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Turok Games => Turok 2 Seeds of Evil => Turok 2 Seeds of Evil Modding/Mapping => Topic started by: BehemothProgrammer on June 14, 2017, 06:30:50 PM

Title: Behemoth's Random Mods
Post by: BehemothProgrammer on June 14, 2017, 06:30:50 PM
Singleplayer_RemixDownload (https://turoksanctum.com/behemoths-mod-wip/)

This mod adds several things:
  • All Port of Adia maps have been slightly changed to add more enemies and items
  • Ground and Air Dash - Double Tap any direction to dash in that direction
  • Ground Pound - Get high into the air and press crouch to slam down on the ground killing any enemies around you
  • Loading a game will give you a penalty unless your in the HUB map. On Easy/Normal/Hard a monkey will take your ammo and half your Health. You can kill it to get some ammo back. On Hardcore you will not be unable to load your game, but since you're such a Hardcore player you won't need to load right?
  • Flare Weapon damages anyone near it
  • Once you acquire the Mag60 upgrade you can right click to fire a super shot
  • Once you acquire the Razor Wind upgrade it will heat seek to enemies
  • You can pickup health items until your health reaches your max Health limit instead of always 100.
  • Feather power ups can be collected that will temporary increase your speed/damage/health regen
  • You can find secrets hidden in the levels and collect life forces to increase your damage/speed/max health permanently
  • There's more barrels in the level and they do heavy splash damage to anything near them.
  • Enemies of the same type can damage themselves. Example: An Endtrail can hurt another Endtrail.
Map_-_PalaceDownload (https://www.dropbox.com/s/c348utlptw2ansh/BP_SnowLand.zip?dl=0)(https://i.imgur.com/Lyxt2Zm.jpg)
This includes a level called Palace that connects to the 2nd map of the HUB world (theres nothing there, but it's fully sectored). Theres also another HUB map you can only see if you type map HUB.map in the console and you can noclip around to see it. Also included was some coop work, You'll find that you can play the first map of Port of Adia with no enemies (or play raptorfest mode) and events trigger and you can pickup and activate the beacon and any health, weapons, inventory items, and ammo you have carry over to the next map.
Map_-_Supply ShipDownload (https://www.dropbox.com/s/c348utlptw2ansh/BP_SnowLand.zip?dl=0)


Install Instructions: Unzip "BP_SnowLand.zip" and copy the "mods" folder to your "Turok 2 - Seeds of Evil" folder (Steam) or "Turok2 EX" folder (GOG).

Story: The Purr-Linn are marching towards the Northern Lost Lands with the intend to wipe out all humankind in their path. The Primagen has fooled the Purr-Linn into believing that he will turn the Lost Land over to them once they have helped free him. A high-tech weaponry and ammunition supply ship, maintained by a horde of lethal biomechanical droids, is currently on route toward the Purr-Linn army. Turok must destroy the ship and stop the Purr-Linn before it's too late.
Skip_CinematicsDownload (https://www.dropbox.com/s/nyeaml3cefuse1e/BP_Skip_Cinematics.kpf?dl=0)
Stay_DeadDownload (https://www.dropbox.com/s/upcbugeq0rt8rsm/Turok2_StayDead_1.0.0.zip?dl=0)Enemies will not respawn
Reflections_On_All_MaterialsDownload (https://www.dropbox.com/s/rgn56436d0ckawb/BP_Reflections.kpf?dl=0)
Dark_BloodDownload (https://www.dropbox.com/s/3hr9u7nha6uwe8d/BP_DarkBlood.kpf?dl=0)
Less_BloodDownload (https://www.dropbox.com/s/ykomseihvmhxilm/BP_T2LessBlood.kpf?dl=0)
No_Blood_With_GibsDownload (https://www.dropbox.com/s/ho0lyc7vmfxtz0o/BP_T2NoBlood.kpf?dl=0)
Title: Re: Behemoth's Mod (WIP)
Post by: Rok on June 14, 2017, 07:53:06 PM
Downloading now sounds really cool. Here we go :)
Title: Re: Behemoth's Mod (WIP)
Post by: Duke64 on June 15, 2017, 01:20:28 AM
Many things to name that I like this time I will go with I love the feather power ups and how they mock Doom 2016. Haste xD And really nice level edits.

https://turoksanctum.com/behemoths-mod-wip/

BOO

(https://turoksanctum.com/wp-content/uploads/2017/06/20170614190921_2.jpg)



Title: Re: Behemoth's Mod (WIP)
Post by: Mon-Ark on June 15, 2017, 03:00:12 PM
Would be cool if the sacred eagle feather actually gave skills you can use anywhere. Like the feather in river of souls unlocks that air dash, and things like that.

About the permanent stat boosts, how about being able to upgrade at checkpoint stations? mod would run on a score system where you get points for killing enemies, and a multiplier that increases each time you kill by headshot (explosive weapons would only increase multiplier if they damage more than one enemy at the same time).

Getting hit lowers or resets the multiplier, also entering a station resets the multiplier creation the situation where you have to decide to cash in your points or go further and see if you can get a bigger amount of points.
Title: Re: Behemoth's Mod (WIP)
Post by: ilgm on June 15, 2017, 03:22:09 PM
This is amazing, really liking the weapon changes.
What font are the damage numbers from? Looks familiar
Title: Re: Behemoth's Mod (WIP)
Post by: Jay Doomed on June 16, 2017, 11:28:27 AM
Great stuff dude all around fun mod I really like that ground pound and the Razorwind :o How in the world is it heat seeking. Love it though. I want to make a video hopefully I get some damn time man. What's up with the grappling hook? That sounds interesting since its in Turok 3.

Btw nice Turok 2 cancelled photos added ;)
Title: Re: Behemoth's Mod (WIP)
Post by: Badger on June 16, 2017, 10:45:39 PM
Really enjoyed playing!

(https://steamuserimages-a.akamaihd.net/ugc/849340452675683369/9E198F1C00E069C5BEDB36D60F71479BE066EE77/)

Expansion Pack Found
Title: Re: Behemoth's Mod (WIP)
Post by: BehemothProgrammer on June 17, 2017, 08:51:56 PM
Downloading now sounds really cool. Here we go :)
Thanks! Glad you enjoyed it.

Many things to name that I like this time I will go with I love the feather power ups and how they mock Doom 2016. Haste xD And really nice level edits.

https://turoksanctum.com/behemoths-mod-wip/
Thanks. Yeah I made quad damage, haste and regen. Doing Berserk would be fun and bloody but a lot of work lol.

Would be cool if the sacred eagle feather actually gave skills you can use anywhere. Like the feather in river of souls unlocks that air dash, and things like that.

About the permanent stat boosts, how about being able to upgrade at checkpoint stations? mod would run on a score system where you get points for killing enemies, and a multiplier that increases each time you kill by headshot (explosive weapons would only increase multiplier if they damage more than one enemy at the same time).

Getting hit lowers or resets the multiplier, also entering a station resets the multiplier creation the situation where you have to decide to cash in your points or go further and see if you can get a bigger amount of points.
The mod right now is all very temporary, I imagine it changing greatly later on. The points system sounds great for an arcade type of mode.

This is amazing, really liking the weapon changes.
What font are the damage numbers from? Looks familiar
Thanks. I want to make more weapon changes when I get time to. I doubt anyone will know where the font is from. It's from an N64 game called Hybrid Heaven.

Great stuff dude all around fun mod I really like that ground pound and the Razorwind :o How in the world is it heat seeking. Love it though. I want to make a video hopefully I get some damn time man. What's up with the grappling hook? That sounds interesting since its in Turok 3.

Btw nice Turok 2 cancelled photos added ;)
Thanks. It's Predator tech Razorwind. :) The grappling hook will be like T3's except you'll be able to hook on to any surface. Should be a fun end game item.

Really enjoyed playing!
Expansion Pack Found
Haha and now you got 8mb of RAM.
Title: Re: Behemoth's Mod (WIP)
Post 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.
Title: Re: Behemoth's Mod (WIP)
Post 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.

Title: Re: Behemoth's Mod (WIP)
Post 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 :)

(https://media.giphy.com/media/11Tjn3GGV00BRS/giphy.gif)
Title: Re: Behemoth's Mod (WIP)
Post 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
(http://i.imgur.com/R3pYUW7.jpg)
Title: Re: Behemoth's Mod (WIP)
Post 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.
Title: Re: Behemoth's Mod (WIP)
Post by: ilgm on July 16, 2017, 03:37:33 PM
That looks great, nice job. Can't imagine how long it took to sector
Title: Re: Behemoth's Mod (WIP)
Post by: Jay Doomed on July 17, 2017, 10:33:12 AM
Can't wait to play looks great, yes another Turok 2 map!
Title: Re: Behemoth's Mod (WIP)
Post 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.
Title: Re: Behemoth's Mod (WIP)
Post 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!

Title: Re: Behemoth's Mod (WIP)
Post 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 :)
Title: Re: Behemoth's Mod (WIP)
Post 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.
Title: Re: Behemoth's Mod (WIP)
Post 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.
Title: Re: Behemoth's Mod (WIP)
Post 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.
Title: Re: Behemoth's Mod (WIP)
Post 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.
Title: Re: Behemoth's Mod (WIP)
Post 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.
Title: Re: Behemoth's Mod (WIP)
Post by: Duke64 on July 22, 2017, 12:30:33 AM
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.

I can put Turok textures in a wad and build with turok textures or whatever way i want heh in Doom builder. Anyways, that's just saying things about Fireseed how it imports is great for me. Good job here I started looking into the Primagen one time and I said to myself wow xD I'm good. So many lines of scripting for him. I think actually he is better in a Cyberdemon style like this. Turok did really good at making that how it was scripted and even more amazing at the time and very important to bring him back just like that. But in this day I want action and like this is really cool Primagen in Cyberdemon style just a powerful boss. And maybe he has clones lol there's a whole twist to this xD LINKS

(https://imgflip.com/s/meme/Ancient-Aliens.jpg)
Title: Re: Behemoth's Mod (WIP)
Post by: Rok on July 22, 2017, 04:02:20 AM
Yeah its really cool and aliens lol!
Title: Re: Behemoth's Mod (WIP)
Post by: ilgm on July 22, 2017, 04:44:30 AM
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!

This is awesome, those pushable objects could really open up some interesting map ideas. Great work
Title: Re: Behemoth's Mod (WIP)
Post by: Drahsid on July 26, 2017, 01:13:15 AM
You should rename this to "Joshua Fireseed: The Anime: The Game" with the subtitle "Turok 2"
Title: Re: Behemoth's Mod (WIP)
Post by: Jay Doomed on September 20, 2017, 03:58:15 PM
Any updates yet. I suppose you will share it when but just wanted to let you know. I'm still waiting and interested to play with your map. It looks like another all Turok assets amazing map.
Title: Re: Behemoth's Mod (WIP)
Post by: BehemothProgrammer on September 21, 2017, 09:40:21 PM
yeah I worked on the second map more and only just started the Jungle map. I put alot of time in to just figuring out how to do SP things like objectives, save points, and all that good sp stuff.

Here's a fly through of the map :) (Still needs alot of work)
Title: Re: Behemoth's Mod (WIP)
Post by: Duke64 on September 21, 2017, 10:58:53 PM
This level looks really damn good that's what I want to see! Great job putting that together looking forward to it keep it up.
Title: Re: Behemoth's Mod (WIP)
Post by: Jay Doomed on September 22, 2017, 09:58:54 AM
yeah I worked on the second map more and only just started the Jungle map. I put alot of time in to just figuring out how to do SP things like objectives, save points, and all that good sp stuff.

Here's a fly through of the map :) (Still needs alot of work)


Hey that looks real good dude I think youre getting even better at the mapping now, and that combined with your already very skilled scripting set I can see this being one of the very best mods in Turok for sure ;) Everything looks good. I'm working on a Turok 1 map and this has just motivated me to do more. My map wont be as good or as large but I need to finally get one out. Great stuff.
Title: Re: Behemoth's Mod (WIP)
Post by: Deathsphere on September 22, 2017, 11:19:19 AM
This looks good waiting to play it :)
Title: Re: Behemoth's Mod (WIP)
Post by: Jay Doomed on September 25, 2017, 12:17:12 PM

Awesome love seeing more Turok 1 maps. There's not enough!

Yeah it won't be the greatest map lol and it will be kind of small sized also. But at least its another map for Turok I'm aiming for a smaller sized map. I'm going to share some screeneshots soon maybe today. Ya thanks keep up this awesome map. Hope to play soon but no rush.
Title: Re: Behemoth's Mod (WIP)
Post by: BehemothProgrammer on December 12, 2017, 08:49:57 PM
I definitely don't have the time to work on this mod anymore especially how I originally wanted it with a giant HUB and many levels branching off from it. So I'm posting the work I've done so far on it. It includes a level called Palace that connects to the 2nd map of the HUB world (theres nothing there, but it's fully sectored). Theres also another HUB map you can only see if you type map HUB.map in the console and you can noclip around to see it. Also included was some coop work, You'll find that you can play the first map of Port of Adia with no enemies (or play raptorfest mode) and events trigger and you can pickup and activate the beacon and any health, weapons, inventory items, and ammo you have carry over to the next map.

(https://i.imgur.com/Lyxt2Zm.jpg)
Download Link: https://www.dropbox.com/s/596cwfvmw6tcuw7/BP_Palace.kpf?dl=0 (https://www.dropbox.com/s/596cwfvmw6tcuw7/BP_Palace.kpf?dl=0)
Title: Re: Behemoth's Mod (WIP)
Post by: Duke64 on December 13, 2017, 12:51:28 AM
I definitely don't have the time to work on this mod anymore especially how I originally wanted it with a giant HUB and many levels branching off from it. So I'm posting the work I've done so far on it. It includes a level called Palace that connects to the 2nd map of the HUB world (theres nothing there, but it's fully sectored). Theres also another HUB map you can only see if you type map HUB.map in the console and you can noclip around to see it. Also included was some coop work, You'll find that you can play the first map of Port of Adia with no enemies (or play raptorfest mode) and events trigger and you can pickup and activate the beacon and any health, weapons, inventory items, and ammo you have carry over to the next map.

(https://i.imgur.com/Lyxt2Zm.jpg)
Download Link: https://www.dropbox.com/s/596cwfvmw6tcuw7/BP_Palace.kpf?dl=0 (https://www.dropbox.com/s/596cwfvmw6tcuw7/BP_Palace.kpf?dl=0)

Picture looks nice man going to check it out :)
Title: Re: Behemoth's Random Mods
Post by: Jay Doomed on December 13, 2017, 12:57:39 PM
Turok 1 textures and looks like a Doom made map i'll check it out.

 :campaigner:
Title: Re: Behemoth's Mod (WIP)
Post by: Duke64 on February 06, 2018, 06:38:04 PM
(https://i.imgur.com/Lyxt2Zm.jpg)

Palace is nice btw. This is a good pic to post on facebook I bet. Still looks awesome coming back to it here.
Title: Re: Behemoth's Random Mods
Post by: BehemothProgrammer on February 27, 2018, 03:44:47 PM
Singleplayer Remix

Download Link: https://turoksanctum.com/behemoths-mod-wip/ (https://turoksanctum.com/behemoths-mod-wip/)


This mod adds several things:

Map - Palace

Download Link: https://www.dropbox.com/s/596cwfvmw6tcuw7/BP_Palace.kpf?dl=0 (https://www.dropbox.com/s/596cwfvmw6tcuw7/BP_Palace.kpf?dl=0)

(https://i.imgur.com/Lyxt2Zm.jpg)
This includes a level called Palace that connects to the 2nd map of the HUB world (theres nothing there, but it's fully sectored). Theres also another HUB map you can only see if you type map HUB.map in the console and you can noclip around to see it. Also included was some coop work, You'll find that you can play the first map of Port of Adia with no enemies (or play raptorfest mode) and events trigger and you can pickup and activate the beacon and any health, weapons, inventory items, and ammo you have carry over to the next map.

Map - Supply Ship

Download Link: https://www.dropbox.com/s/c348utlptw2ansh/BP_SnowLand.zip?dl=0 (https://www.dropbox.com/s/c348utlptw2ansh/BP_SnowLand.zip?dl=0)



Install Instructions: Unzip "BP_SnowLand.zip" and copy the "mods" folder to your "Turok 2 - Seeds of Evil" folder (Steam) or "Turok2 EX" folder (GOG).

Story: The Purr-Linn are marching towards the Northern Lost Lands with the intend to wipe out all humankind in their path. The Primagen has fooled the Purr-Linn into believing that he will turn the Lost Land over to them once they have helped free him. A high-tech weaponry and ammunition supply ship, maintained by a horde of lethal biomechanical droids, is currently on route toward the Purr-Linn army. Turok must destroy the ship and stop the Purr-Linn before it's too late.

Miscellaneous

Dark Blood: https://www.dropbox.com/s/3hr9u7nha6uwe8d/BP_DarkBlood.kpf?dl=0 (https://www.dropbox.com/s/3hr9u7nha6uwe8d/BP_DarkBlood.kpf?dl=0)
Reflections On All Materials: https://www.dropbox.com/s/rgn56436d0ckawb/BP_Reflections.kpf?dl=0 (https://www.dropbox.com/s/rgn56436d0ckawb/BP_Reflections.kpf?dl=0)
Skip Cinematics: https://www.dropbox.com/s/nyeaml3cefuse1e/BP_Skip_Cinematics.kpf?dl=0 (https://www.dropbox.com/s/nyeaml3cefuse1e/BP_Skip_Cinematics.kpf?dl=0)
Title: Re: Behemoth's Random Mods
Post by: Jay Doomed on March 01, 2018, 03:04:00 PM
I'm going to check this one out this weekend! Can't wait to play man.
Title: Re: Behemoth's Random Mods
Post by: Duke64 on March 12, 2018, 11:33:38 AM
I got all of those on Turok Sanctum. Apologies for slacking a bit on getting them up there. I was just so busy and caught up. I included the misc. mods into one post.

https://turoksanctum.com/bp-snow-land/

https://turoksanctum.com/bp-miscellaneous-mods-turok-2/ (need to get a proper featured image still)

https://turoksanctum.com/bp-palace/
Title: Re: Behemoth's Random Mods
Post by: Rok on April 06, 2018, 10:27:07 AM
Snow land  :treasure:
Title: Re: Behemoth's Random Mods
Post by: BehemothProgrammer on March 08, 2019, 10:09:07 PM
Some more random mods I never uploaded.

NameDescription     Link
-------------------------
Stay DeadEnemies will not respawnDownload (https://www.dropbox.com/s/upcbugeq0rt8rsm/Turok2_StayDead_1.0.0.zip?dl=0)
Less BloodDownload (https://www.dropbox.com/s/ykomseihvmhxilm/BP_T2LessBlood.kpf?dl=0)
No Blood With GibsDownload (https://www.dropbox.com/s/ho0lyc7vmfxtz0o/BP_T2NoBlood.kpf?dl=0)