Turok
Open World Alpha 0.46
36 Comments
Badger  [author] 2 May @ 5:12pm 
I have not really had the time to make large scale mods like this anymore. I'm still active but have taken a backseat to modding, at least for the time being. That being said, i do appreciate everyone taking a look at this mod.
< WashedUpOldMan 30 Mar @ 10:25pm 
vTurok open world status??
Gan 31 Dec, 2023 @ 11:49pm 
Is this still being updated? ...2018
CrazyHorseMusX 16 Oct, 2023 @ 6:42pm 
Thanks for making this! Awesome mod and I can't wait to explore the lost land :)
Res 10 Aug, 2023 @ 6:55pm 
I hope you make more stuff, even if Turok has kinda been forgotten unfortunately
pawnset 13 Jul, 2021 @ 3:49pm 
Thank you, Badger. I did noclipping, and found only three secrets. I do like this mod that you made, and can see a lot of creativity went into it. Thank you for making it for us, and I look forward to seeing more. I've always wanted to create a game- and I admire those who are able even to create mods like this, as I know from game development I've looked into it takes a lot of resilience. I believe you about the diagonal jump as DoomMarine23 also wrote to me and shared a video of him performing it- and I've tried to do this before after watching "Behemoth Programmer" play some of these mods on his channel- but it's just not working for me :( I know that there's a period of two seconds after Tal-set has fallen off the edge that he can jump mid-air, and I was trying that with the angle jump- and still ':(
Badger  [author] 13 Jul, 2021 @ 3:11pm 
Openworld is a mod I made working non-stop over a year on. It's been 3 years since I actually updated it, I had been working on either other Turok projects or having irl struggles. I do plan doing updates to it as I view it as a passion project that I will not come to a point where it will be finished. The reason I have not done updates is because a single map can take 1-2 months of consistent work to get done, and apart from other map projects i've done, I just can't find the time to binge like that anymore. That being said, the current Turok mapping project im on is actually a sort of standalone mod / optional addon to openworld, and I think people will like it when its finished. :fhappy:
Badger  [author] 13 Jul, 2021 @ 3:11pm 
Hello pawnset! I'll answer your questions as concise as possible. There are 3 secrets i believe. Though there are secret stuff that is not marked. Whiskey Everglades' gates can be jumped across if the shamans glitch, not necessary to reload map, pick up the spiritual invincibility if having trouble with them. The maps are beatable without cheating, i test played my own maps, you need to know how to diagnol jump though. Ziplines are possible to do but again you have to master the diagnol jump, diagnol jumping while holding the jump button should make it easier.
pawnset 13 Jul, 2021 @ 9:37am 
There's a lot of required platforming that the only way I see is to cheat using the fly mode. You can't jump them. There's a cheat code hidden on the map that will give you access to most of the cheats.
pawnset 13 Jul, 2021 @ 9:34am 
Found it! Opened up the three cages. In Whiskey Marsh there's a glitch where shamans will disappear off the above plank-way while running towards you. For anyone else having this problem, it is necessary to kill all the shaman in an area on the above plank-way before the gates will open. If a shaman disappears reload the map.
pawnset 13 Jul, 2021 @ 8:40am 
I'm having a lot of difficulty here. Please tell me how I open the gate in Whiskey Marsh. These maps are huge- and I've been all over searching. There seem to be a lot of dead ends, and I'm wondering if a platform I made my way towards, that I climbed up was supposed to have a switch. Then in the Kris Kringle mission the jumps across the lake by means of the Christmas packages are impossible to perform. I've only opened up three cages so far. Please advise
pawnset 13 Jul, 2021 @ 5:10am 
Love the rich variety here. You put together one awesome open Space! I actually like the lack of enemies, as what you've done with the non-combat areas is turned them into narrative and atmospheric areas with placements of little details to encourage exploration. But please how many secrets are here now? I've found two. And also why are the zip-lines not working for me. The first one I fall off halfway, and the second won't even make contact no matter how much I've tried. Is anyone else having this issue? Look forward to seeing more developments here:)
riccardomarchetti88 14 Nov, 2018 @ 3:15pm 
thanks a lot for working! why leave a good game like turok now we have workshop? no one have done a new level series..a new turok campain! can you make this or something like that?
Badger  [author] 14 Nov, 2018 @ 1:07pm 
I haven't stopped working on the mod, i have also been working on other stuff besides Openworld.

A new level is being worked on as my latest project, it's only a matter of when it's finished. :badgercoin:
riccardomarchetti88 14 Nov, 2018 @ 10:37am 
hey your level desing is amazing! why you dont do a new levels with this style?
Badger  [author] 15 Jul, 2018 @ 3:27pm 
Afaik i'm having similar problems running this mod with the Turok+ patch. I'm not sure what is causing this tbh, will have to look into it later.
Marthbutt 14 Jul, 2018 @ 9:51pm 
Whenever I try to launch the map,it just goes to a black screen. I'm running it with a few gameplay tweak mods but that's it. Is this mod incompatible with that stuff?
Badger  [author] 25 Jun, 2018 @ 5:40pm 
@ FlameInar This is happening to you because you're not using editor to load the mod, I think i fixed it for you so it will work now though. Unsubscribe and subscribe again and replace the kpfs.
Unoilrig 25 Jun, 2018 @ 5:06pm 
Sorry for necroing this comment thread, but whenever I boot the mod and click start game, it just starts the regular game. Any way to fix this?
Malanore 20 Mar, 2018 @ 6:55pm 
Came from youtube :D
I'm definitly trying thing one!
Badger  [author] 17 Jul, 2017 @ 11:21am 
lol :rbiggrin:
hey buddy 17 Jul, 2017 @ 2:21am 
I like the concept but the starting building was so cringey I had to go to the hospital
Badger  [author] 25 Jun, 2017 @ 8:44pm 
If you don't mind exploring it's pretty fun to look around, almost everything is retextured so you'll see something new. It lacks in enemy placement so this mod will not be admired by everyone.
Orange Friday 18 Jun, 2017 @ 5:54am 
I love this game, but is this mod worth playing?
oroubas 14 Jun, 2017 @ 1:32pm 
turok,really nice,a little serious sam feeling!!!!:steamhappy:
vodkins 26 Mar, 2017 @ 5:52am 
So huge open maps without checkpoints? No, to boring for me to play again from very start.
Badger  [author] 7 Feb, 2017 @ 2:57pm 
Mkay, ill stay in touch :P

Thanks also for the support wufei, a new dungeon with more unlockables will come in 0.4, for those needing more action. :miner:
wufei88 7 Feb, 2017 @ 2:13pm 
This is really neat, I will be rooting for you! I hope it comes out as you dremt it =).
Snake Plissken 7 Feb, 2017 @ 4:22am 
yes it was a Doom imp, I've been so upset about not being able to make romps within my 3D model hold these kex animation node tabs that I decided I'll just add a frame animation based framework. I'll contact you soon, you keep up the good work to.
Snake Plissken 7 Feb, 2017 @ 4:21am 
Great thinking, very well used. All that extra space above and below ect. So much space for hours of use. Actual procedural generation by most people's standards is still a research project of mine for now but one day will be very possible, however something else I do got going I'll try to throw a video by you or release soon and that concept is a square room, or open level, when the player reaches a invisible line that defines the end of the map, it would be triggered by the player and it'll teleport the player seaminglessly to a 2nd level, no noticeable load time, enableing what seems to be a walk in run direction, within one level,, wile actually consisting of multiple levels. Between this trick and the ones you used here we can have miles and miles of what seems to be one walkable, open inviroment. / also thanks for the nice remark, means a lot, I'll do my best to keep it up with brutal Turok ;
Badger  [author] 5 Feb, 2017 @ 10:52am 
Hey snake! Ya I was a bit surprised finding out Turok wasn't infinite. One of the parts was actually off the border of playable map space, so i had to copy everything there and shove it under the map, so now you warp there like legend of zelda. Procedural generation though?? Wow thatd be a trip! Keep up the awesome work on Brutal Turok! I also like the model stuff you have on your streams (did I see a Doom imp in one of those vids?)
Snake Plissken 5 Feb, 2017 @ 5:08am 
havnt yet but about to try this out any sec. hey im snake, brutal turok and all. im also working on a open world inviroment for the kex engine, it involves a framework enableing the player to walk in one direction infintivly. it can use procedural genration but havnt worked out a good algorythm for such within angelscript and the kex engine. im lkooking forward at seeing what you where able to do and how. looks awsome, at any rate even if its a very large open to its current max type level im sure its epic and cant wait to checkt his out. ill check back in with yeah keep up the work
Badger  [author] 2 Feb, 2017 @ 9:49am 
Thanks for playing though :)
Badger  [author] 2 Feb, 2017 @ 9:45am 
I will have to make a path to the alien part next time i get a chance to update.
riccardomarchetti88 2 Feb, 2017 @ 9:12am 
your level desing is very cooll... big spaces are beauty.. but there are not action... put more enemies and most linear gameplay... i dont see aliens or similar.. only confused saurus! :) n alone purlinn... i dont look the quest.. explaine me please.. i dont want minimaze your work beacase are cool for me, i want to tell you what i tink better!
Blueray 31 Jan, 2017 @ 6:59pm 
2 new campaigns, 1 day. Hell yeah!