Liandri Hacker v2 released
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Alright, well admittedly I never got around to posting news for the first version (yes, I am that lazy), so here's v2 of the melee weapon for UT3!
What does this weapon do, I wonder?
quote:
Designed as a reinstatement of a blade-based melee weapon for the Tournament (and replacing the Impact Hammer), the Liandri Hacker is a durable tarydium-powered mining tool that can cut through tough materials with little to no resistance, including flesh. Primary fire initialises the high-speed circular saw, whereas secondary fire engages the rubble-clearing electrical discharge, which is powerful enough to launch vehicles around and destroy them in two or three hits. The resulting recoil will also propel the user backwards, and so can be used to "hop" across great distances.
Glad we cleared that up! Let's take a look at the changelog for v2:
quote (Changelog):
* Secondary fire ragdolls enemies (tip: ragdoll opponents then chop them up with primary fire whilst they're recovering). * Secondary fire can now knock powerups off players (like the Impact Hammer secondary). * Primary fire sound altered - it's now a looped cue that fixes the problem with custom music (the music would restart after firing). * Muzzle flashes added for both fire modes - more eye candy! * More graphical detail for the hit effects (when hitting walls/players/vehicles). * Server upk reference bug fixed (servers will now push the HackerResources.upk file as well as the code package). * Damage values are configurable in UTHacker.ini (in the Config folder). * Various "under the bonnet" tweaks that have no visual effect.
Alrighty then, let's have a download link!
Download: FileWorks (842KB).
And finally some screenshots to demonstrate this beefy weapon in action:



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Ripper Lite v2
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Been a long time.. here's a little treat!
Ripper Lite v2
I finally finished up a second version of the Ripper port for UT3, so here it is for release! What's changed, I wonder?
quote (Changes):
* Pickup skin fixed - instead of being red, it is now silver like the weapon itself. * Ammo pickup tweaked - easier to identify, bigger in size and with a green plasma overlay. * Vehicle damage fixed/tweaked - primary fire will do more damage than secondary, but secondary is useful to knock vehicles around with. * Primary fire animation changed - the gun propels backwards instead of upwards, fitting more with the UT Ripper's animations. * Headshots tweaked - they are easier to attain, especially during online play. * Secondary fire tweaked - bigger blast radius but does not throw enemies so far up into the air. * First person model fixes - tweaked for widescreen play, plus more compatible with small weapons option. * Pinner blade tweaked - the stinger shard no longer shows up when enemies are pinned to walls.
To save you scrolling past all the images, here's the download:
Download: ripperlitev2.zip (591KB) from Fileworks.
And now, the screenshots. Enjoy!








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Ripper Lite UT3 - new version, less suck!
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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! |
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Ripper UT3 released!
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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! |
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WeaponLord for UT3!
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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! |
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