UPDATE: 8-30-04
8/07/04 update: Major Update.
8/09/04 update: New screenshots.
8/10/04 update: a few more new screenshots.
8/11/04 update: Ducking with the minigun or assault rifle now increases accuracy.
8/16/04 update: Added "splitting goop" to the bio rifle
8/30/04 update: Minigun has a super firing mode that overheats.
Short Form:
This mutator brings mayhem to UT2004!! All weapons Except the classic sniper rifle, and three super weapons are modified to include changes ranging from bouncing projectiles and beams to multiple toggleable firemodes.
More Specific Features
Most Weapons Feature a toggleable firemode that can be accessed by a keybind in the mutator.
-Lightning Gun- The Lightning gun shoots bolts that bounce off walls, it also forks too! It has a toggleable firemode that arcs out lightning in a web-like effect, kind of a "Lightning Shotgun".
-Shock Rifle-Primary fire shoots beams that reflect off walls, alt-fire shoots shockballs that bounce and explode at every hit, until hitting a player or vehicle etc. The Shockballs Can also lock onto players, like the rocket launcher can. There are 6 different shockbeam/ball/shockcombo colors (Just for fun) that are configureable in the mutator options.[/b]
-Link Gun- Primary fire shoots bouncing energy projectiles. which can be 7 different colors, or random at every shot in the mutator config options. The Link Gun Alt fire has an adjustable beam length that will inflict greater damage at short length, regular damage at regular length, and less damage at extended reach.
-Rocket Launcher- Primary fire can fire 3 different rocket types, toggleable via keybind. Incendiary rockets burn a surface for about 2 seconds (can also catch vehicles and players on fire!). Fragmentation rockets have a wide blast radius with low damage, and standard rockets are your good ol' regular trusty rockets. Alt fire will spawn bouncing rockets, which can be configured via mutator options to have different color smoke trails or even multicolor smoke trails.[/B]
-Flak Cannon- Primary fire has 3 different toggleable flak pattern sizes, for a slow moving wide spread blast, regular pattern, or a tight, fast moving pattern. The alt fire has been programmed to fire charged velocity flak shells, (Like the assault rifle grenade fire), but will still launch out flak shells at regular distance if the button is not held long . There is also an option that makes all of the flak tracers have random colors (just over 16.7 million color combinations!).
-Shield Gun & Assault Rifle- The least changed of the mayhem weapons. Aside from having a new skin, they offer greater protection and firepower to help balance them with the rest of the weapons.
-Bio Rifle- Features Toggleable Bouncing flubbery goop! < 8-16-04 > Bio rifle now has another mode, Splitting goop, used in two ways in two charged firemodes. You can charge up primary fire with this mode selected to release a shotgun-like pattern of goop, more goop balls for greater charges. On alt fire with the same mode, you release a goop ball that splits into two equal halves on impact, unless it is already the smallest goop ball allowable. Fun Fun!
-Minigun- Alt Fire has 3 toggleable firing modes, one is standard, another is a precision-based firing mode.
< 8-11-04 > Minigun will now have a little greater accuracy when crouching and firing. < 8-11-04 > Now, the minigun has a super powerful firing mode that if overused, will overheat. It has a fun feel to it.
-AVRiL- Features a toggleable set of infantry based smaller missles. Primary Fire fires a payload of missles in a spiral, (the amount of missles being spawned is being decided, probably either 4 or 5), and alt fire mode that launches the missles repeatedly with automatic reloading.
-Mine Layer- A new EMP minetype, Yes, EMP as in Electro-Magnetic Pulse. Stronger vs. Vehicles than standard mines. But slower moving.
-Grenade Launcher- Spring loaded Velocity at release of the firing button, (Like the Assault Rifle Grenade Fire), And toggleable grenade Types, One is Standard, the other is super sticky and sticks to any surface immediately without bouncing. Great for traps!
SCREENSHOTS:
Here's a look at the new lightning arc stuff.
http://img.photobucket.com/albums/v188/GlassBoy/LightningBranch01.jpg
http://img.photobucket.com/albums/v188/GlassBoy/LightningForked01.jpg
And a close up incendiary explosion.
http://img.photobucket.com/albums/v188/GlassBoy/CloseIncendiary01.jpg
Here's a good look at the different shock colors.
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle01.jpg
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle02.jpg
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle03.jpg
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle04.jpg
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle05.jpg
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle06.jpg
and other stuff...
http://img.photobucket.com/albums/v188/GlassBoy/R_1st_Rocket_2.jpg
http://img.photobucket.com/albums/v188/GlassBoy/R_1st_Flak_5.jpg
http://img.photobucket.com/albums/v188/GlassBoy/RainbowCombo/RainbowComboFrame1.jpg
http://img.photobucket.com/albums/v188/GlassBoy/RainbowCombo/RainbowCombo1.jpg
VIDEOS:
Half of the weapons in action from about a month ago here, The current weapon effects are better than the ones shown here, But this will give a basic idea: http://download.beyondunreal.com/fileworks.php/raffi/ultimatemayhem.zip
8/07/04 update: Major Update.
8/09/04 update: New screenshots.
8/10/04 update: a few more new screenshots.
8/11/04 update: Ducking with the minigun or assault rifle now increases accuracy.
8/16/04 update: Added "splitting goop" to the bio rifle
8/30/04 update: Minigun has a super firing mode that overheats.
Short Form:
This mutator brings mayhem to UT2004!! All weapons Except the classic sniper rifle, and three super weapons are modified to include changes ranging from bouncing projectiles and beams to multiple toggleable firemodes.
More Specific Features
Most Weapons Feature a toggleable firemode that can be accessed by a keybind in the mutator.
-Lightning Gun- The Lightning gun shoots bolts that bounce off walls, it also forks too! It has a toggleable firemode that arcs out lightning in a web-like effect, kind of a "Lightning Shotgun".
-Shock Rifle-Primary fire shoots beams that reflect off walls, alt-fire shoots shockballs that bounce and explode at every hit, until hitting a player or vehicle etc. The Shockballs Can also lock onto players, like the rocket launcher can. There are 6 different shockbeam/ball/shockcombo colors (Just for fun) that are configureable in the mutator options.[/b]
-Link Gun- Primary fire shoots bouncing energy projectiles. which can be 7 different colors, or random at every shot in the mutator config options. The Link Gun Alt fire has an adjustable beam length that will inflict greater damage at short length, regular damage at regular length, and less damage at extended reach.
-Rocket Launcher- Primary fire can fire 3 different rocket types, toggleable via keybind. Incendiary rockets burn a surface for about 2 seconds (can also catch vehicles and players on fire!). Fragmentation rockets have a wide blast radius with low damage, and standard rockets are your good ol' regular trusty rockets. Alt fire will spawn bouncing rockets, which can be configured via mutator options to have different color smoke trails or even multicolor smoke trails.[/B]
-Flak Cannon- Primary fire has 3 different toggleable flak pattern sizes, for a slow moving wide spread blast, regular pattern, or a tight, fast moving pattern. The alt fire has been programmed to fire charged velocity flak shells, (Like the assault rifle grenade fire), but will still launch out flak shells at regular distance if the button is not held long . There is also an option that makes all of the flak tracers have random colors (just over 16.7 million color combinations!).
-Shield Gun & Assault Rifle- The least changed of the mayhem weapons. Aside from having a new skin, they offer greater protection and firepower to help balance them with the rest of the weapons.
-Bio Rifle- Features Toggleable Bouncing flubbery goop! < 8-16-04 > Bio rifle now has another mode, Splitting goop, used in two ways in two charged firemodes. You can charge up primary fire with this mode selected to release a shotgun-like pattern of goop, more goop balls for greater charges. On alt fire with the same mode, you release a goop ball that splits into two equal halves on impact, unless it is already the smallest goop ball allowable. Fun Fun!
-Minigun- Alt Fire has 3 toggleable firing modes, one is standard, another is a precision-based firing mode.
< 8-11-04 > Minigun will now have a little greater accuracy when crouching and firing. < 8-11-04 > Now, the minigun has a super powerful firing mode that if overused, will overheat. It has a fun feel to it.
-AVRiL- Features a toggleable set of infantry based smaller missles. Primary Fire fires a payload of missles in a spiral, (the amount of missles being spawned is being decided, probably either 4 or 5), and alt fire mode that launches the missles repeatedly with automatic reloading.
-Mine Layer- A new EMP minetype, Yes, EMP as in Electro-Magnetic Pulse. Stronger vs. Vehicles than standard mines. But slower moving.
-Grenade Launcher- Spring loaded Velocity at release of the firing button, (Like the Assault Rifle Grenade Fire), And toggleable grenade Types, One is Standard, the other is super sticky and sticks to any surface immediately without bouncing. Great for traps!
SCREENSHOTS:
Here's a look at the new lightning arc stuff.
http://img.photobucket.com/albums/v188/GlassBoy/LightningBranch01.jpg
http://img.photobucket.com/albums/v188/GlassBoy/LightningForked01.jpg
And a close up incendiary explosion.
http://img.photobucket.com/albums/v188/GlassBoy/CloseIncendiary01.jpg
Here's a good look at the different shock colors.
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle01.jpg
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle02.jpg
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle03.jpg
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle04.jpg
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle05.jpg
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle06.jpg
and other stuff...
http://img.photobucket.com/albums/v188/GlassBoy/R_1st_Rocket_2.jpg
http://img.photobucket.com/albums/v188/GlassBoy/R_1st_Flak_5.jpg
http://img.photobucket.com/albums/v188/GlassBoy/RainbowCombo/RainbowComboFrame1.jpg
http://img.photobucket.com/albums/v188/GlassBoy/RainbowCombo/RainbowCombo1.jpg
VIDEOS:
Half of the weapons in action from about a month ago here, The current weapon effects are better than the ones shown here, But this will give a basic idea: http://download.beyondunreal.com/fileworks.php/raffi/ultimatemayhem.zip
Last edited: