Author Topic: Turok 2: Besieged Mod (FINISHED)  (Read 1116 times)

Offline Dinomite

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Re: Turok 2: Besieged Mod (WIP)
« Reply #10 on: August 30, 2019, 05:15:13 AM »
Hey everyone! After an extended break to work on my unrelated Unity game, I've returned to and gotten pretty close to finishing this map collection. In addition to just making more content for most of the maps, I've linked the secondary levels (since the City acts as a hub of sorts) so now there's a hidden teleport between Hive <--> Oblivion, and Oblivion <--> Marsh that's all in new areas. How badly it breaks the flow and balancing of the maps... ehhhh, but it opens up the map exploration more so worst-case scenario the player can just choose to go the originally designed route rather than being sent into an alternate back path. I'll be adding another one for Hive <--> Marsh as well, though imo the Hive <--> Oblivion warp is the only one that really justifies itself for now in terms of having an actual 'new unique side path'.

Currently the status of the maps are:
City Map        -- 98% Done   (Only because I need to make an eventual link to the Final Map that's locked by keys/pickups)
Hive Map       -- 90% Done   (One hallway left to finish and a teleporter to connect left)
Oblivion Map -- 99% Done   (Done by my considerations outside of maybe further polish)
Marsh Map    -- 75% Done   (Currently working on)
Final Map      -- 01% Done   (Likely shelved for now since it's only basically started)

Additionally to be 100% honest, I have no actual concepts or ideas for the Final Map other than it being a gate for 'Did you collect the keys in each map' (which don't even exist currently). It's only been started in the most simplistic of ways, so it's not too big a loss for now. While I'm still going to include it as a placeholder for future development in my next release (since it's only a few kb in size and is already incorporated/setup in the 'defs' files), it likely won't be playable for a while, because I need to figure out a system for picking up keys at the end of each level which is doable (Fossil Caverns did it, but there's some objective setup I need to look into first).

Edit: Also, thanks Badger for making the Turok Sanctum page!
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Offline Sharev

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Re: Turok 2: Besieged Mod (WIP)
« Reply #11 on: September 01, 2019, 03:23:46 AM »
I've made some decent progress on the levels! Currently I'm trying to fix the missing skies using BP's Unity tools, as well as finish the last stretch of the jungle map. I may end up splitting said map into 2 files/.map to reduce obj load since it feels like it's slowing down a bit with all the foliage and shadows, but that's more of a technical detail rather than making it an entirely different 'level' like the rest of the maps have been. I'll probably make it a pathway warp/load rather than using a teleporter if I do, so as to not confuse the player. Like the waterway passage in Port of Adia.

The Hive map is now done short of linking the last teleporter! I've also set aside a spot for the 'Finale entrance zone' in the hub map even though it likely won't be accessible in the upcoming release; I'm planning on moving work on the Finale map to a kind of Director's Cut after these main maps are done and out, since I always planned to try something different with the creation process of it (namely not building a level from start to finish in the T2 kexeditor), and I still have only the faintest of conceptual ideas for it. Using the Primagen's Ship models and textures would be the obvious route, but I'm not sure I want to go in that direction. This'll allow me to go back over and revise the maps too once I have more feedback and a better idea of where I'm going with it all, since it's intended to be a short adventure set between 2 and 3 (but obviously being closer to 2).

Also worth noting; I managed to re-add the Compsognathus and Lord of the Dead (not the be confused with the previously utilized Lord of Death), which were left out of the earlier published version of these maps since I'd missed adding them on my first pass of fixing the defs/enemies script.

Thanks for your patience and excitement for this project! I've really enjoyed making these maps, and I look forward to hopefully putting out something special soon. I'll upload a couple screenshots soon to the Turok discord since I'm running into errors posting them here.

Offline Dinomite

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Re: Turok 2: Besieged Mod (WIP)
« Reply #12 on: September 01, 2019, 06:02:16 AM »
I've made some decent progress on the levels! Currently I'm trying to fix the missing skies using BP's Unity tools, as well as finish the last stretch of the jungle map. I may end up splitting said map into 2 files/.map to reduce obj load since it feels like it's slowing down a bit with all the foliage and shadows, but that's more of a technical detail rather than making it an entirely different 'level' like the rest of the maps have been. I'll probably make it a pathway warp/load rather than using a teleporter if I do, so as to not confuse the player. Like the waterway passage in Port of Adia.

The Hive map is now done short of linking the last teleporter! I've also set aside a spot for the 'Finale entrance zone' in the hub map even though it likely won't be accessible in the upcoming release; I'm planning on moving work on the Finale map to a kind of Director's Cut after these main maps are done and out, since I always planned to try something different with the creation process of it (namely not building a level from start to finish in the T2 kexeditor), and I still have only the faintest of conceptual ideas for it. Using the Primagen's Ship models and textures would be the obvious route, but I'm not sure I want to go in that direction. This'll allow me to go back over and revise the maps too once I have more feedback and a better idea of where I'm going with it all, since it's intended to be a short adventure set between 2 and 3 (but obviously being closer to 2).

Also worth noting; I managed to re-add the Compsognathus and Lord of the Dead (not the be confused with the previously utilized Lord of Death), which were left out of the earlier published version of these maps since I'd missed adding them on my first pass of fixing the defs/enemies script.

Thanks for your patience and excitement for this project! I've really enjoyed making these maps, and I look forward to hopefully putting out something special soon. I'll upload a couple screenshots soon to the Turok discord since I'm running into errors posting them here.
Great to hear! :)

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Offline Dinosoid

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Re: Turok 2: Besieged Mod (WIP)
« Reply #13 on: September 01, 2019, 02:15:25 PM »
.
« Last Edit: September 11, 2019, 04:05:47 PM by Dinosoid »

Offline Sharev

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Re: Turok 2: Besieged Mod (WIP)
« Reply #14 on: September 20, 2019, 05:50:33 PM »
Another couple weeks have passed and I have more progress to update with!

All maps except the Final Map are done now. The last map is properly gated so you have to collect the nuke pieces before being able to blow your way past the gate (only the nuke works, assuming I have enough counter-measures set up for the average player), and I've found a couple ways to make the last level weirder than the rest have been in terms of fitting map pieces together and playing with sight-lines, rotation, and non-textured sides. I'm roughly halfway done with the last map, so finishing it and uploading it all should be happening pretty soon.

 Maybe another week or two depending on how much I can get done?

Offline Dinomite

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Re: Turok 2: Besieged Mod (WIP)
« Reply #15 on: September 21, 2019, 12:55:09 PM »
Nice

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Offline Duke64

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Re: Turok 2: Besieged Mod (WIP)
« Reply #16 on: September 21, 2019, 02:41:35 PM »
I seen some pictures of your progress and have to say things have been looking nice.  :raptoid:
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Offline Sharev

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Re: Turok 2: Besieged Mod (FINISHED)
« Reply #17 on: October 04, 2019, 03:33:30 AM »
IT'S FINALLY DONE. I've already posted this on the Discord, but for those that missed it or for those that aren't on there; this mod is finished finally!


TUROK 2: BESIEGED




https://www.moddb.com/mods/turok-2-besieged/addons/turok-2-besieged-latest

Additionally with me officially posting this here, I can say I've fixed all of he most vital problems that faced it when I first made the "finished version" public. Such as the maps running at 1fps due to massive shadow rendering, or the crash-to-desktop bug if you saved on the last level. A handful of other quality of life fixes were also sprinkled in there, but in many regards it remains pretty similar to when it was first released in full. Thanks to everyone that's followed its development, and thanks for playing it!
« Last Edit: October 04, 2019, 03:34:40 AM by Sharev »