Author Topic: Behemoth's Random Mods  (Read 22351 times)

Offline Jay Doomed

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Re: Behemoth's Mod (WIP)
« Reply #10 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 :)

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Offline BehemothProgrammer

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Re: Behemoth's Mod (WIP)
« Reply #11 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
« Last Edit: July 15, 2017, 03:51:45 PM by BehemothProgrammer »
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Offline Duke64

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Re: Behemoth's Mod (WIP)
« Reply #12 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.
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Offline ilgm

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Re: Behemoth's Mod (WIP)
« Reply #13 on: July 16, 2017, 03:37:33 PM »
That looks great, nice job. Can't imagine how long it took to sector

Offline Jay Doomed

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Re: Behemoth's Mod (WIP)
« Reply #14 on: July 17, 2017, 10:33:12 AM »
Can't wait to play looks great, yes another Turok 2 map!
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Offline Duke64

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Re: Behemoth's Mod (WIP)
« Reply #15 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.
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Offline BehemothProgrammer

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Re: Behemoth's Mod (WIP)
« Reply #16 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!

« Last Edit: July 21, 2017, 04:32:39 AM by BehemothProgrammer »
Turok 2 Co-Op Mod

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Offline Rok

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Re: Behemoth's Mod (WIP)
« Reply #17 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 :)
« Last Edit: July 20, 2017, 06:41:47 PM by Rok »
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Offline Deathsphere

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Re: Behemoth's Mod (WIP)
« Reply #18 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.

Offline Jay Doomed

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Re: Behemoth's Mod (WIP)
« Reply #19 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.
« Last Edit: July 21, 2017, 02:58:26 PM by Jay Doomed »
"Whatever it is, it doesn't belong in this world."

 

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