Turok 3 Guns in Doom: Info

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Turok 3 Guns to Doom: Coming Soon... by Raffine52

Turok 3: Shadow of Oblivion Guns in Doom is a Doom Mod that I started on November 12, 2017, But No Work was done on it Until November 18, 2017 Is where I started Working on it. The 2nd Project I have done for Doom, This one shows my Improved Work where there's no Animation Cuts, And It's coming from a Player which has a lot of Turok 3 Experience, Even know He never owned the game for the N64. It shows.

Free from a Game where you can beat it in 3 Hours and full of Bugs, The TK3 Guns comes to Doom, Where they can Enjoy Kicking Ass without the Glitches Ruining their Fun.

The Reason why I started it is because Turok 3: SOO Had the 2nd Best Choice of Weapons, Only Behind Turok 2: SOE, But I was Pissed when I couldn't find any Doom Mods that has Turok 3 Weapons Ported in (The Same could go with 007: The World is Not Enough, Another Game released in 2000 where it had Great Weapon Selection, but Yet Perfect Dark, Released in the same Year, Had it's Weapons ported Years ago), Because The Game Was so Short that I Beaten it in Three Hours While I was having fun with The RPG, Fireswarm and Others, And Because Turok 3's MP Looked Like Shit in terms of Graphics since the Weapons Keep their Low-Res Models even in Single Player Mode with Bots (Which had no excuse when even Turok: Rage Wars didn't do this And even with 2-4 Players Playing, The Weapons keep their High-Res Models but with Simple Animations and No Hands). So That's why I am planning to Fix that and Port over Almost all of Turok 3's Arsenal into Doom, Of course! 

The Goal of this Mod is to Port over much Of Turok 3: Shadow of Oblivion into Doom, Which Includes Weapons, Items and Health Packs. However, Just like Turok 2 MP Guns in Doom Mod that I am still working on, A few Weapons will not be like the Original in terms of it's Firing Modes. Unlike that Mod, There will be some Weapons that would not be added into the Mod, So The Razor Wind (Until the Later Update) and PSG Will not be added. The Sniper Rifle will also use it's own Ammo due to how powerful it was in TK3 (Uses AR Ammo, and If you make your Shots count, You can destroy pretty much any Enemy in the Game), But However I will release a Addon that Changes it back to Use Rifle Ammo Again.

Joseph and Danielle's Gameplay from Turok 3 Will not be ported over, So Joshua Fireseed's Gameplay Will be used. So the Player Sounds will be like:

Male: SWAT
Female: Lost One
Other: 
Joshua Fireseed (Turok 2)

Also Unlike Turok 2 MP Guns to Doom Mod, I will Release The Mod With Half of the Weapons Missing, And In the Later Updates, The Missing Weapons will be Re-added back in. Here's the Think List.

V1.0:

Blade (Fist)
Tomahawk (Chainsaw, 256 Chance)
Vampire Gun (Chainsaw, 120 Chance)
Bow (Starting)
Pistol (Shotgun, 256 Chance)
Shotgun (Super Shotgun, 120 Chance)
Assault Rifle (Chaingun)
Grenade Launcher (Rocket Launcher, Plasma Rifle (Until Shredder's Added in) )
Bore (BFG9000)

V1.1:

Tek Bow (Shotgun, 20 Chance)
Mag 60 (Shotgun, 40 Chance)
Fireswarm (SSG, 100 Chance)
Firestorm Cannon (Chaingun, 40 Chance, Minigun)
RPG (Rocket Launcher, 100 Chance)
Cerebral Burst (BFG9000, 50 Chance)

V1.2:

Storm Bow (Shotgun, 20 Chance)
Silenced Pistol (Shotgun, 40 Chance)
Shredder (SSG, 100 Chance, Plasma Rifle)
Sniper Rifle (Chaingun, 30 Chance, Railgun)
Napalm Cannon (Rocket Launcher, 100 Chance)
Cerebral Possessor (BFG9000, 50 Chance)


Addons:

As for the Two Weapons that are Removed from the Final Version of Turok 3, Which are the Harpoon Gun and Plasma Rifle, They will be in a Addon Called 'Turok3RemovedGunsRestored.pk3'. Here are the Plans for these Two.

Harpoon Gun: Can hold 50 Harpoons, Uses the Turok 2 SP Model, and Acts the same as Before.
Plasma Rifle: Also the same as before (Uses the Rage Wars Model that was Seen in Beta Screenshots of the game) But Fires Blue Lasers instead of Green. However, There will be a Addon for that as well that Gives it a Different Appearance that was seen in a Beta Screenshot.

Both of the Weapons Use their own Ammo.

Link for Removed Weapons

Downloads:

(V1.0): Released in Nov 19, 2017

Original Release.

BEWAREOBLIVIONISATHAND
Mediafire Link

V1.0.1: Released in Nov 20, 2017: And you Thinking why I did this:

Added in text to show what the Current Version is to the Title Screen (I Forgot about it before)
Removed The Debug Class.

BEWAREOBLIVIONISATHOTFIX
Mediafire Link

V1.1: Released in Nov 21, 2017: Also known as "Danielle Update":

Added in Tek Bow, Mag 60, Firestorm Cannon, Fireswarm, Rocket Propelled Grenade And Cerebral Burst.
The Grenade Launcher Now has the Original Fire Rate.

Press this Link to Wield the Light
Mediafire Link

V1.2: Released in Nov 23, 2017: Also known as "
Joseph Update"

Moved the Bow and Tek Bow's FPS Sprites.
Buffed the Mag 60 so It does more Damage, and Made the Fire Rate go a Little Faster.
Made the Tek Bow's Pulling Animation Faster.
Fixed the Firestorm's Firing Sound Playing Forever (Not Forever as when you Get Ammo for it again,
You can Fire it and the Sound will stop) when Running out of Ammo with it.
Added in Storm Bow, Silenced Pistol, Shredder, Sniper Rifle, Napalm Cannon and Cerebral Possessor.
Fixed a Bug where Jumping while Using Turok 2's Voice Set while Firing any of the Weapons will cause the Jumping Sound to Stop the Weapon's Firing Sound.
Made the Bore Burst Use Two Bores instead of One.
Changed the Chance Rates Of some Spawners, Which fixes a Bug where the Fireswarm never spawns.
Buffed the Firestorm so it does more Damage.

Press this Link to get a Job with Perks
Mediafire Link

V1.3: Released in Dec 2, 2017: A Bug Fix and Change.

Changed the Random Spawner Rates Again.
Fixed an Issue where using Weapons that launches Projectiles (But not Bows and Fireswarm)
while near a Wall will cause the Projectile To Explode in your Face, Causing Health Drops and Deaths due to no fault of your Own.

Press this Link to download it

V1.4: Released in Dec 31, 2017: How Long it has been without a Update anyway?

Changed the Random Spawner Rates Once Again.
Made the Shredder's Shots do a little more damage.
Made the Silenced Pistol fire Faster.
Storm Bow does not go into parts of the Ready Animation after Firing.
The Napalm Cannon No Longer has Auto Fire.
Made the Tomahawk And the Vampire Gun's Pickups Bigger.

And I Released a Addon that adds The Two Weapons that are Cut from TK3: Harpoon Gun and Plasma Rifle.

Link for Core

V1.5: Released in January 28, 2018

Made the Blade undroppable, And you no longer spawn with the Blade in your Hands everytime.
Got rid of the Version Number in the Title Screen.
Bots can now use the Melee Weapons Correctly.

mega.nz/#!rN1iBCJA!eY0BXW6wFBG…

V1.6:

Added in Casings when Pistols are Fired.
Made the Silenced Pistol fire Even Faster.
Updated the Tek Bow's obituary Kill Message when killing players with the Arrow itself and not the Explosion Itself.
Updated the HP Drainer's Obituary Kill Message.
Made the Arrow, Tek Arrow, Rocket and Bore use Sprites from Turok 3's Models instead of using Turok 2 Placeholders.
Added Bouncing Sounds for the Grenades.
Shredder's Slots now make sounds when they Hit something.

Addons:
Make MP Versions of the Weapons. If you liked the Low-Res Models and Shitty Textures, This is for You.
Sniper Rifle using Rifle Ammo. In Original Turok 3, the Sniper Rifle uses One Ammo per shot, Which is Game Breaking. In the Mod, It uses it's own Ammo. This Addon Makes it so the Sniper uses Rifle Ammo Again.
Fast Weapon Switching. Needed for Deathmatches since DM is Fast-Paced.
© 2017 - 2024 Raffine52
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