Author Topic: Turok 3 Guns in Doom by Raffine52 [Doom Mod] (UPDATED V2.4)  (Read 38235 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.


(Including Zan Version)

Edited Build Version (Extra Hands Add-ons Included)
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 V2.4)
« Reply #31 on: June 09, 2024, 03:06:28 AM »
After about 6 Months of me dealing with the IRL Stuff and set-backs, V2.4 has been released! Same deal as T2 Weapons in Doom: Mostly balance changes, But adding in some new content. This also marks the debut of Danielle and Raptor to the mod, Which were not included back in V2.2's release.

Main Mod:

Added Animated Texture support for models that were made for them that lacked them originally, So they are no longer stuck in just one texture.


Added Raptor and Low-Res Versions of Danielle (Which is her only model that does not suffer from Heavy Texture Glitches) and Joseph. Credits goes to 'a cow that likes cookies' for the latter two models.
Joseph now has his Death and one of the hurt sounds brought over.


Bow: Full Pulled Arrows now do one more damage.
Tek Bow: Fixed the Almost Pulled/Pulled Tek Arrows having their impact damage swapped.
Shredder: Thanks to able to do Animated Textures now, The Weapon no longer has a placeholder texture on the screen.
Firestorm Cannon: This weapon saw a huge overhaul in this update: Thanks to Brainstorming, I decided to give it a Alt Fire Mode to pair with the main firing mode, which fires bullets pinpoint and does not need spin-up time, But It does less damage (Which is how it was like in the Original game). It's alt fire mode, however, Fires bullets very fast that does more damage than it's main fire mode and shreds enemies faster, But however It has a huge spread and needs spin-up time to balance out it's big killing power. This idea was based off of how Unreal/UT99 Minigun's Firing modes worked. And Thanks to my Blender Training via Tutorials on keyframes, The Barrels finally spin. Also, The main fire mode now fires two bullets per press instead of one. And lastly, Because the Texture Glitch on the Firestorm's Barrels would be very hard to fix within my skills, I decided to just replace it with a new texture while still fitting the original texture's theme.
Napalm Cannon: Fixed a bug where Time Bombs, After sticking to enemies, Would do the same damage as the Mine Bombs, Making it overpowered.
Cerebral Possessor: Fixed a bug where even after the target that was controlled by the bore dies, The Bore will deattach from it's dead target and fly around the map forever making that bore noise.
PSG: The Lights now animate on the weapon, Which means the fire rate is toned down until it's full recharged (Which is faster than the Original game to suit Doom's Gameplay style).
Raptor Claws: Thanks to the Raptor being added, The Raptor Claws was added. Originally, The Raptor Weapons System was going to be included alongside it, but the mess of trying to work it within T3 Weapons In Doom is pretty much tough, So It will be saved for a later update.

The Firing Flashes now come out of the Gun Barrels almost all the time.
Added the Rifle Fire Flash for the Assault Rifle, Firestorm Cannon, Shotgun, Fireswarm and Shredder, Replacing the Pistol Fire Flash for them.
The Bore Trail Colors for both the Normal and Burst Bores are now correct.

I also updated the Zan Version, Pistol Only (Made for Zan in mind) and the MP Weapons Addon, And I even made a Zan Version of the MP Weapons Addon (So a Addon of a Addon).

« Last Edit: June 09, 2024, 03:08:42 AM by Raffine52 »


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