https://duke64nukem.files.wordpress.com/2017/06/20170623214452_11.jpg)

Hope you enjoy:

(https://duke64nukem.files.wordpress.com/2017/06/20170617093811_1.jpg)

Turok Sanctum Post: https://turoksanctum.com/fossil-cavern-v1/

Direct Download here: https://turoksanctum.com/download/fossil-cavern-v1/

Read more: https://duke64nukem.com/2017/06/18/turok-2-soe-user-map-fossil-cavern-beta-v1-0/
Title: Re: T2 SoE SP map - Fossil Cavern
Post by: Sneakze on June 24, 2017, 04:29:38 AM
Looks so cool Duke! love the idea of the different Fireborn breeds too!! Will definitely try it out man :)
Title: Re: T2 SoE SP map - Fossil Cavern
Post by: Rok on June 24, 2017, 01:23:35 PM
Hell yeah I gotta play this having a busy day though. I will play tonight and tell you. Cool intro too. I tried putting a monster there but he just fell down...  love the look of the variant fireborns and the level looks huge nice.
Title: Re: T2 SoE SP map - Fossil Cavern
Post by: ilgm on June 24, 2017, 02:08:18 PM
Just played through it and it's pretty good. Difficulty felt alright, had some fun with the faster shotgun, though I was completely out of ammo by the end and had to rely on my warblade and infighting lol, must've missed some pickups somewhere. The Fireborn variants were really cool too, love how the ice ones left behind trails.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on June 24, 2017, 11:58:56 PM
Thanks glad to hear :) I will be updating soon. Yeah I may need to add some ammo but I like to use warblade first while its calmer and savor some ammo for the guys later. But I think it could use an extra exp shell and shell box maybe a plasma ammo. Did you guys find the grenade launcher underground and charge dart? Those two are harder to find then the mag 60, shotgun, warblade, and plasma.

I will soon have an enemy profile on each of the variants. And updates to them are coming also.

Shocky gave me the most issues while creating this but he's fam so it's good xD
(https://duke64nukem.files.wordpress.com/2017/06/20170623144859_1.jpg)

I tried putting a monster there but he just fell down.

They will fall because of no sector there, add a sector there or feel free to delete my enemies and just use this map.

(https://duke64nukem.files.wordpress.com/2017/06/20170624194856_1.jpg)

"Bloodborn" I see what you did there. ;)

Yeah it made me think of Abyssal since he plays that a lot xD
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: ilgm on June 25, 2017, 12:19:48 AM
Yeah I found the grenade launch and charge dart. Missed most of the grenade shots too so that's probably where I went wrong with ammo lol
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on June 25, 2017, 01:22:06 AM
Yeah I found the grenade launch and charge dart. Missed most of the grenade shots too so that's probably where I went wrong with ammo lol

If you found the grenade launcher congrats i think its really cool that a few people found that underground. It takes an extra second to find that's nice thanks for playing too. I probably need to add some extra ammo i do use the war blade a bit I possibly need to compensate some ammo's so we can get to da choppa :)

I made a clip video



Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Rok on June 25, 2017, 12:30:20 PM
I just got to finish now and the features are great especially the vsriants. I like how you have a few other enemies also. The level is really good took me about 30-40 mins to complete. You can explore and even get a little lost if you want. But the level connects itself and kind of guides the player. Seeing the purple feather before you can get it and once you get it your back to the spot you need it. Great map Dukey.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: ひまわりくん on June 25, 2017, 08:39:47 PM
Just finished this level.

Holy shit was it intense.

Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: AbyssalDragon86 on June 26, 2017, 09:17:20 AM
Funny, I almost spell Fireborn as "Fireborne"... LOL!

Anyway, looks good. Especially the Lightning ones with the charged effect.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Jay Doomed on June 26, 2017, 11:18:44 AM
Now that is one bad ass level there. Congrats on releasing first off because I know it has to be a relief. I like how you have a story and your story reminds me of Doom 64 dialogue xD Good routes in the map great looking areas I think my favorite part is the very open spaced area where you get the blue feather. Never seen a blind lair level that open with that much travel space. Level has a great build up it starts slower and builds up intensity loved the battle with the Oblivion monsters. The level does remind me of a classic type fps level. Find keys, make progress, intensity build up, and kill! But the progress you have is nice because the level isn't a narrow and forward path its a big level wrapped together well. I hope I can come close to making a sp level like this in the future. I'm inspired, seeing the exit right at the start reminded me of Turok 1 level 4 and a few Doom levels. I always love the tease when you can see the end but you have no idea how to get there yet.

The new variant Fireborns are sick Iceborn will be my favorite but they're all really cool. I noticed the bloodborn has bloody footsteps I imagine you have even more planned for them. Yeah hope to see the enemy profiles on them soon. I wonder what you have in store for an update :D

'Feather Required Mate' haha
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: AbyssalDragon86 on June 26, 2017, 11:38:09 AM
Never mind, I edited my last post. I put it in the right file and just finished playing. I like the Fireborn NPC's that talk. I accidentally shot at one during a fight xD but it's a good thing those ones are invincible?

You should make an 'Acidborn' one with a green skin... Maybe the next time?

I played on Normal and the enemies were quite tough but I had the mod on that Vis gave me, so I was running fast and had extra bullets. I'll have to try without the mod. I was still low on ammo though, so it was still a challenge.

All my time playing Bloodborne and Dark Souls has somehow made me better and more patient at melee fighting with the War Blade. It's a different story when there's many enemies and it's not a one on one...

Anyway, it's been a while since I played a user map on any game.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Jay Doomed on June 26, 2017, 12:59:39 PM

I played on Normal and the enemies were quite tough but I had the mod on that Vis gave me, so I was running fast and had extra bullets. I'll have to try without the mod. I was still low on ammo though, so it was still a challenge.


What I do is make a "mods b" folder and I put all the mods in there. Whenever I want to activate a mod I put it in the mods folder and keep all the inactive ones in mods b. The engine doesn't check for mods b so none of them will be read and it makes it so you don't have to delete any or rename them. Gives us easy access to just drag the mods we want in :)

(https://doomforever.files.wordpress.com/2017/06/modbfolder.jpg)

I just tried on hardcore i'm going to kill you for that hahha.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on June 26, 2017, 05:34:34 PM
Just finished this level.

Holy shit was it intense.



Nice video though, thanks! hope you enjoyed xD Going to add this video to my turok sanctum map post instead of my video.

Never mind, I edited my last post. I put it in the right file and just finished playing. I like the Fireborn NPC's that talk. I accidentally shot at one during a fight xD but it's a good thing those ones are invincible?

You should make an 'Acidborn' one with a green skin... Maybe the next time?

I played on Normal and the enemies were quite tough but I had the mod on that Vis gave me, so I was running fast and had extra bullets. I'll have to try without the mod. I was still low on ammo though, so it was still a challenge.

All my time playing Bloodborne and Dark Souls has somehow made me better and more patient at melee fighting with the War Blade. It's a different story when there's many enemies and it's not a one on one...

Anyway, it's been a while since I played a user map on any game.

Yeah Behemoth helped me make him invincible. There's a minor bug with the friendly fireborn I know of. but I won't mention it haha. I just have to add some more code and I didn't do it because it can only happen if the player is cheating atm.

Acidborn sounds good I do have one other so far and I could add this one in too. I already know what to do for him haha. Bloodborn will be updated with more bloody features also- rn he only has bloody foot steps. Was the last user map you played a Doom 64 ex map lol? Still waiting on one of yours :P


Record a video beating hardcore with only warblade lol

Thanks a bunch glad you enjoy!
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: AbyssalDragon86 on June 27, 2017, 06:22:48 AM
Yeah, I'll have to make another folder to separate the mods.

I have to start on Doom 64 again but I've forgotten a lot. The program was easy to use, unlike my experience with trying the T1 editor, so it wouldn't be a problem to relearn some things. I haven't even worked on my Photoshop art lately, but just started again tonight... I hate getting lazy on projects that are looking good. I have been getting back into playing Classic Doom.

The Bloodborns should throw blood like the Undead and my Acidborn idea should puke out acid like the Nalas. Will the Lightning ones eventually give you a shock as if you were hit by Charge Dart?

I think that would make the game play interesting and a challenge. The question is, can you make that work or is the modding still limited?

-

As for the Acidborn ones, please credit me on that idea. :P I would love to help give more ideas and it's good to see this old game given a new life through modding. If only I knew more about modding, myself...
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Jay Doomed on June 27, 2017, 12:03:23 PM
Acidborn sounds like a really cool addition :D
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: AbyssalDragon86 on June 27, 2017, 01:22:13 PM
It's actually quite appropriate because volcanic areas are also acidic and the Acidborn would be closely akin to their Fire cousins.

EDIT: I put that in my title! :P

As for the Doom 64 map, I did do a bit more. Just remembering how to make doors but I forgot a few hotkeys. I'll have to look back on the older posts or references, again.

With the acid, I'm assuming that's what Nala puke is... Those creatures always get me, ever since playing back in the day. xD

-

And lastly, I get an error when I try to open the game with 'Dedicated Server' mode. It says I need some EXE... Sorry for being vague but it's late. If you want a screenshot, I'll make one later. I don't have Beta version, I pretty much got the T2 on the official release. Not sure that matters, though?
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Jay Doomed on June 27, 2017, 02:24:51 PM
And lastly, I get an error when I try to open the game with 'Dedicated Server' mode. It says I need some EXE... Sorry for being vague but it's late. If you want a screenshot, I'll make one later. I don't have Beta version, I pretty much got the T2 on the official release. Not sure that matters, though?
Oh it sounds like you just have to right click turok 2 go to properties and go to betas tab. Switch to public beta that will add the dedicated server EXE. Which you only need to have if you are going to host a server :) Dedicated lobbies still show up in the game but you have to be on the public beta right now until they patch the main game which I imagine being soon. (I could be wrong).

 I also hope to see the Doom 64 ex map! I will never change my profile picture ;) I think the Acidborn will be more than happy to join is born brothers xD

Oh made this

(https://media.giphy.com/media/3D4W4b9wKaUV2/giphy.gif)
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: AbyssalDragon86 on June 28, 2017, 01:29:20 AM
I don't plan on hosting but as long as I can still join matches without any problems... I thought I might've needed that after the latest update.

Modding is something I might look more into soon, when I've got nothing much to do. Better than sitting on a shitty blog site and getting dogged by some stale cunts.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Rok on June 28, 2017, 10:05:47 AM
There are people here who i'm sure would help you if you had a question or got stuck Abyssal.

Btw yeah a green variant to add to this mod with sounds cool. And i seen your pictures of your fireborns in mp will you release that or mp version soon? Raptor rok fest!
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Deathsphere on June 28, 2017, 11:14:57 AM
That was very fun and a good level can't wait for more from you and updates. Collecting feathers as keys and variant enemies. Very creative.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: AbyssalDragon86 on June 29, 2017, 11:19:01 AM
I did try again and some Command Prompt window launched but I'll just open up the game normally, seeming I don't plan on hosting. I just got my update downloaded and then decided to play this mod again.

The little Fireborn, though... xD
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on June 29, 2017, 06:33:17 PM
I did try again and some Command Prompt window launched but I'll just open up the game normally, seeming I don't plan on hosting. I just got my update downloaded and then decided to play this mod again.

The little Fireborn, though... xD
The command prompt is what runs the server you can type commands in it to change stuff about your lobby. There's things that must be done like portforwarding on 5029. But we have servers up already from Educator xD so try those the Dark Fiber 24/7 servers or maybe Insert Claw has better ping for you? I have a server also using Doomseeker but I don't run it 24/7.

Yeah the baby Fireborn xD I even have an idea for it, but I was doing a small notion to my T1 jungle falls map it has the baby raptor haha.

I'm glad you guys had fun and thanks much- it was a lot of work but there's going to be more added. Already made a bit of progress on the Acidborn. Here's his name in the defs lol and it has a note there too.

Code: [Select]
//Acidborn requested by Abyssal

Acidborn kActor_AI_Acidborn
{
    className                 "kexActor"
    placeable                 TRUE
    health                    60
    initialScale              "0.5 0.5 0.5"
    Begin_Component "kexRenderMeshComponent"
        mesh                  "char/Acidborn.skinnedmesh"
        anim                  "anims/SF/Acidborn.anim"
    End_Component
}

He really fits right in I must admit, cool idea.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: AbyssalDragon86 on June 30, 2017, 12:37:27 AM
Command Prompt stuff is too complicated for m to use. I only ever use it for doing a system file check (sfc /scannow) and that's not game related.

I can't wait to see this modded into the game, too bad I couldn't make it happen, myself.

The exploding AoE on the Iceborn is pretty good because I got close to them to bait their melee attack, so I could get a steady shot at them and I did get hit a few times. The hit-box would be a challenge on the hardest mode for anyone wanting to attempt a War Blade only run. I'd have to say the Iceborn are my favourite at the moment.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on June 30, 2017, 01:19:00 AM
The Iceborn is also the furthest along. Enemy profiles coming soon too! Yeah the Acidborn is really close to be acceptable here now.

Lesson one you don't mess with the Shockborn! (It will be part of his updates)

(https://duke64nukem.files.wordpress.com/2017/06/20170629200151_1.jpg)
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: AbyssalDragon86 on June 30, 2017, 03:22:45 AM
I noticed the Iceborn was more done because the Shockborn was still only like a re-skin. I can't wait to see them being able to telegraph the Charge Dart stun effect.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Jay Doomed on June 30, 2017, 10:35:07 AM
(https://duke64nukem.files.wordpress.com/2017/06/20170629200151_1.jpg)

That looks awesome shocking other enemies for stepping on his toe xD Yeah can't wait to see the updates.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Deathsphere on June 30, 2017, 03:43:37 PM
Will more maps/levels be added to this also?? And how soon do you think if so.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on July 01, 2017, 01:54:55 AM
I noticed the Iceborn was more done because the Shockborn was still only like a re-skin. I can't wait to see them being able to telegraph the Charge Dart stun effect.

You can test the Acidborn with me or something also so we can make him perfect btw yeah you would go in credit for this you can help me make the enemy profile on him I will make one on the first ones first. Modding Turok isn't impossible there's just a bit of details to learn first- if you wrap around the basics the other stuff starts to slowly align itself. At least that's what happens to me heh. There is help also. First glance is tougher than later on mate. I bet you will have something one day xD but I want that Doom 64 map!

Will more maps/levels be added to this also?? And how soon do you think if so.

I could say planned ideas but its only wip talks, yes there will be more levels they will also be more focused to there features. For example the Shockborn have there own lair etc etc. Once i do enemy profiles it will give more focus on what's happening here some.

woopy
Goldberg

There are people here who i'm sure would help you if you had a question or got stuck Abyssal.

Btw yeah a green variant to add to this mod with sounds cool. And i seen your pictures of your fireborns in mp will you release that or mp version soon? Raptor rok fest!

Yes Fireborn fest featuring all these variants its pretty fun so far I bet you will like it.

Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: AbyssalDragon86 on July 01, 2017, 03:36:11 AM
I would have to watch video tutorials on modding, I learn much better with videos.

Doom 64: That map, I have been working more on again. Sometimes the little things can still be frustrating. Remember one of the halls with the water candle features I made? I had to readjust the texture because the sky box from the outside area was clipping through on certain angles. If you stood there long enough you'd hear the thunder. xD The cage texture I used. I moved the bar parts until it touched the sides because the sides have no texture and that's how I could see the purple sky through it.

Even though I probably won't understand it, you can PM some shots of the script or whatever the values are for damage/HP and so on... It's still interesting to try and learn how it's all done.

It would also be cool to make a larger Fireborn with the larger Undead fire attack. It's kinda disappointing they never got that or at least some slightly different move-set based on fire attacks.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Jay Doomed on July 03, 2017, 09:56:38 AM
Yes Fireborn fest featuring all these variants its pretty fun so far I bet you will like it.

Sounds pretty cool :) will it only have them or it will still have all the other enemies? I think it should maybe just have the fireborns and variants.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on July 04, 2017, 03:29:52 AM
Yes Fireborn fest featuring all these variants its pretty fun so far I bet you will like it.

Sounds pretty cool :) will it only have them or it will still have all the other enemies? I think it should maybe just have the fireborns and variants.

Yeah most likely it will just be them just so its different sounds okay to me. There will be a little twist to it ;)

I would have to watch video tutorials on modding, I learn much better with videos.

Doom 64: That map, I have been working more on again. Sometimes the little things can still be frustrating. Remember one of the halls with the water candle features I made? I had to readjust the texture because the sky box from the outside area was clipping through on certain angles. If you stood there long enough you'd hear the thunder. xD The cage texture I used. I moved the bar parts until it touched the sides because the sides have no texture and that's how I could see the purple sky through it.

Even though I probably won't understand it, you can PM some shots of the script or whatever the values are for damage/HP and so on... It's still interesting to try and learn how it's all done.

It would also be cool to make a larger Fireborn with the larger Undead fire attack. It's kinda disappointing they never got that or at least some slightly different move-set based on fire attacks.

I have something like a king fireborn planned for a boss since the bosses are a real pain to work with I don't think I will yet... Creat my own boss was the solution. I would like to show you the acidborn in its current state! Good luck on your Doom 64 map no pressure its just cool we wait for new maps man :) Doesn't have to perfect its fun! Enjoy yourself good job.

I have quite a few mods in progress everyone so I need some time because lord knows these turok mods take some time especially including maps :D This isn't the only project there's more. But this is my main project here. Updates will come over time so just enjoy this atm. Thanks :)
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: AbyssalDragon86 on July 04, 2017, 10:31:47 AM

I have something like a king fireborn planned for a boss since the bosses are a real pain to work with I don't think I will yet... Creat my own boss was the solution. I would like to show you the acidborn in its current state! Good luck on your Doom 64 map no pressure its just cool we wait for new maps man :) Doesn't have to perfect its fun! Enjoy yourself good job.

I meant them more as in them being an elite type of enemy. Slightly bigger than the regular ones but a boss would be cool if it's possible.

On the Doom map, I'd really like to know how to create dart traps and also, which directory is the textures in? I see door textures but not in full form. Some textures are only like half or a quarter of the full one and I'm not sure you can flip the textures around like a mirror image?

I might post more about it in the Doom thread, in the afternoon.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on July 04, 2017, 02:00:32 PM

I have something like a king fireborn planned for a boss since the bosses are a real pain to work with I don't think I will yet... Creat my own boss was the solution. I would like to show you the acidborn in its current state! Good luck on your Doom 64 map no pressure its just cool we wait for new maps man :) Doesn't have to perfect its fun! Enjoy yourself good job.

I meant them more as in them being an elite type of enemy. Slightly bigger than the regular ones but a boss would be cool if it's possible.

On the Doom map, I'd really like to know how to create dart traps and also, which directory is the textures in? I see door textures but not in full form. Some textures are only like half or a quarter of the full one and I'm not sure you can flip the textures around like a mirror image?

I might post more about it in the Doom thread, in the afternoon.

Yeah its really easy to make them a different scale and have a different health scale also. But I would also change the bounding boxes of there hit detection and give him more powers or something. I kind of started working on it but nothing to mention yet though except that he will have more fire features than usual :)

About the Doom door its fine yeah you just have to flip the texture. Use this checkbox on the texture you want to mirror. "UV Wrap H mirror"

(https://duke64nukem.files.wordpress.com/2017/07/doom64door.jpg)
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Mon-Ark on July 04, 2017, 02:02:05 PM
It would be cool to have something similar to the extended Doom bestiary, but on the turok games.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Rok on July 04, 2017, 05:53:35 PM
It would be cool to have something similar to the extended Doom bestiary, but on the turok games.

What do you mean by this explain a little further? Just curious  what you had in mind for that is all.

Duke the shock enemy shocking others is cool.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Mon-Ark on July 04, 2017, 06:03:54 PM
I mean some reskins (or slight model alterations) but with different attacks and such. Like in project brutality.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Rok on July 04, 2017, 10:33:17 PM
In a way i think thats what happening here except altered models the blue one have new attack and look like one will shocks the player now 8) but never played any brutality or brutal doom before yet
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on July 05, 2017, 12:39:28 AM
It all started with the icelord/iceborn he is in Rage Wars but definitely different here, attacking you in sp lol. But I also did think about the doom 64 baron of hell and hell knight may have inspired more colors but I forget it, kind of just happened by interest. When these are done they should have a few more features then now. But idk about doing any model changes yet since these are not fully done yet :) played project brutality in mp not to long ago now pretty nice though.
 
The Baron of hell flashes red, throws red fireballs, and is more powerful and hell knight is green! but they are nearly the same.
Boo
(https://duke64nukem.files.wordpress.com/2017/04/bossa1.png)
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: AbyssalDragon86 on July 05, 2017, 12:46:18 AM

I have something like a king fireborn planned for a boss since the bosses are a real pain to work with I don't think I will yet... Creat my own boss was the solution. I would like to show you the acidborn in its current state! Good luck on your Doom 64 map no pressure its just cool we wait for new maps man :) Doesn't have to perfect its fun! Enjoy yourself good job.

I meant them more as in them being an elite type of enemy. Slightly bigger than the regular ones but a boss would be cool if it's possible.

On the Doom map, I'd really like to know how to create dart traps and also, which directory is the textures in? I see door textures but not in full form. Some textures are only like half or a quarter of the full one and I'm not sure you can flip the textures around like a mirror image?

I might post more about it in the Doom thread, in the afternoon.

Yeah its really easy to make them a different scale and have a different health scale also. But I would also change the bounding boxes of there hit detection and give him more powers or something. I kind of started working on it but nothing to mention yet though except that he will have more fire features than usual :)

About the Doom door its fine yeah you just have to flip the texture. Use this checkbox on the texture you want to mirror. "UV Wrap H mirror"

(https://duke64nukem.files.wordpress.com/2017/07/doom64door.jpg)

Thanks, it worked.

I changed all those door textures to CDOR4BB and did both H & V Mirror.

It was right there in front of me all along and I didn't think of trying it... It looks much better.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Jay Doomed on July 05, 2017, 03:12:46 PM
It all started with the icelord/iceborn he is in Rage Wars but definitely different here, attacking you in sp lol. But I also did think about the doom 64 baron of hell and hell knight may have inspired more colors but I forget it, kind of just happened by interest. When these are done they should have a few more features then now. But idk about doing any model changes yet since these are not fully done yet :) played project brutality in mp not to long ago now pretty nice though.
 
The Baron of hell flashes red, throws red fireballs, and is more powerful and hell knight is green! but they are nearly the same.
Boo
(https://duke64nukem.files.wordpress.com/2017/04/bossa1.png)

I see you are talking about two of my favorite enemies here lol. I think they mostly did it to save some room on the rom. But this hell knight is way better than the new hell knights imo.

The bloodborn i think has a lot of potential! Can't wait to see its updates. Hey I actually saw the Fireborn boss test a few weeks back. You were headed in the right direction with it for a start.


Yeah most likely it will just be them just so its different sounds okay to me. There will be a little twist to it ;)

I have quite a few mods in progress everyone so I need some time because lord knows these turok mods take some time especially including maps :D This isn't the only project there's more. But this is my main project here. Updates will come over time so just enjoy this atm. Thanks :)

Sounds good let me know if you need testing for the mp stuff I'm going to try and be around just pm me on here I got it set to high priority on my email. Nice to hear you have other projects nice.. but still hope you make some progress on this one soon. Want to see all new maps from scratch like this one.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Revenant32 on July 05, 2017, 03:39:06 PM
(https://duke64nukem.files.wordpress.com/2017/06/fireborn-family_edited-64.jpg)

Hey that's a neat photo with the color matching. I was away on vacation just got back after the 4th.. and i got to check this level out now. You made a really cool level here im trying to find the purple feather I see it but cant get it yet. Really cool new monsters so far i like the yellow shockborn most :) Lol can you make a revenantborn? jk

Great map so far my bad for playing it late....

Found the purple feather!! Holy shit the part of the level it unlocks is great it has open space. Awesome finish very good level.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on July 05, 2017, 04:41:23 PM
Thanks, it worked.

I changed all those door textures to CDOR4BB and did both H & V Mirror.

It was right there in front of me all along and I didn't think of trying it... It looks much better.

Yeah np haha it happens a lot when the answers are right in front of us, it happens to me a lot at least :) I can't count the amount of times that happens to me xD

Hey that's a neat photo with the color matching. I was away on vacation just got back after the 4th.. and i got to check this level out now. You made a really cool level here im trying to find the purple feather I see it but cant get it yet. Really cool new monsters so far i like the yellow shockborn most :) Lol can you make a revenantborn? jk

Great map so far my bad for playing it late....

Found the purple feather!! Holy shit the part of the level it unlocks is great it has open space. Awesome finish very good level.
Nice and thanks hope you had good vacation I thought you already played hehh. Well thanks buddy.

I see you are talking about two of my favorite enemies here lol. I think they mostly did it to save some room on the rom. But this hell knight is way better than the new hell knights imo.

The bloodborn i think has a lot of potential! Can't wait to see its updates. Hey I actually saw the Fireborn boss test a few weeks back. You were headed in the right direction with it for a start.
Sounds good let me know if you need testing for the mp stuff I'm going to try and be around just pm me on here I got it set to high priority on my email. Nice to hear you have other projects nice.. but still hope you make some progress on this one soon. Want to see all new maps from scratch like this one.

My other projects will go into beta before I update this one to v2 (exception of the mp version). But don't worry the other mods will release really soon sure you can help :)
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Jay Doomed on July 06, 2017, 11:24:47 AM
I was looking at your map in the editor and I just saw your signature on this map. That's nice man bones signature sixty four  8)
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on July 08, 2017, 02:23:14 AM
I was looking at your map in the editor and I just saw your signature on this map. That's nice man bones signature sixty four  8)

I'm not surprised that you found it hehe. For anyone who doesn't feel like opening the map in the editor:

(https://duke64nukem.files.wordpress.com/2017/06/20170623214312_1.jpg)

For anyone who does: Its by the raptoid area.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Turok Fireseed on July 12, 2017, 08:20:31 PM
It's pretty cool, and the new fireborn types are interesting.

Only thing that i found frustrating is that there are times where the enemies will just insta kill me at around 87 HP, or take me from 100 to 9 HP in one hit. Was that intentional? Or is it that the balance needs tweaking?

Other than that, keep up the good work.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: BehemothProgrammer on July 16, 2017, 09:16:29 PM
Too easy 8)
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Jay Doomed on July 17, 2017, 10:25:09 AM
Too easy 8)


Haha shared the video to some buddies :) Nice job damn that was close at the end. Doing this isn't as easy as you made it seem. I tried, you have to keep alert if you get trapped once by enemies it could be fatal.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on July 19, 2017, 10:35:53 PM
It's pretty cool, and the new fireborn types are interesting.

Only thing that i found frustrating is that there are times where the enemies will just insta kill me at around 87 HP, or take me from 100 to 9 HP in one hit. Was that intentional? Or is it that the balance needs tweaking?

Other than that, keep up the good work.

No I didn't change there damage factors at all on any of them not sure I will mess around and try to make that happen but its just a normal enemy I didn't increase there damage scales there's just a lot of them and thnks!

Too easy 8)


Thanks for recording you did good I don't know if I could beat it that fast hehh.

(https://duke64nukem.files.wordpress.com/2017/04/20170414102126_1.jpg)
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: wakey on July 21, 2017, 04:50:10 AM
Very nice map, i enjoyed it lot  ;D
I always felt that Turok 2 lacked a level that was focused more on the Fireborns, my favourite creatures there, and here it is.

It feels well build too, the gameplay and graphics are solid, it only was a bit short for me.

Played it with my Ultra64 mod, looks amazing together :D

Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Jay Doomed on July 21, 2017, 02:54:17 PM
(https://duke64nukem.files.wordpress.com/2017/04/20170414102126_1.jpg)

Going to also be able to play them as mp characters? That looks cool :)
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on July 21, 2017, 06:19:35 PM
Very nice map, i enjoyed it lot  ;D
I always felt that Turok 2 lacked a level that was focused more on the Fireborns, my favourite creatures there, and here it is.

It feels well build too, the gameplay and graphics are solid, it only was a bit short for me.

Played it with my Ultra64 mod, looks amazing together :D

Thanks mate yes my exact thought- there wasn't enough Fireborn in the game at all. So lets change that add some variants and make something based off them haha. Favorite Turok enemy! Yeah there will be more levels updates later, lots of work right. But it won't update quite yet since there are other mods I wish to release first before retracing and adding a new level.

Looks gorgeous I'm going to have to try it and play on your mod too :) keep it up the textures are looking good there.

(https://duke64nukem.files.wordpress.com/2017/07/shot052.jpg)
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on September 04, 2017, 01:12:45 AM
Acid burns

(https://duke64nukem.files.wordpress.com/2017/09/20170627152807_1.jpg)

(https://duke64nukem.files.wordpress.com/2017/09/20170627152807_2.jpg)

(https://duke64nukem.files.wordpress.com/2017/09/20170627152757_1.jpg)

(https://media.discordapp.net/attachments/317738776577441792/354132248762515458/20170627151857_1.jpg?width=898&height=506)
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Rok on September 04, 2017, 01:34:09 PM
Acid burns

(https://duke64nukem.files.wordpress.com/2017/09/20170627152807_2.jpg)
Very cool looking can't wait to kill him :D
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: AbyssalDragon86 on September 10, 2017, 12:49:39 AM
Acid burns

(https://duke64nukem.files.wordpress.com/2017/09/20170627152807_1.jpg)

(https://duke64nukem.files.wordpress.com/2017/09/20170627152807_2.jpg)

(https://duke64nukem.files.wordpress.com/2017/09/20170627152757_1.jpg)

(https://media.discordapp.net/attachments/317738776577441792/354132248762515458/20170627151857_1.jpg?width=898&height=506)

I'm late to seeing this, but I see you've done it.

Do they have acid AoE attacks, yet?
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on September 14, 2017, 12:56:41 AM
Well they basically throw acid when they swipe and when running they kind of splash acid heh. That's what he does so far. I plan to have more in the next update as well. Plans are just plans till they're done, but I would like to add a second level to go along with the Acidborn and to continue this one. Well it will happen soon. I'm just having fun on other quick and fun mods heh :)
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: AbyssalDragon86 on September 14, 2017, 01:02:18 PM
It should be good to see, when it's done. I have to remember to take the other mod out, whenever I decide to check the multiplayer because it's been some time since I played it.

I like my idea that I gave you but I still like the Iceborn, too because of the colour and the AoE effects that had. You could even do a Radioactive version, if that idea hasn't been thought of?
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on September 14, 2017, 01:20:22 PM
It should be good to see, when it's done. I have to remember to take the other mod out, whenever I decide to check the multiplayer because it's been some time since I played it.

I like my idea that I gave you but I still like the Iceborn, too because of the colour and the AoE effects that had. You could even do a Radioactive version, if that idea hasn't been thought of?

Acidborn is very similar to the Iceborn right now just think the iceborn with green acid effects instead :D Ahh ahh it burns it burns ahh ahhhhh! xD
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: AbyssalDragon86 on September 14, 2017, 01:32:22 PM
Should make an area that has that real Yellowstone National Park feel, when introducing them.

Do the Bloodborn ones have blood projectiles like the zombies, yet?
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Mon-Ark on September 14, 2017, 02:23:54 PM
You should use the Rage war's icelord face texture for the frostborn.
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Duke64 on September 29, 2017, 11:56:04 PM
I will use these in my creature descriptions template. It will just be a piece of it. Thought I would share that those are still coming. Doing a lot but more is going into this one for sure.

(https://duke64nukem.files.wordpress.com/2017/09/enemies-trialfire.png)

(https://duke64nukem.files.wordpress.com/2017/09/enemies-trialice.png)

(https://duke64nukem.files.wordpress.com/2017/09/enemies-trialshock.png)

(https://duke64nukem.files.wordpress.com/2017/09/enemies-trialblood.png)

(https://duke64nukem.files.wordpress.com/2017/09/enemies-trialacid.png)

Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Jay Doomed on October 02, 2017, 11:33:28 AM
Nice seeing the variants in this form I bet the descriptions will be cool. Isn't the pic from possibly the Fireborn strategy guide image that didn't get used in Rage Wars maybe or T2 I forget?
Title: Re: Turok 2 SoE SP user map/mod - Fossil Cavern
Post by: Rok on October 03, 2017, 12:41:47 AM
Nice seeing the variants in this form I bet the descriptions will be cool. Isn't the pic from possibly the Fireborn strategy guide image that didn't get used in Rage Wars maybe or T2 I forget?

Acclaim Archives.

And nice they look cool. Brings them more to life.