Turok
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Trent Easton Dec 17, 2015 @ 2:59pm
So, uh... The Minigun in level 2?
You can destroy the wall with a tek arrow now. You couldn't do that in the other versions. It is NOT a gun you're meant to have so early in the game, which is why they teased you with it. It normally requires a grenade launcher or better to get to that gun. Is this intentional? If not, then it needs to be nerfed.
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Showing 1-13 of 13 comments
Crix Dec 17, 2015 @ 3:13pm 
so they mess with in game stuff, so not only the price they fudged with in game content and stuff. Bleh..A visual remastered would've been just fine but changing how the game was orginally gameplay wise is bad taste.
Kaizen Dec 17, 2015 @ 3:16pm 
Damn I didn't even try with the tek arrow I just passed it up, why would they do that?
(Shadow) Dec 17, 2015 @ 3:22pm 
It might be a bug, i'll have to ask them about it, and i will pass it a long and hopefully we can get it patched up, so only the grenade launcher can blow it up.

Edit: It seems to be an engine thing, any explosion can take it out now, doesn't seem to be a way to tailor it just for the grenade launcher.
Last edited by (Shadow); Dec 17, 2015 @ 3:25pm
Trent Easton Dec 17, 2015 @ 3:32pm 
Originally posted by (Shadow):
It might be a bug, i'll have to ask them about it, and i will pass it a long and hopefully we can get it patched up, so only the grenade launcher can blow it up.

Edit: It seems to be an engine thing, any explosion can take it out now, doesn't seem to be a way to tailor it just for the grenade launcher.
It wasn't that the grenade launcher was the only weapon that could do the trick. It's just that the tek arrows, and explosive shells DIDN'T do the trick. Pretty much any other explosive would get the job done. But, it's not a big deal. At least, for me personally. I'll just ignore it until after level 4. But hopefully somebody, be it a dev, or a modder will fix this. We can't have the newbs getting too comfortable, now, can we?
(Shadow) Dec 17, 2015 @ 3:36pm 
Originally posted by Otep Shamaya Is Queen:
Originally posted by (Shadow):
It might be a bug, i'll have to ask them about it, and i will pass it a long and hopefully we can get it patched up, so only the grenade launcher can blow it up.

Edit: It seems to be an engine thing, any explosion can take it out now, doesn't seem to be a way to tailor it just for the grenade launcher.
It wasn't that the grenade launcher was the only weapon that could do the trick. It's just that the tek arrows, and explosive shells DIDN'T do the trick. Pretty much any other explosive would get the job done. But, it's not a big deal. At least, for me personally. I'll just ignore it until after level 4. But hopefully somebody, be it a dev, or a modder will fix this. We can't have the newbs getting too comfortable, now, can we?

Ye, I know the feel, but when mod support comes a long I feel like lots of great things will rise up.
Kaizen Dec 17, 2015 @ 3:38pm 
Hear that people?
Mod support coming.

Kwitcherbichen
It doesn't use the same ammo as the handgun / assault rifle anyway, so it doesn't matter when you pick it up. You get enough ammo to kill a handful of enemies and then you're SOL until you start finding more, which should be around the time you could get access to the weapon anyway.
KingfossilFER Jan 4, 2017 @ 12:52pm 
Shadow, I tought in your lp you mentioned this was intentional or something like that, which is reasonable considering the first grenade launcher you get is on stage 4.

I always found this secret dumb for the amount of backtrack you need to do (basically get to the end of stage 2)
MuscularMelvin Jan 5, 2017 @ 6:56pm 
I thought the OP was a close-minded purist when this topic was initially revived, but I now see his point. Turok 1 was really meant to be a collect-a-thon game, and making players go back to previous levels with new abilities is a big part of that. It's no different than getting the caps in Super Mario 64. The problem is, that one minigun secret is the only thing like that so it doesn't work either way.

Then again, it could be that the secret was always meant to be accessible with Tek arrows and the developers just made a mistake. Besides, as others have said the minigun is only meant to be a small taste of what you'd be able to have later in the game. Most smart players would save it for the boss encounter in Level 3, anyway.
I'll just ignore it until after level 4. But hopefully somebody, be it a dev, or a modder will fix this. We can't have the newbs getting too comfortable, now, can we?
God, this guy was probably one of those types who only play Doom at 320x200 with keyboard only.
Smoke39 Jan 5, 2017 @ 7:01pm 
I considered changing this, but as lightning pointed out, it's only really useful against the longhunter, and really it's just as powerful against the other bosses. So instead of changing the destruction code, I reduced the minigun ammo pickup count in boss rooms, to try and make it less dominating against ALL bosses. I might not've reduced it enough, though, as I still feel like I can rely on it pretty easily against bosses. May revisit this in a future update.
MuscularMelvin Jan 5, 2017 @ 7:05pm 
I think a Metroidvania method of collecting powerful weapons in locked-off areas was probably an idea thrown around in the Iguana offices back then, but it probably got shot down because it would slow down the gameplay too much. I can't say the invisible walls were a good substitute, but at least if you know where they are you wouldn't have to waste 5 minutes running through an empty level.

We may never know if Turok was going to be the Metroid Prime of 1997, but it's fun to speculate. No way they could've pulled it off on N64 hardware, though.
Apollo Husky Jan 9, 2017 @ 8:46am 
True, it's a tad overpowered at the time. But once you've used it up, you wont find any additional ammo for it until MUCH later.
NEMESIS2K5 Mar 19, 2019 @ 9:49pm 
Got the minigun. I used the tek arrows on the spikes blocking the minigun in the jungle and the wall/spikes were destroyed.
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Date Posted: Dec 17, 2015 @ 2:59pm
Posts: 13