Author Topic: Turok 3 Guns in Doom by Raffine52 [Doom Mod] (UPDATED V2.3)  (Read 41869 times)

Offline thebestmlTBM

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Re: Turok 3 Guns in Doom by Raffine52 [Doom Mod] (UPDATED V2.3)
« Reply #30 on: March 05, 2024, 07:58:15 AM »

by Raffine52
Current Version: 2.3

Turok 3: Shadow of Oblivion Guns in Doom is a Doom Mod that he started on November 12, 2017, But No Work was done on it Until November 18, 2017 Is where he started Working on it. Free from a Game where you can beat it in 3 Hours and full of Bugs, The TK3 Guns comes to Doom, Where they can Enjoy Kicking Ass without the Glitches Ruining their Fun.

The Reason why he started it is because Turok 3: SOO Had the 2nd Best Choice of Weapons, Only Behind Turok 2: SOE, But he was upset when he couldn't find any Doom Mods that has Turok 3 Weapons Ported in, Because The Game Was so Short that he Beaten it in Three Hours While he was having fun with The RPG, Fireswarm and Others, And Because Turok 3's MP looked like crap in terms of graphics since the Weapons Keep their Low-Res Models even in Single Player Mode with Bots (Which had no excuse when even Turok: Rage Wars didn't do this And even with 2-4 Players Playing, The Weapons keep their High-Res Models but with Simple Animations and No Hands). So That's why he is planning to Fix that and Port over Almost all of Turok 3's Arsenal into Doom, Of course!

The Goal of this Mod is to Port over much Of Turok 3: Shadow of Oblivion into Doom, Which Includes Weapons, Items and Health Packs. However, Just like Turok 2 MP Guns in Doom Mod that he is still working on, A few Weapons will not be like the Original in terms of it's Firing Modes. Unlike that Mod, There will be some Weapons that would not be added into the Mod, So The Razor Wind and PSG Will not be added. The Sniper Rifle will also use it's own Ammo due to how powerful it was in TK3 (Uses AR Ammo, and If you make your Shots count, You can destroy pretty much any Enemy in the Game), But However he will release a Addon that Changes it back to Use Rifle Ammo Again.

Joseph and Danielle's Gameplay from Turok 3 Will not be ported over, So Joshua Fireseed's Gameplay Will be used. So the Player Sounds will be like:

Also Unlike Turok 2 MP Guns to Doom Mod, he will Release The Mod With Half of the Weapons Missing, And In the Later Updates, The Missing Weapons will be Re-added back in. Here's the Think List.

Trailer


Download
https://app.mediafire.com/e0hitvvp1s0oq
(Including Zan Version)

Edited Build Version (Extra Hands Add-ons Included)
https://www.mediafire.com/file/6zc0ewp8j92pb2y/Turok3GunsinDoomV2.3B%252BExtraHands.rar/file
Doom Hands
Simpson Hands (For Ultimate Simpsons Doom)

=Add-ons Included=
Intro (GZDoom Exclusive)
MP Weapons
Music Pack
Pistol Start
HD Icons
HD Textures
HD Danielle Hands
HD Joseph Hands
HD Raptor Hands

Offline Raffine52

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Re: Turok 3 Guns in Doom by Raffine52 [Doom Mod] (UPDATED V2.7.1)
« Reply #31 on: January 09, 2026, 01:03:55 AM »
After about two months of development and some touch-ups, V2.7.1 has been released! Because I had to bring back this old kind of version numbering from my old days. Because I released V2.7 very early alongside the Custom Weapons Addon, There were some things I have left unfinished or didn't had the time to add them in... Until now. This version has a lot more stuff that's added or changed, Both of what I have originally planned for V2.7, and new content (So much so that this could have been a V2.8, but it's not). I am proud to offer you the chance to warm up your trigger fingers one last time for a while with some new content packed in to keep you playing for a while. There are beasts lurking in the shadows, and they are hungry....

Main Mod:

Removed the TWINE Pickup Weapon Models and the Explosion Shell Shot actor (They were leftovers while working on the custom weapons addon and were included in the main mod by mistake).
Changed the spawner code of almost all items from using RandomSpawner to Spawner code. At first it seems nothing is changed in-game, This is so Menu settings can work without issue.
Added a Mod Menu. Unlike in T1 Weapons in Doom, There are more settings to change up:

Weapon Sounds: Choose if you want N64, Remaster or Beta Weapon Sounds (Item Pickup sounds remain unchanged)

NOTE: They will only take full effect when playing either the Base Mod itself, Vanilla Weapons or MP Weapon Addons. When playing with Custom Weapons Addon, Any base mod weapon that's edited (To have upgrades/more ammo types) will keep the N64 Sounds
NOTE2: While most of the Remaster sounds are in, Some sounds still use N64 Sounds, This will be taken care of later

Item Set: Choose Which Item Set will spawn in the next map load, affecting what weapons/items you will get and also to suit one's tastes:

- Beta/Rage Wars/Custom Items: The default option, Everything from this mod will spawn.
- Beta/Custom Items: Same as the default option, But not including any Rage Wars Weapon Backports (Just the Spear Gun, Hand Grenade (Which is not in yet) and Plasma Rifle out of the new weapons).
- Final Items only: Only Weapons/Items will spawn stuff that was in the Final Version of Turok 3 (Aside from Powerups not in T3 and Ammo Pickups for the weapons that use different ammo types, like the Tek Bow, But if you want the 'closer to the original game experience', there's a addon for that, Which will be coming soon after this mod's release).
- thebestmlTBM Set: Based off of TBM's Edited Build.

Shell Casing Appearance: Choose if you want the casings to be 3D or 2D.
Storm Bow Arrow Setting: Choose if the Storm Bow's Arrows will arc or not.
Emaciator Firing Action Setting: Choose if the Emaciator will play the firing sound on each shot or have it looped.

Added Heretic/Hexen Support. For Heretic, Just like in Turok 1 Weapons in IDTech1, There's no PSG to get.

Weapons:

Bow: The Alt Fire has been reworked: Instead of firing the Golden Arrow automatically, It now switches between Normal and Golden Arrows. Also, It was nerfed to the ground: Backpacks will no longer touch Golden Arrow total: Still remaining at one (Reverting back to how it was before), when under the effects of unlimited ammo powerup, Golden Arrows can no longer be spammed like before as they will still use ammo (So one golden arrow will be used even with the powerup is in effect), and when having no golden arrow, The ammo switch won't take effect. When switching away from the Bow while Golden Arrow is equipped, It stays when switching away and switching back to it instead of just turning into a normal arrow.
Storm Bow: When zoomed in, The Arrows will fly a bit further. It now has a setting for allowing either Arc Arrows or non-arc arrows.
Zooming in with the Storm Bow/Sniper Rifle/Plasma Rifle no longer Alerts monsters.
Arrows have their hitboxes changed a bit.
Touched on Pistol/Silenced Pistol's fire rates again, This time for good.
For the Shotguns, Two Flashes will appear once being fired instead of one.
Fireswarm and Shredder now have their own flashes.
Grenade Launcher: Toned down Grenade's Range from 48 to 26 Speed, To make it closer to T3's. It's blast zone was nerfed a bit.
Spear Gun: It has gotten a overhaul to make it not be a waste of space on the backpack:

- It now has Piecing and Underwater Spear Modes. On land, Piece will go through targets and do some good damage (At the cost of the Spears breaking upon hitting a wall and you have to arc your shots), and when underwater, They fly faster and you don't have to arc them (And plus they don't break so they can be picked up again).
- It now has it's own pickup model and HUD Icon, Replacing the T2 Placeholders. Animations however remain the same as before (The new animations weren't ready at the time of release).
- It no longer spawns in the Shotgun spot (Mostly due to the fact it is possible to get trolled by it appearing most of the time when you need something like a pistol badly). It spawns in the Chainsaw spot instead, Which by comparison, does not spawn as much, So it makes it less likely to run into this weapon when there's no underwater areas (And even then, the Piecing mode can help out).

Plasma Rifle: Touched up some of the First Person Animations (Again). The Put Away animation is made faster. Also edited the model to make the arm not be sticking too far on the screen. I also changed the pickup model from the one unused from LOTF to the one from the Original game. Just like the Spear Gun, It now has it's own HUD Icon, replacing the T2 one.

Added Freeze Gun, Inflator, and Emaciator from Turok Rage Wars. The reason is because the lack of Energy Weapons (Aside from Plasma Rifle), and as a teaser for RW Weapons in Doom. Just like with the Plasma Rifle, They have improved effects and touch-ups from the original mod. Think of them as a Teaser.

Inflator: Changed up the kill messages, Added smoke for Alt Fire shot impact, and now have Trails for the shots. The Alt Fire is changed so instead of being a held and release to fire it, It is now just a press, and upon pressing either the Fire Button or Alt Fire button, It will fire it, while switching weapons will cancel the alt fire.
Freeze Gun: Trail effects and a non-cheap looking Alt fire hit and blast damage.
Emaciator: The weapon now spins when firing. Main shots now has blast damage, and Alt fire shot now has a shockwave effect.

PSG Pieces spawn in the Backpack spots (AKA TurokDoom LOTF) instead of in Cell Pack Spots.
Cerebral Possessor is moved to being in one of the powerup spots, while the Bore now spawns in the BFG Spot again.

Items:

Night Vision's pickup voice check (Where if using Joseph, He will have a voice clip upon picking them up) now has Inventory.RestrictedTo' added in the JosephVoiceCheck 'Inventory' actor. This makes it so when using any of the weapon giving cheats, You will no longer say Joseph's line upon picking up Night Vision if not playing as him.
Firestorm Ammo now spawn in Cell/Cell Pack Spots.
Replaced the Box of Shells Ammo Pickup Model with the edited one that combines the N64 Model (Box) and Shells (Remaster). The Box being the N64 Model meant that you can finally see the front.
Fireseed Armor/Improved Fireseed Armor has been replaced with Soldier Vest/Improved Vest.... Which also means he's not a playable character (at least yet). Just because you try hard doesn't mean you'll make it into the battle. A new HUD Icon has been made to replace the one reused from T2 Weapons in Doom. They also now have their own pickup sound (Life Force Sound from the May 3 Build).
Replaced the T2 Plasma Rifle Ammo Pickups with the RW Energy Round Pickups. The HUD Icon is also changed to be the T2 Plasma Ammo HUD Icon from N64 T2.
Napalm/RPG Ammo Pickups now reuse the Grenade Ammo Pickup Sounds instead of using the UT2004 ones.

Misc:

Replaced Dead Marine Bodies with Dead SWAT Troopers.
Added another Cheat used sound.
Added a new cheat: "THERAGEWARS", That gives you Plasma Rifle, Inflator, Freeze Gun, and Emaciator.


For the Addons with this release:

Updated the Intro Addon to remove the Original game's boot up controllers/copyright text, and included a Title Drop at the end.
Two New Intro Addons has been made to go alongside this release: Beta Intro and CA64 Intro. Beta Intro is the Intro from the May 31/June 6 Builds of Turok 3, although edited to be a bit more finished: There's music, and a Title Drop at the end. CA64 Intro is the Intro From Castlevania 64, Although with T3 Weapons in Doom Logo replacing the Castlevania Logo, and acts as the Opening Credits instead of being a title screen.

For the rest of the addons, That's what I am working on next: And a new trailer to go along with it too (For now it is delayed until after I get the addons done).

Download: https://www.mediafire.com/folder/e0hitvvp1s0oq/Turok_3_Guns_in_Doom
« Last Edit: January 09, 2026, 01:06:52 AM by Raffine52 »

 

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