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View Full Version : Review: Volatile Health 110


ModSquad NewsPoster
17th Jun 2003, 05:15 PM
[ Transcript of review for Volatile Health 110 (http://modsquad.beyondunreal.com/review.php?id=20) | Posted by Bean on 2002-09-18 | Score: 7 ]
What This?

Volatile Health is in the vein of DE's Volatile Ammo and Volatile Weapons, where you could shoot pickups, and they'd get blow'd up. Dorkorama completed DE's work, and made this, Volatile Health.

What Does It Do...Besides The Obvious

Volatile Healh has two basic functions. The first is if you shoot MedBoxes blow apart into little Health Vials, which is kinda sorta neat. Nothing special, but if you wanna be a pain in the ass, it is something to do with your sniper rifle. The second thing is Health Kegs, when shot, go nuclear. They release a purple Redeemer blast, which is quite fun to do, especially, again, with the Sniper Rifle.

"And then..." "No and then!"

That is about it. You can configure it so the Keg doesn't get nuked, and if a mod uses something else instead of health vials, the mutator allows that in the menu also. I found no bugs, which was nice. It was a fun little mutator, and complements the other Volatile mutes nicely. It could easily have been one of the originals in DE's pack.

- Bean