Author Topic: Open World Alpha official discussion thread  (Read 26608 times)

Offline Badger

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Re: Open World Alpha official discussion thread
« Reply #70 on: February 03, 2018, 05:27:44 PM »
« Last Edit: February 03, 2018, 05:30:21 PM by Badger »

Offline Dinomite

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Re: Open World Alpha official discussion thread
« Reply #71 on: February 07, 2018, 10:04:17 AM »
Nice screenshot, reminds me of Unreal. :)

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Offline Badger

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Re: Open World Alpha official discussion thread
« Reply #72 on: February 17, 2018, 05:40:16 PM »
Updated Openworld to 0.45 (yay)!!

Still tinkering with the turok+ patch, so thats broke. Ill update this message if it's working again.

UPDATE 2/18/18: Patch is working, all thanks to Smoke!
« Last Edit: February 18, 2018, 10:24:30 AM by Badger »

Offline BehemothProgrammer

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Re: Open World Alpha official discussion thread
« Reply #73 on: February 18, 2018, 11:52:45 PM »
Another huge map lol. I liked all the treetop stuff and the attention to the ground heights under the water. I used that tree branch that comes out of the tree top platform as a walkway too in my mod, and I thought I was being clever :P. I especially liked that slanted treetop hut, that was a nice touch.

Offline Badger

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Re: Open World Alpha official discussion thread
« Reply #74 on: April 06, 2018, 06:52:08 PM »
Hows everyone doing? :feather:

I'm giving a roadmap update of where I'm going with modding Turok, including Openworld:



So right now i'm working on getting Greenworth Snowfields to be up and running! I'm not releasing any pictures until release time, but this is going to be one of the more unique maps of Openworld, gameplay-wise.

After Snowfields is released, I've volunteered to help Behemoth Programmer make more Turok 2 coop maps. Really pumped to do these 2 projects going forward this year. I had a lot of delays and demotivation in 2017 concerning Turok, some of which was related to me not being focused, so I didn't make as much content as I hoped I would.

That and juggling my real life goals is whats kept Openworld from being comprehensible, I see a real path forward for Openworld in the future.

I'll keep ya'll posted.

Offline Badger

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Re: Open World Alpha official discussion thread
« Reply #75 on: May 30, 2018, 07:54:02 PM »
Updated to 0.46!

-Changelog-

All:
-fixed some checkpoints
-lowered resolution of images to save major amounts of space while keeping texture clarity intact as much as possible

Openworld:
-added pets
-random storage boxes in unused building

Whiskey Everglades:
-added ladder back to main road
-added totem pole

Skriniya Canyon (formerly Greenworth Snowfields):
-initial release
« Last Edit: May 30, 2018, 07:55:32 PM by Badger »

Offline Duke64

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Re: Open World Alpha official discussion thread
« Reply #76 on: June 03, 2018, 12:05:00 AM »
Good job there nice update.

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Offline Dinomite

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Re: Open World Alpha official discussion thread
« Reply #77 on: September 03, 2018, 05:33:39 PM »
Will this ever get updated?

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Offline Badger

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Re: Open World Alpha official discussion thread
« Reply #78 on: September 19, 2018, 07:32:43 PM »
Just updated the patch for Turok+ 1.9

Still being updated, I've been busy with other things irl and with stuff in T2. Openworld is a long-term project for me, and I don't think it will ever truly be finished. A milestone I want to cross is to add twice as much gameplay than the vanilla game, but I don't want that to be the end, so very definitely not forgotten

Offline Badger

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Re: Open World Alpha official discussion thread
« Reply #79 on: February 04, 2019, 07:56:00 PM »


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