Ripper Lite UT3 - new version, less suck!
Right, well, here's a little present before I go back to Uni tomorrow!

Why should you download Ripper Lite over the other version? Here's why:

quote:

* Blade speed, damage and ricochet values are identical to their UT counterparts.
* Secondary fire is now the explosive blade, again identical to the UT version.
* Weapon firing speeds are practically the same as the UT Ripper, allowing for corridor-spamming!
* Primary blades can decapitate enemies and pin them to walls.
* Small size footprint: the files together total less than 350KB.
* Hidden melee mode where you can slice enemies up at close range (headshots too!)
* You can kill yourself with the blades...



Download!

BU FileWorks: Here. (502KB) (Use Gameservers.net!)

Screenshots!









More details!

Firing modes:

Primary fire shoots out high velocity blades that cause moderate damage. If you aim at head height and deliver enough damage to kill an enemy, the blade will decapitate him/her! Furthermore, if you don't decapitate your enemies, they will often be "pinned" to walls or ceilings. How would you get them pinned to the ceiling? Use the rebounding trick! Aim at the floor just in front of an enemy and fire your blades, as they will ricochet up into the enemy. Experiment with different angles and tactics to get the most stylish kills!

Secondary fire launches a volatile explosive blade that does a small amount of damage, but can throw enemies into the air - if you're quick enough you can nail them mid-air with the primary fire..

Finally...

Hope you enjoy the mutator!
04 Jan 2008 by Parser (jamesritson AT googlemail.com)

Ripper UT3 released!
Well, here it is, a version of the Ripper for UT3! Description:

quote:

Ripper UT3 is a "port" of the original Ripper from Unreal Tournament - a popular weapon that fires sharp blades. The most common uses of this weapon are beheading enemies and spamming corridors with the bouncing blades.

The UT3 Ripper isn't a carbon copy, however - the weapon model (provided by Mode, used in our Fraghouse Invasion mod for the Razorbomb weapon) is chunkier and more detailed than the original. The blade speed for the primary fire is faster to compensate for the game's quick pace, and secondary fire is a payload bomb that, rather than continuing in a straight line, gradually arcs and loses height.



Download: FileWorks (10.35MB)

So what can you do with this UT3 version? Well, you can certainly decapitate your enemies! You can also pin them to walls and ceilings, plus use the secondary fire payload bomb to throw them into the air, and of course, you can decapitate yourself with your own blades... screenshots!





And here's a quick rundown of the firing modes:

quote:

Primary fire shoots out high velocity blades that cause moderate damage. If you aim at head height and deliver enough damage to kill an enemy, the blade will decapitate him/her! Furthermore, if you don't decapitate your enemies, they will often be "pinned" to walls or ceilings. How would you get them pinned to the ceiling? Use the rebounding trick! Aim at the floor just in front of an enemy and fire your blades, as they will ricochet up into the enemy. Experiment with different angles and tactics to get the most stylish kills!

Secondary fire launches a small bomb that, by itself, does not do very much damage, and uses up 2 ammo points, meaning it should be used in moderation. What the explosion will do, however, if it hits the enemy, is throw them into the air - from there you can either try and nail them mid-air with your primary fire, or see if they end up taking damage from the resultant fall, as you can get points for "pushing" enemies off the playing area...



Enjoy!
29 Dec 2007 by Parser (jamesritson AT googlemail.com)

WeaponLord for UT3!
Well, I trust many people have experienced the endeavour that is Unreal Tournament 3! There's an incredible amount of complaining about a game that, for the most part, seems to be a great return to form - it looks good, it's fast-paced, and it's traditionally faithful to the original UT that so many people loved...

Anyway, I started working on WeaponLord (for the UT version I think it topped out at about 120 weapons!), and felt I should show the few weapons that I've created. They're not hugely original at this stage, but boy are they fun to use! Here we go then:

HandCannon



The HandCannon is just a more powerful alternative to balance out the gameplay with the other weapons. It does shoot incredibly fast, though, and can send enemies flying.

Bola Cannon



For the primary, the Bola Cannon shoots out chunks of stinger shards - as you know, you can pin enemies to the wall with the Stinger's alt fire. Considering the Bola Cannon fires around 12 of these at once, your chances of impaling are much improved! Secondary fire launches the energy disc that the Scorpion vehicle fires.

Death Ray



The Death Ray is one mean weapon! Primary fire is an incredible quick burst of grenades - just see the first screenshot! Secondary fire is like the original Link Gun beam, but with a huge range and a damage rate that can instantly gib enemies.

WAR Cannon



The WAR Cannon's primary fire churns through stinger shards like crazy, but it's the secondary fire that makes this a ridiculously overpowered weapon: it fires tank shells. Yeah...

Jackhammer



At the moment, the Jackhammer's main virtue is that it has a very fast charge - meaning you only need to tap your foes with it to splatter them into chunks. Self-damage is greatly reduced, so you can hammer-hop about maps, as its impact force is much higher too. I'm still working on some kind of fancy secondary fire.

Diffusion Lance



Kind of a cross between a shock rifle and sniper rifle. The lance spits out energy beams that carry a huge momentum: kill an enemy with this weapon and he'll go flying across the map...

Zeus Cannon



The Zeus Cannon can load up to 6 rockets at once - Hellfire rockets, that is. Like the rocket launcher, these can be in a line or in a cluster. When fire is tapped twice, instead of launching grenades, this weapon will launch a cluster of flak shells - very cheeky!

Anyway, that's the update for now! When I have enough weapons for a proper set, I'll put out a release and see how that's received. Cheers for now!
19 Dec 2007 by Parser (jamesritson AT googlemail.com)

Fraghouse Invasion v5 Released!
Well, it's finally here! We worked (moderately) hard to bring you this before certain people would no longer be available, so here it is!

Download: FileWorks (132MB)

What is Fraghouse Invasion?

Fraghouse Invasion is a large collection of new maps, weapons, monsters, skins, models and a variety of other content that has been built from one code twist of the original Invasion. It takes the normal Invasion gametype and gives it a few subtle tweaks that make huge gameplay changes. Monsters are spawned at specific locations rather than player starts, meaning the players can start in a fort structure as a defense from the oncoming hordes of monsters! Version 5 adds a metric tonload of new features and improves the mod beyond recognition.

Here are a few taster screenshots:




So.. What's new?

quote:

Code
Major coding improvements over previous versions. Improved AI, server improvements (uses far fewer resources), general optimisations. The Epic Turret crash bug has been averted (it no longer crashes dedicated servers).

Difficulty
Apparently to some, Fraghouse Invasion is about picking up a weapon, standing in one place and holding down fire until you win the game. There's nothing to stop players doing this, of course, but the above should be rephrased to "standing in one place and holding down fire until you are ripped apart."

Maps
There are a variety of new maps for FHI as well as the return of some classic maps. Overall there has been a refinement to the map choices. Scripts in the maps have been altered to fix server issues, and bugs/exploits discovered from previous versions have been corrected.

Possessables
Not quite Karma physics, but the Hammer is now a "possession tool". When selected, any objects that can be picked up by the Hammer are highlighted. This new feature can be used extensively on several maps to build fortifications and other structures.

Movement system
Firstly, no more translocators. Secondly, the player is granted a wider range of acrobatic skills. There is the ability to dodge constantly from wall to wall, allowing quick movement across a map, as well as being able to stand on top of other players to form ladders. Of note, however, are the new "climbing gloves" (you will need to bind a key in the controls menu) - when the allocated key is held down next to a flat wall or surface, the player will grip onto it. When the key is let go, the player will boost upwards, but will also be allowed very swift movement through the air in any direction.

Bloom
FHI enters the High Definition age with its own custom bloom (adapted from the original Wiki version) used on several maps where appropriate. Blooming great! (Sorry). This feature can be turned on/off in the "Player" menu.

Reworked Inventory System
The EXP system has been replaced - No longer will you gain points by killing monsters. Instead, monsters will randomly drop special pickups. These pickups include health packs, suicide orbs, "pergrandis" boots, spectrometer goggles and teleporters. In terms of key bindings, the stock Inventory keys found in the controls menu will be bound by default (left bracket, right bracket and enter).

Last-second-save item system
Thanks to Da Wrecka for this little ditty. This feature kicks in when you have health packs/bandages or teleporters existing in your inventory. If you are injured and brought down to 0 health, if you have health packs or bandages, they will be used, thus saving you from death. Similarly, if you fall from a great height, if you possess a teleporter, it will be used to bring you back to safety.

Improved HUD
The new HUD is much more visually active: the team bonus feature is represented graphically, as are in the inventory items in the top right corner.

Health regeneration
As a way to promote teamplay, when players are grouped together, they are awarded a "team bonus rating". For every teammate that is in the small radius of the group, players will regenerate 5 health. So if three players are grouped together, each of them will receive 15 health every 2 seconds.

Reworked Weapons
Typically, the main weapon set in each map will now be the uWM variants (those that Radiosity designed). The other weapons, such as the Riot Shotgun, Flamethrower, Kalashi, Yichus, and Toyomoto Cannon will be designated as special weapons that are not always readily available. Players will have to hunt around maps to find them (often in secret areas).

Sounds
FHI now has a much richer range of sounds, partly thanks to Parser's acquisition of a decent microphone! In general, each monster will now have its own signature sounds (some of which can be fairly disgusting), allowing for a more colourful palette of noise during combat.

Deployables
A couple of inventory items that you pick up can be "deployed" as possessable items: the barrier and the missile. The barrier can be placed wherever the player desires, for example to block a doorway or barricade an area. The missile can be fired (primary fire on the Hammer) at enemies and will explode on contact.

More eye candy!
The maps have been graphically improved, which is no doubt already established. When the "Rage" powerup is used, as long as the player has Bloom enabled, a searing red/orange view effect will appear for all of the players, and when the teleporter is used, a blue haze effect will dominate the screen for a split second.



Finally, here's a truckload of screenshots! Enjoy!

22 Sep 2007 by Parser (jamesritson AT googlemail.com)

FHI - Vanity update!
Amid all the work that's going into FHIv5 (expect a release very soon!), I thought I would take some time out to post a few "vanity shots" of several maps just to give an indication of how FHI has progressed visually. So here they are!

FHI-Frozen





FHI-Skytopia



FHI-Tomb





FHI-Beach



FHI-Imex



FHI-HillFort



FHI-Mosque

11 Sep 2007 by Parser (jamesritson AT googlemail.com)

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