Author Topic: TurokDooM: LotF Standalone Weapons/Enemies by Raffine52 [Doom Mod]  (Read 36596 times)

Offline thebestmlTBM

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TurokDoom
Legacy of the Fireseeds
Standalone Weapons/Enemies
by Raffine52
Current Version: V1.2
These mod are the Separate version of DrDoctor's Original Mod that was a tribute update to Murden64's TurokDooM. One of them being the Standalone Weapon Mod, the other being the Standalone Enemy Mod (including some extra enemies of course to complete the Monster Placements)

Standalone Weapons
Download Link
https://www.mediafire.com/folder/tpqj9v902qr31/TurokDoom_LOTF

Edited Build Version (+Simpson Hands) (1.2)
https://www.mediafire.com/file/n1pjeqokawg0xse/TurokDooM-LotFWeaponsStandAlone_EB%252BSimpsonHands.rar/file


Add-Ons
Centered Weapons
https://www.mediafire.com/file/x6zsrry9c0z5ki4/TurokDooM-LotFWeaponsStandAloneAddon_CenteredWeapons.pk3/file

Screenshot Preview



Standalone Enemies
https://www.mediafire.com/file/c8i8pnttgy1evja/TurokDooM-LotFEnemiesStandAlone.pk3/file

Screenshot Preview



Related Topic
TurokDooM: Legacy of the Fireseeds demo by DrDoctor
https://turokforums.com/user-mods-maps-and-content/release-gzdoom-turokdoom-legacy-of-the-fireseeds-demo/
« Last Edit: December 17, 2024, 11:23:12 PM by thebestmlTBM »

Offline Raffine52

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And a Hotfix release days after this was made.

Main Mod:
Readded the Smoke Effects.

Weapons:
Bruckner Sixer now has a Alt Fire of firing all six bullets at once. This is based off of how the weapon's Alt Fire worked in the current version, Only this time It does it without any aiming or anything, Just a slower cooldown.
Fusion Cannon is now offset to the right like any other weapon.

Offline Raffine52

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Finally, After about two weeks of work (With breaks between), The enemy only mod of TurokDoom Legacy of the Fireseeds has finally been released! Instead of the weapons, featured only are the enemies themselves, alongside some custom enemies thrown in, for use for other weapon replacement mods/level packs. It isn't without some changes, though. You played with the Turok Weapons from that mod before, now get ready to face the enemies for your chosen weapon mod! Due to so many custom enemies I have to work with, I have to leave out a few of them by V1.0 (With a few placeholders in it's place), Alongside some planned things (Like Gibbing), Alongside some placeholder stuff, as this is pretty much a huge Doom Mod I worked on this month.

Changes:

- Old Poachers and Leapers are included alongside the new ones.

- Added a ton of new custom enemies, mostly from TBM, and some from me, all of which are not in the Original Mod. There's a lot of them, So much that a few of them are not in V1.0. So here's the list:

TBM:
Nazi Poacher (Old and New) - Same as the Rifle Poachers but with different voices
Mantid Slave - Unseeable to the clear eye
Mantid Grunt with the Pulse Rifle
Mantid Pyromaniac (Mancubus Placement) - Roasts enemies in sight
Blue Robot Mech with Plasma Cannon and has the Energy Axe
Green Sentry Drone
Green Robot Mech with Grenades and PFM Mines (Like Turok Doom's Mancubus)
Giant Black Robot Mech (Boss - Spider Mastermind) - Fires Fusion Cannon and Shoulder Cannon
Cyborg Raptor - Fires an Arm Cannon (Like Mech Raptors)
Cyborg T-Rex (Boss - Cyberdemon Placement) - A T-Rex with eye lasers (NOT IMPORTED YET)
Huntress (NOT IMPORTED YET)
Cyborg Leaper (Old and New)
Campaigner and Gant (NOT IMPORTED YET)
Cyborg T-Rex MK.II (NOT IMPORTED YET)
Mauler
Purlin Juggernaut - Retextured the gun to make it fire bullet instead of grenades (Baron of Hell Placement)
Purlin Sloth - Fires Shredder Projectile (Arch-Vile Placement)
Purlin Mauler

Raffine52:
Shotgun Poacher with Explosion Shells
Undead Poacher
Undead Raptor (Both it and the Poacher one's textures were made by TBM for the burned enemies of both, But I decided to turn them into enemies)

- Poachers have Doom styled Item Drops.

- New Poachers have Different voices.

- Changed up the Height and Radius for some of the enemies so they don't get stuck on top of each other.

- The Long Death Animations of the Poachers are now very rare.

Download: https://www.mediafire.com/folder/tpqj9v902qr31/TurokDoom_LOTF

Credits:

Murden64: For the Original TurokDoom Mod
Dr.Doctor: For the Original Mod
Raffine52: For the Edits done to make it standalone, Alongside coding the Custom Enemies
thebestmlTBM: For the custom enemy ideas and textures

Offline Raffine52

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Re: TurokDooM: LotF Standalone Weapons/Enemies by Raffine52 [Doom Mod]
« Reply #3 on: December 09, 2024, 06:14:07 PM »
After about two months, V1.2 of the Standalone Weapon Mod has finally been released! Another round of bringing over the changes from the current version of LOTF into the mod. And also some other improvements. And some new content.

Development on this update has been a rough ride. The reason why it took this long to release it is not due to the fact that the Shotgun's Ammo Switching code was giving me a hard time to import it (It kept saying that there's no normal/explosion shells even if you have some) but Life getting in the way and having to move to a new home.

Characters:
Added four new characters, two of which are going to be part of the Guest Addon that will be releasing after this update. These Characters are the two Turoks from Turok 3, And as for the Guests, Demoman from TF2 as well as Malcolm from Unreal Tournament.

Tal-Set: He now starts with the Warrior's Bow, Which is a reskinned Tek Bow that can use both Normal and Tek Arrows (Which is the Tek Bow from the Current Version of the mod).
Joshua: The Bow can now only be used by him. Using any of the Weapon giving cheats will no longer give it if playing as anyone else.
Danielle: While she may be the slowest and can't jump high, She starts with the Heavy Bow, A Bow that does a lot of damage (Even more so than Joshua's Bow), But the arrows don't fly as far.
Joseph: While starting with only 70 Health, He moves and jumps fast, and his Storm Bow, on top of being quiet, does damage that is a mix between Joshua and Danielle's bows.
Demoman: He starts with his own version of the Grenade Launcher with a much faster firing rate and a full loadout of grenades. He also starts with a PMF Layer as well.
Malcolm: Unlike the others, He starts with his own weapons: Impact Hammer, Enforcer, Minigun (Both using Pistol Ammo), Flak Cannon and Sniper Rifle. The Flak Cannon can use Alt Flak Shells (Since it uses Shells for ammo). Note that He uses the Unreal Weapons as placeholders (So he has the Knife instead of Impact Hammer) and Flak Shreds/Shell are 2D Sprites due to having to release the update on time (Since I am going on a Trip in a few days).

Muted the Jumping sound for Tal-Set (For now)

Weapons:
The Blade of Plasma Pistol now has dynamic lights.
Pump Action Shotgun can be upgraded to the double barrel version via an upgrade item (There is also a full double barrel shotgun pickup, but it's a dummy item that gives you the base shotgun and upgrade together). While the unupgraded Pump Action Shotgun continues to use the original model/animations, The double barrel shotgun uses the new model, And the viewmodel was moved a little bit.
Pulse Rifle, on top of it's Multi Fire upgrade, now has a 2nd upgrade in the form of a Zoom-in Mod Kit, Which allows it to set zoom in on targets and fire a instant hit plasma shot. This is due to the Plasma Rifle's removal starting in this version (It wasn't in the style of the other weapons in this mod). Note that the Zoom-in Kit uses the Energy Rounds Pickup from Rage Wars, the Scoped in Graphic and the firing sound of the Beta Pulse Rifle from the Alpha Guns Addon of T1 Weapons in Doom as placeholders.
Firestorm Cannon now has a item upgrade that gives it Ragestorm Blades, which gives the weapon a melee function for it's altfire, Which is the damaging coldspin (Not affected by Ancestor's Fury).
Combined both Scorpion Missile Launchers into 1 weapon. The single version now has the correct sound for switching missile types, and The 3 tube (MKII) version is unlocked via an upgrade item. The 3-tube version is now manual fire until an auto-reload, Although the Alt Fire button fires all three missiles (And will reload all the missiles as a delay before firing) just like before. The Mk.2 pickup still exists, but it's a dummy item that gives you the base launcher and upgrade together. Unlike the Original Mod, The Original Standalone MK2 Scorpion Launcher remains in the mod, But it is unused.
Alien Weapon's secondary ice shot (inspired by this mod) is now locked behind a upgrade item. If the Iceshot hits a watervolume, it'll create a temporary ice platform near the water surface (It's nice that the original creator took notes of what my standalone weapon mod did with the weapon, So he extended upon it).
PMF Layer now has textures for which Mine type it is currently using.
Added the SMF Layer, Which is the PMF Layer, But can only use Spider Mines.
Added the Fusion Cannon MK.II as a standalone weapon, based off of the Overhauled Fusion Cannon from the Current version. Since it is mostly different from what it was originally, The original Fusion Cannon remains as a standalone weapon.
Added Fusion Cannon Alpha, Which is the Fusion Cannon from the Alpha Guns Addon of T1 Weapons in Doom in terms of how it works.

Ammo Type switching has been added for weapons that has two ammo types. Just like with switching weapons, It is fast, to suit the Fast paced gameplay of Doom. Also, switching Ammo Types is now done via a reload button instead of Alt Fire.
New HUD Icons has been made for nearly all weapons, replacing the old Turokdoom sprite holdovers. The only ones that remain the same is the Knife and Fusion Cannon.
The Knife and Starting Bows can no longer be dropped.
Nerfed the Explosion Shells again: They now do 13 Damage instead of 30 damage, making it so It can no longer take down Barons very quickly.

Items:
Lever Action Ammo no longer uses a Bullet Sprite for it's pickup as it now uses a model (Clipbox from the Original TurokDoom as a placeholder).
Fusion Ammo Hold Rate has been changed to how it was in the current version.
The Spawners has been changed: On top of the Weapon Upgrades spawning in Blursphere Spot, The Fusion Cannon MK2 Parts now spawn on the backpack spots at rare chances. Same with the Double Shotgun/Scorpion MK2 Pickups.



Hotfixes:

Weapons:
Pulse Rifle's Zoomed in Firing sound now has it's own sound.
Fixed the Fusion Cannon MK.II's Rail sprites being missing and the self-explosion being missing, as well as the heat message being more clear. It also has it's own sound effects, on top of having it's missing sounds added back in.

Misc:
Removed a copy of the 'LittleSmokeCaller' actor that is causing GZDoom to not load in some cases.

Download: https://www.mediafire.com/folder/tpqj9v902qr31/TurokDoom_LOTF
« Last Edit: December 15, 2024, 05:38:51 PM by Raffine52 »

Offline thebestmlTBM

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Re: TurokDooM: LotF Standalone Weapons/Enemies by Raffine52 [Doom Mod]
« Reply #4 on: December 17, 2024, 11:22:33 PM »
The Edited Build Version of V1.2 is here.
https://www.mediafire.com/file/n1pjeqokawg0xse/TurokDooM-LotFWeaponsStandAlone_EB%252BSimpsonHands.rar/file

What was changed?
-New Toggle Frame Animation (Tho I couldn't fix the problem with the Auto Shotgun and Shredder when they're out of shells. :( )
-Bullet Projectiles are a bit faster
-Nega-Thermodynamic Fire now has an Ice DamageType
-New names for some weapons
Fusion Cannon Alpha is now called FCA-2508
Fusion Cannon MKII is now called Super Fusion Cannon
-Super Fusion Cannon's Primary Fire is now more devastating than before making it a real Nuclear Weapon.

 

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