TUROK 2 ASCENSION
Author: Victorious_Games
Turok Forums Release Thread: https://www.turokforums.com/index.php?topic=636.0
Moddb Download: https://www.moddb.com/mods/turok-2-ascension/downloads
TUROK 2 ASCENSION VERSION 1.0 FEATURE LIST
AMMO AND PICKUPS
All weapon Max Ammo values have been multiplied by 10.
All Ammo Pickup amounts have been doubled except for recollected arrows and spears.
A Pistol will give you 20 bullets on pickup.
A Mag60 will give you 60 bullets on pickup.
Warblade Weapon Pickup has been replaced with the Tranquilizer Weapon Pickup.
Flashlight Pickups have been replaced with Full Health Pickups.
Added a lot of sound effects for different ammo, weapon, and map pickup types.
Altered Adon’s voice when picking up the Tek Bow and the Plasma Rifle.
WEAPONS
All explosive weapon damages have been tweaked slightly so that the same damage is done when hitting enemies and hard surfaces.
Some explosive projectiles can now go through water surfaces and do half the damage they do out of water upon detonation.
All weapons have had their projectiles repositioned for better player accuracy.
Lighting for every weapon’s muzzle flash or projectile has had their colors corrected.
All 3 weapons that get blood on them, Warblade, Razor Wind, and Nuke, will only be cleaned of the blood when teleporting, loading up a map, or switching weapons.
Bullets can now shoot through water surfaces and hit objects underwater at half the damage rate and speed.
Added sound effects for most weapons when they are raising up to be used.
****SPECIAL BUTTON = SCOPEZOOMOUT BUTTON****
****SPECIAL BUTTON 2 = SCOPEZOOMIN BUTTON****
Flare Gun–
The Flare Gun now has glowing sections on its body.
Replaced the flare burning sound effect and fixed the looping problem.
Attack Button: Fires an explosive flare burst dealing high damage. Requires a fully charged battery.
Alternate Fire Button: Fires normal flares to light up dark areas that burn nearby enemies over time. Requires at least a half charged battery but will drain a fully charged battery when fired.
Special Button: Engages a close range burning flare attack that drains the battery completely, lights your way, and does burning damage over time to nearby enemies.
Talons–
The Talon melee weapon has been removed.
Warblade–
Warblade gets blood on its blades when hitting monsters.
The Warblade is now the starting melee weapon. It can now strike walls and nonliving objects.
Added a new Exit Animation.
Attack Button: Delivers fast melee attacks.
Alternate Fire Button: Delivers slower heavier melee attacks with higher damage.
Special Button: Causes Turok to rage out and swing his blades quickly and furiously for 3 seconds doing severe damage to anything near him. Requires 10 seconds to be ready again after usage.
Wooden Bow–
Attack Button: No changes.
Alternate Fire Button: Quickly fires 3 arrows, consuming 3 rounds of ammo, at once with a small spread.
Special Button: Fires arrows in rapid succession but at the lowest draw power.
Tek Bow–
Tek arrows will leave behind normal arrows for you to pick up once they’ve blown up after being shot into non living surfaces.
Special Button: Fires currently selected arrows in rapid succession but at the lowest draw power.
Pistol–
The Pistol now drops off screen and quickly reloads after shooting 20 rounds.
Drops an empty magazine when reloading.
Attack Button: Increased fire rate.
Alternate Fire Button: Fires 20 bullets, consuming 20 rounds of ammo which is 1 magazine, at one time dealing heavy damage.
Special Button: Reloads the gun manually.
Mag60–
No longer an auto pistol the Mag60 is now an SMG.
The Mag60 now drops off screen and quickly reloads after shooting 60 rounds.
Drops an empty magazine when reloading.
Attack Button: Fully automatic fire mode with larger bullet spread.
Alternate Fire Button: Triple burst fire mode with tighter bullet spread.
Special Button: Reloads the gun manually.
Tranquilizer Gun–
Now has a scope.
Custom crosshair has been added to the Tranquilizer Gun’s Scope.
Attack Button: No changes.
Alternate Fire Button: Activates and deactivates Scope Mode.
Special Button: Fires a small boring projectile that drills into the target and then slowly spills their blood over time doing light damage over time and requires 10 darts.
Charge Dart Rifle–
The Charge Dart Rifle has an idle sound effect and a raise sound effect.
The Charge Dart Rifle has a spark and smoke effect that pops up as the weapon is being raised up, and it has smoke steaming from it as it idles and charges up.
The Charge Dart Rifle has glowing wires on it’s body.
Attack Button: No changes.
Alternate Fire Button: Fires an explosive charge blast that does heavy damage, throws out lots of charge dart stun projectiles in all directions, and costs 15 rounds of ammo.
Special Button: Engages the Charge Dart Rifle’s close range stun gun which does very little damage but can help conserve ammo because it does not use any.
Shotgun–
Regular Shotgun Shell pellets can pass through 2 enemies and hit the third behind them before stopping.
Explosive Shotgun Shells create shrapnel now.
Attack Button: Fires a single barrel with either ammo type.
Alternate Fire Button: Fires both barrels of either ammo type dealing double damage with a slower reload time.
Special Button: Fires, and requires, 10 regular or explosive shotgun shells at once for massive damage with a very slow reload time.
Shredder–
Regular Shotgun Shells create twice as much shrapnel.
Explosive Shotgun Shells create shrapnel now.
Attack Button: Increased fire rate for either ammo type.
Alternate Fire Button: Fires an explosive grenade like projectile that explodes on impact, deals high damage, throws out lots of bouncing shrapnel, and uses 5 explosive shotgun shells.
Special Button: Fires 5 regular or explosive shotgun shells off one after another rapidly.
Plasma Rifle–
The Plasma Rifle has an idle sound effect.
Attack Button: If not in Scope Mode, fires a railgun like projectile that will pass through all monsters and deals serious non explosive damage with an increased fire rate and only consumes 1 round of ammo per shot. If Scope Mode is enabled
the weapon will fire an explosive projectile that has 2 consecutive explosions that deal major damage. This projectile consumes 50 rounds of ammo.
Alternate Fire Button: Enables and disables Scope Mode.
Special Button: Fires a constant beam of energy that drains ammo quickly but does good damage over time.
Firestorm Cannon–
Toggling between Gatling Mode and Siege Mode will switch small yellow lights on and off on the Firestorm Cannon’s heat shields. Yellow lights signify that Siege Mode is activated.
Attack Button: Fires the selected Firing Mode.
Alternate Fire Button: Toggles between Gatling Mode and Siege Mode. Gatling Mode fires the original projectiles with more damage and at twice the original firing rate. Siege Mode fires explosive shots with heavy damage, that use 50 rounds of ammo at a time, at a much slower firing rate.
Special Button: Engages Overkill Mode, which doubles the firing rate of the currently selected fire mode, and turns the little lights on the heat shield red.
Sunfire Pod–
The Sunfire Pod has an idle sound effect.
The Sunfire Pod has a nice little flame particle effect that flows from it as it idles and creates a small light source.
Attack Button: No changes.
Alternate Fire Button: Throws an explosive Sunfire Pod that deals high flame damage and uses 3 rounds of ammo.
Special Button: Engages a close range melee attack that burns nearby enemies with fire damage, lights your way, and costs zero ammo to use.
Cerebral Bore–
The Cerebral Bore will make an error sound and display a HUD message letting you know you don’t have a lock-on when trying to shoot the Seeking Bore without an enemy lock-on.
Attack Button: Fires the Seeking Bore when there is an enemy lock-on.
Alternate Fire Button: Fires 5 non-tracking variants of the bore ammo with a slight spread that fly straight, fast, doesn’t require a lock-on to use, and explodes on contact dealing high damage. Consumes 5 rounds of ammo.
Special Button: Pressing this button, while the Bore is flying towards a locked on enemy target, will cause it to explode prematurely, but it will deliver a large explosion and lots of shrapnel dealing very high damage but consuming 5 extra rounds of ammo.
PFM Layer–
Attack Button: Increased fire rate.
Alternate Fire Button: Fires a Sticky Mine that will stick to any surface, including monsters, that explodes after a few seconds.
Special Button: Requiring 4 rounds of ammo to use, shoots out 4 mines at once in a diamond formation that blow up immediately due to the 4 mine proximity limit.
Grenade Launcher–
Toggling between Timed and Impact Grenades will change the color of the lights on the side of the Grenade Launcher. Yellow is for Timed Grenades and Red is for Impact Grenades.
Timed Grenades have had their bounce velocity reduced as well as their detonation fuse time.
Grenade models now look like the small grenade ammo pickup item.
Attack Button: Increased fire rate.
Alternate Fire Button: Fires an impact grenade, that requires and uses 5 rounds of ammo, that explodes into 10 smaller bomblets that bounce around and explode after a short time delivering burning napalm damage.
Special Button: Toggles between Timed and Impact Grenades that are fired with the Attack Button. Impact Grenades explode on contact while Timed Grenades bounce around for a few seconds before exploding. Times Grenades will not explode when contacting enemies.
Scorpion Missile Launcher–
Attack Button: Increased fire rate.
Alternate Fire Button: Fires a single non-tracking missile that must be fired a total of 3 times to take away 1 round of ammo.
Special Button: Fires a constant barrage of missiles that uses and requires 3 rounds of ammo to be fired.
Flamethrower–
The volume for the Flamethrower’s idle gas fume sound has been greatly reduced.
Fire from the Flamethrower now leaves behind fire on impact that does fire damage over time.
Toggling between Standard and Excessive Consumption will change the color of the pilot fire at the end of the weapon’s barrel. Blue signifies Standard Consumption while purple signifies Excessive Consumption.
A small light source is created by the pilot fire, its color depends on what type of Consumption Mode is being used.
Attack Button: No changes.
Alternate Fire Button: Fires a single fireball with explosive fire damage that requires 25 fuel ammo to use.
Special Button: Toggles between Standard Consumption and Excessive Consumption. Excessive Consumption will use twice the amount of fuel delivering more fire and more damage over time.
Razor Wind–
The projectile flies faster.
Razor Wind gets blood on its blades when hitting monsters with it’s melee attack.
Can damage destructible objects.
No longer gets stuck in water.
The Razor Wind has an idle sound effect.
Attack Button: Spins the Razor Wind’s blades in the player’s hand at a high rate and deals close combat melee damage.
Alternate Fire Button: Throws the Razor Wind at an enemy.
Special Button: Pressing and holding down this button while the blade is in flight will cause it to immediately return to the player.
Nuke–
The Nuke has a greyish metallic texture now and everything blue about it, from the lights on its body to the color of its particle effects, has been turned to orange.
The Nuke now has a raise, lower, and idle sound effect.
The Nuke gets blood on its blades when hitting monsters with it’s melee attack.
Toggling the Grinder Armament Mode will disable the glowing orange lights on the Nuke’s swirling blades. If they are on, then the Nuclear Armament Mode is active.
The Nuke’ s primary fire mode creates an actual mushsroom cloud upon the final explosion.
When the lights on the weapon are on a light source is created at the end of the weapon.
Attack Button: Will deal melee damage as the weapon charges up its nuclear projectile.
Alternate Fire Button: Toggles between Nuclear Armament Mode and Grinder Armament Mode. Nuclear Armament Mode is the standard mode we all know and love while Grinder Armament Mode simply spins the weapon’s blades and deals high melee damage without firing the nuclear projectile. The Grinder Armament Mode can also be used to cancel the Nuclear Armament Mode.
Special Button: Fires a constant beam of energy that drains 1 round of ammo for every second it’s fired, but does heavy damage over time.
Harpoon Gun–
Attack Button: Increased rate of fire.
Alternate Fire Button: Fires 3 spears, consuming 3 rounds of ammo, at once with a small spread.
Torpedo Launcher–
Attack Button: Increased firing rate.
Alternate Fire Button: Fires just like original fire mode but it cannot be auto fired.
Styracosaurus Riding Artillery–
The new fire modes will prompt the player with a HUD message and a sound effect when they need to reload or cool down and when they are ready to be used again. Also walking over and crushing your enemies causes blood spray now.
Walking on top of enemies and crushing them now causes blood effects and crunching sound effects.
The shotgun pellets can pass through 2 enemies and hit the third behind them before stopping.
Added blood splats to the Styracosaurus’s head, feet, and horns.
Attack Button: Left and Right Artillery Cannons fire twice as fast.
Alternate Fire Button: Horned Charge causes blood spray on impact.
Jump Button: Increased firing rate for the 20mm cannon.
Crouch Button: Fires mortars in to the air that will bomb anything in front of you up to about 25 yards. After 6 shots the mortar will need to reload for about 6 seconds.
Special Button: Fires a large amount of shotgun pellets that will blanket a large area dealing high damage. Can only be fired once before having to reload for 3 seconds.
Special Button2: Fires a constant beam of plasma energy that does high damage for about 4 seconds. Requires 8 seconds to cool down if overheated.
Hunter Cannon–
While standing still you can now fire the shoulder mounted Hunter Cannon with Special Button2 which fires an explosive energy impact grenade.
Enabling a scope or mounting the Styracosaurus will disable the Hunter Cannon.
If you press and hold down Special Button 2 the Hunter Cannon can be charged up for more devastating attacks.
0-120 second charge = Fires a red projectile with a single grenade damage rate, and requires a 10 second recharge before being able to use the Hunter Cannon again.
121-240 second charge = Fires a purple projectile at double the velocity with a double grenade damage rate, and requires a 20 second recharge before being able to use the Hunter Cannon again.
241+ charge = Fires a blue projectile at triple the velocity with a triple grenade damage rate, and requires a 30 second recharge before being able to use the Hunter Cannon again.
ENEMIES
All monsters now have death skins, one for normal deaths, one for burnt deaths, and one for exploded deaths.
All monsters will create particle and sound effects when hitting objects with their melee attacks.
Lighting for every enemy projectile and attack has had their colors corrected.
When blown up monsters have a chance of moving left or right across the screen like in Turok 1.
Added a new gibbing system to Extreme Death animations for all enemies that adds lots of new gibs and gore chunks.
Headshots on monsters create chunks of meat that get thrown around the room.
Enemies killed by PF Mines create chunks of meat that get thrown around the room.
Many particle effects for enemy attacks have been upgraded with better lighting.
Endtrail–
Purple plasma projectile impact light color fixed and the particle effect has been enhanced.
Grenade projectile has a better explosion particle effect.
Has a chance of throwing up to 3 grenades at once with a slight spread.
Enslaved Soldiers–
These are Araissi Soldiers turned into mindless drones that obey every command of the Dinosoid army. Don’t expect anything but aggression from them.
Health is the same as Endtrail’s starting health.
Uses a Combat Shotgun and is very deadly up close but a horrible shot at long distance.
Tries to get close to his target to self detonate and cause massive damage.
Has a chance of self detonating at close range for a short time after death.
Raptoid–
Health has been increased from 20 to 25.
Has a chance to spawn 1, 2, 3, or 4 Entrails/Enslaved Soldiers upon spawning into a map when not underwater.
Raptors–
Has a chance to spawn 1, 2, 3, or 4 Leapers/Endtrails/Enslaved Soldiers upon spawning into a map.
Flesh Sentinel–
Has a chance of throwing up to 3 grenades at once with a slight spread.
Death Guard–
Has a chance to spawn 1, 2, 3, or 4 Flesh Sentinels upon spawning into a map.
Has a chance of throwing up to 3 grenades at once with a slight spread.
Lord of the Flesh–
Has a chance to spawn 1, 2, 3, or 4 Flesh Sentinels upon spawning into a map.
Has a chance of throwing up to 3 energy blades at once with a slight spread.
Leaper–
Health has been reduced from 20 to 10.
Turrets–
No longer spray blood or gibs when destroyed.
Deadman–
Blood projectile attack velocity has been reduced and it is no longer a homing projectile .
Lord of the Dead–
Blood projectile attack velocity has been reduced and it is no longer a homing projectile .
Fireball attack has a better explosion particle effect and lighting effects as it flies.
Has a chance to spawn 1, 2, 3, or 4 Deadmen upon spawning into a map.
Has a chance of shooting up to 3 fireballs at once with a slight spread.
Sister of Despair–
Blue Flying Skull projectile will not only damage the player but also slow down their running speed severely for 10 seconds and it has better impact particle effects.
Has a chance to spawn 1, 2, 3, or 4 Deadmen upon spawning into a map.
Purlin Gunner–
Added an extra death animation.
Health has been increased from 25 to 50.
Has a chance to spawn 1, 2, 3, or 4 Swamp Wasps upon spawning into a map.
Purlin Warclub–
Health has been increased from 50 to 100.
Purlin Juggernaut–
Health has been increased from 40 to 200.
Has a chance to spawn 1, 2, 3, or 4 Swamp Wasps upon spawning into a map.
Swamp Wasp–
Reduced buzzing sound volume significantly.
Blind Sentinel–
Has a chance of throwing up to 3 grenades at once with a slight spread.
Blind Guardian–
Has a chance to spawn 1, 2, 3, or 4 Blind Sentinels upon spawning into a map.
Has a chance of shooting up to 3 arrows at once with a slight vertical spread.
Nala–
Has been replaced with Fireborns.
Cave Spider–
Has a chance of being blown to pieces with explosive weapons and then releasing a lot of Spider Hatchlings from it’s body.
Fireborn–
Cannot be killed by fire damage and is much more aggressive and will attack at longer distances.
Flames emit from their bodies as long as they are alive.
Now throws a fireball variation of the Endtrail’s grenade projectile that explodes on impact and has a much higher velocity value.
Hive Workers–
Has a chance to spawn 1, 2, 3, or 4 Hive Drones/Hive Mites upon spawning into a map.
Hive Drones–
Has a chance of shooting up to 3 energy beams at once with a slight spread.
Hive Soldiers–
Has a chance to spawn 1, 2, 3, or 4 Hive Drones/Hive Mites upon spawning into a map.
Primagen Elite Guard–
Has a chance to spawn 1, 2, 3, or 4 Primagen Troopers upon spawning into a map.
BOSSES
The Blind One–
Swamp Tentacle’s health has been increased from 80 to 200.
Swamp Tentacle attacks do double damage.
Ceiling Sphincter’s health has been increased from 100 to 300.
Ceiling Tentacle’s health has been increased from 100 to 400.
Ceiling Tentacle attacks do double damage.
The Blind One Eye’s health has been increased from 50 to 500.
Number of Grubs allowed on the arena floor has been increased to 32 and you have to kill more of them to proceed to the next section of the battle.
Each time a Grub is killed there is a 1/3 chance an Adult Cave Spider will drop from above to join the fight.
The Queen–
Little Arms health has been increased from 80 to 200.
Big Guns health has been increased from 200 to 400.
Head health has been increased from 30 to 500.
The number of enemies allowed on screen and in the arena at one time has been greatly increased.
Mites have a chance of being replaced by a Hive Worker, Hive Drone, or a Hive Soldier.
Enemy corpses never disappear.
The Queen never retreats after getting parts of her body destroyed. She constantly fights alongside her minions once she re-enters the arena.
The Queen’s attacks do double damage.
The Queen no longer has homing attack projectiles.
The Mother–
First Stage Arm health has been increased from 80 to 200.
Second Stage Arm health has been increased from 220 to 400.
The Mother spits out 3 times more enemies at once and the number of enemies allowed on screen and in the arena at one time has been increased.
All attacks done by the Queen have had their damage rates doubled.
Enemy corpses never disappear.
Each time a Grub is killed there is a 1/3 chance a Primagen Trooper will drop from above to join the fight.
The Primagen–
Tendril health has been increased from 40 to 200.
Small Claw health has been increased from 100 to 300.
Big Claw health has been increased from 150 to 400.
Body health has been increased from 400 to 500.
Bombs drop from the ceiling at a faster pace and there’s a chance up to 3 can drop at once.
The number of Drones spawned and allowed in the arena at once has been greatly increased.
The number of Drones spawned while the Primagen tries to regenerate his health on stage 2 has been greatly increased.
The amount of damage that must be dealt to the Primagen to stop him from regenerating his health has been increased from 75 to 300.
The amount of time given to stop the Primagen from regenerating his health has been reduced from 6 to 3.
All attacks performed by the Primagen have had their damage rates doubled.
Has a chance of throwing up to 3 fireballs while flying at once with a slight spread.
The fireballs that are thrown down to the floor while the Primagen is flying will leave behind fire that burns for a short time.
PLAYER
Player can now double jump.
Player can now dash on the ground and in midair with the double tap of any directional button.
Player can now do a Ground Pound attack by pressing the crouch button right after a double jump or after jumping from a high platform dealing high explosive damage. It takes 10 seconds to recharge once used.
When the player’s health gets down to 30 or less a “Danger Low Health” message will flash on the screen, and you will begin to hear his heart beat and the screen will flash red when he’s not moving.
When the player’s health gets down to 20 the heart beat will quicken as will the red screen flashing.
When the player’s health gets down to 10 the heart beat will be pounding fast and the screen will be flashing red very quickly.
Turok will randomly crack jokes and taunt his enemies as he kills them.
MAPS
The Death Marsh maps have had their black fog turned into grey fog and the draw distance has been cut in half to give a better swamp like atmosphere.
The Death Marsh maps have had the color of your surroundings when underwater turned to green instead of blue as it should be.
The Death Marsh maps have had more Purlin Warclubs, Gunners, and Juggernauts added to them.
The Death Marsh maps have had leaves/branches added to the tops of tree trunks.
TEXTURES AND MISC
Added some extra effects to the Iguana Shootout Intro.
New additions to the Main Screen Logo.
All textures and weapon icons have been upscaled and sharpened for better detail.
The “Lives Remaining” face in the HUD for Turok has been replaced.
The color of the Health icon in the HUD has been changed.
Blood pools have been replaced with better sprites and have been better positioned.
More blood has been added to the game as well as a bit more gore chunks.
Splashing blood sound effects on surfaces have had their volumes reduced significantly.
Particle debris effects have been added to many explosions.
The sound effects for the ladder climbing has been replaced.
New skies have been added to the game.
Explosion Damage causes blood to spray when hitting living things.
Bullet impacts have thick plumes of dust and smoke left behind.
Bullet impacts in stone or default material types send bits of material flying out that bounce off of surfaces.
Bullet impacts in metal material types send sparks flying out that bounce off of surfaces.
Arrow impacts have thick plumes of dust and smoke left behind.
Arrow impacts in stone or default material types send bits of material flying out that bounce off of surfaces.
Arrow impacts in metal material types send sparks flying out that bounce off of surfaces.
Explosions leave behind thick plumes of smoke and dust.
Explosions send lots of sparks flying around.
All large bonfires you see in maps will cause fire damage to you and other enemies.
All explosions encontered in a map than are not used for destructible items or false walls do damage to nearby enemies and the player.
The particle effects for bullets and projectiles hitting water now look closer to the first game’s effects.
Bullet casing and spent shotgun shell particle effects have been replaced with 3d models.
Many sprites for particle effects have had a Gaussian Blur applied to them to reduce their graininess.
THANKS T
Duke64 for being the first person to help me mod this game when I was trying to figure out how to get alternate fire modes to work.
Smoke39 for taking the time to help with several modeling and animation ideas I had. The dude is a master hacker.
Sargeant Mark and his epic Brutal Doom Mod for borrowed sound effects.
Guncaster Mod for borrowed sound effects.
Steven7853’s for his More Blood mod that I used as a base when adding more blood and gore to the game.
Drahsid for is Upscaled Textures and Weapon Icons pack that I used and sharpened up for this mod.
BehemothProgrammer for his MP Addons v1.0 mod structure, his Flaregun model/texture changes from his Turok 2 Coop mod, and all his help with serious coding issues.
GaelRomanet for the awesome new animated skies he and his son created.
DarkShadowRage for the ripped sound effects from Turok 1 that I used for the Nuke’s raise and lower sound effects.
No Review Submitted
Tags: Ascension, Mod, turok 2 EX