Turok 2 Ascension is yet another overhaul mod by myself for a classic game from my past recreated by the awesome dev team Nightdive Studios. Turok 2 was the first game I had ever played that I bought with my own money and so I was very critical of it at that time. I loved the game to death, but every flaw I saw in it I griped about it. So now, decades later I have taken it upon myself to try and make it even better than it already was. From crazier weapon abilities to more blood and gore to a nice HD/Upscaled Texture and Skin Pack to an increase in enemy numbers this mod aims to help Turok 2 ascend to a whole new level.

Post news Report RSS Turok 2 Ascension is LIVE!!

Finally live, my latest mod for ModDB is Turok 2 Ascension for Turok 2 Seeds of Evil re-released in 2017 by Nightdive Studios.

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Full of many changes ranging from new weapon features, to increased blood and gore, to better looking skins and textures T2A aims to take things to a higher level. Check all the new content and stay up to date here at ModDB.

TUROK 2 ASCENSION VERSION 1.0 FEATURE LIST ( SO FAR )

 

AMMO

 

All weapon Max Ammo values have been multiplied by 10.

All Ammo Pickup amounts have been doubled except for recollected arrows and spears.

 

WEAPONS

All explosive weapon damages have been tweaked slightly so that the same damage is done when hitting enemies and hard surfaces.

Many explosive projectiles can now go through water surfaces and do half the damage they do out of water upon detonation.

 

Flare Gun-

The Flare Gun now has glowing sections on its body that signify when the weapon has recharged. You can fire as many normal flares as you want with the alternate fire button, but this will drain the battery completely and keep it from recharging.

 

Attack Button: Fires an explosive flare burst, that must have a full battery, dealing high damage.

Alternate Fire Button: Fires normal flares to light up dark areas that burn nearby enemies over time.

 

Talons-

The Talon melee weapon has been removed.

 

Warblade-

The Warblade is now the starting melee weapon. It can now strike walls and nonliving objects.

 

Attack Button: Delivers fast melee attacks.

Alternate Fire Button: Delivers slower heavier melee attacks with higher damage.

 

Wooden Bow-

Attack Button: No changes.

Alternate Fire Button: Quickly fires 3 arrows, consuming 3 ammo, at once with a small spread.

 

Tek Bow-

Tek arrows explode on impact when hitting non livng surfaces and objects.

 

Pistol-

Attack Button: Increased fire rate.

Alternate Fire Button: Fires 20 bullets, consuming 20 ammo which is 1 magazine, at one time dealing heavy damage.

 

Mag60-

Attack Button: Fully automatic fire mode with larger bullet spread.

Alternate Fire Button: Triple burst fire mode with tighter bullet spread.

 

Tranquilizer Gun-

Now has a scope.

 

Attack Button: No changes.

Alternate Fire Button: Activates and deactivates scope mode.

 

Charge Dart Rifle-

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 ammo.

 

Shotgun-

Attack Button: Fires a single barrel with either ammo type.

Alternate Fire Button: Fires both barrels of either ammo type dealing double damage.

 

Shredder-

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 ammo.

 

Plasma Rifle-

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 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 75 ammo.

Alternate Fire Button: Enables and disables scope mode.

 

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 slightly more damage and at twice the original firing rate. Siege Mode fires explosive shots with heavy damage, that use 75 ammo at a time, at a much slower firing rate.

 

Sunfire Pod-

Attack Button: No changes.

Alternate Fire Button: Throws an explosive Sunfire Pod that deals high flame damage and uses 3 ammo.

 

Cerebral Bore-

The Cerebral Bore can now fire projectiles without having a lock in.

 

Attack Button: No changes.

Alternate Fire Button: Fires a non-tracking variant of the bore ammo that flies straight, fast, and explodes on contact dealing high damage. Consumes 5 ammo.

 

PFM Layer-

Attack Button: Increased fire rate.

Alternate Fire Button: Fires a Sticky Mine that will stick to anything, including monsters, that explodes after a few seconds.

 

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.

 

Attack Button: Increased fire rate.

Alternate Fire 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.

 

Flamethrower-

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.

Attack Button: No changes.

Alternate Fire 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 Razor wind takes longer to get clean after being covered in blood. The projectile flies faster as well.

 

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.

 

Nuke-

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.

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.

 

Harpoon Gun-

Attack Button: Increased rate of fire.

Alternate Fire Button: Fires 3 spears, consuming 3 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.

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.

Zoom In Button: Fires a constant beam of plasma energy that does high damage for about 4 seconds. Requires 8 seconds to cool down if overheated.

Zoom Out 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.

 

ENEMIES (WIP)

Raptoid-

Health has been increased from 20 to 25.

Has a 50 percent chance to spawn 1 Endtrail upon spawning into a map.

Has a 50 percent chance to spawn 2 Endtrails upon spawning into a map.

 

Raptors-

Has a 50 percent chance to spawn 1 Endtrail upon spawning into a map.

Has a 50 percent chance to spawn 2 Endtrails upon spawning into a map.

 

Leaper-

Health has been reduced from 20 to 10.

 

Turrets-

No longer spray blood or gibs when destroyed.

 

Deadman-

Projectile velocity has been reduced.

 

Lord of the Dead-

Projectile velocity has been reduced.

Has a 50 percent chance to spawn 1 Deadman upon spawning into a map.

Has a 50 percent chance to spawn 2 Deadmen upon spawning into a map.

 

Sister of Despair-

Has a 50 percent chance to spawn 2 Deadman upon spawning into a map.

Has a 50 percent chance to spawn 4 Deadmen upon spawning into a map.

 

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.

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.

While standing still you can now enable a shoulder lamp with the SCOPEZOOMIN button and disable it with the SCOPEZOOMOUT button. Enabling a scope or mounting the Styracosaurus will disable the shoulder lamp.

 

TEXTURES AND MISC

 

New additions to the Main Screen.

All textures and weapon icons have been upscaled and sharpened for better detail.

Blood pools have been removed.

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 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 Plasma Rifle has an idle sound effect.

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 Sunfire Pod has an idle sound effect.

The Sunfire Pod has a nice little flame particle effect that flows from it as it idles.

The volume for the Flamethrower’s idle gas fume sound has been greatly reduced.

The sound effects for the ladder climbing has been removed.

New skies have been added to the game.

Explosion Damage causes blood to spray when hitting living things.

All monsters now have death skins, one for normal deaths, one for burnt deaths, and one for exploded deaths.

Flashlight Pickups have been replaced with Full Health Pickups.

Warblade Weapon Pickup has been replaced with the Tranquilizer Weapon Pickup.

Added a smoke effect to monsters that are on fire.

Added an optional "autoexec.cfg" file that you can use in the main Turok 2 folder to enable and disable Bullet Time with the "F" and "V" keys.

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.

Warblade gets blood on its blades when hitting monsters.

Razor Wind gets blood on its blades when hitting monsters with it's melee attack.

The Nuke gets blood on its blades when hitting monsters with it's melee attack.

All 3 weapons that get blood on them will only be cleaned of the blood when teleporting or loading up a map.

Post comment Comments
CyborgParrot
CyborgParrot - - 1,733 comments

**** yeah! Can't wait to download and play this Motherfucka'!

Reply Good karma Bad karma+4 votes
VGames Author
VGames - - 3,972 comments

Glad to see somebody is excited.

Reply Good karma+1 vote
SweetRamona
SweetRamona - - 5,113 comments

Lol I'm also excited for this. ;3

Reply Good karma Bad karma+2 votes
Guest
Guest - - 692,529 comments

Excellent. Hopefully my pc won't lag with this mod active.

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VGames Author
VGames - - 3,972 comments

I’m optimizing like crazy as I mod so hopefully it will run smoothly for all. I have a beast PC so it’s hard not to push the Kexengine as hard as I can. So far everything runs as smooth as butter even when lots of enemies get blown to crap at the same time.

Reply Good karma+1 vote
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