409335
seit 24.09.2000
CTF Arena 2
mn3-Name:
ctfarena2.mn3
Mission-Pack:
N/A
number of players:
N/A
symmetrical Mission:
N/A
Checksum-Bug (Linux):
N/A
Hits:
195
Download
ctfarena2.zip
Textfile
This is my first mod, and about my 8th level. Sorry for the totally stinky weapon powerup designs, but I'm not very creative that way. A listing of weapons and their effects is below, just for you nice people that actually READ the text files that come with levels. Weapon (replaced weapon): description Primaries: Ricochet Cannon (Vauss): This cannon fires an extremely fast bolt to a wall, where it ricochets in an unpredictable direction. When it hits a wall, the normally round ball assumes a random shape due to the concussive forces of the bounce, causing more damage than the original bullet if it hits something. Best use: blocking off entrances with a hail of shrapnel and bullets. Energy Cannon (Plasma): This baby does incredible damage, but also compensates for it with an incredible reload time and incredible energy usage. 20 shots will drain the energy of a pyro (assuming you aren't using you Afterburner). However, 3 shots will kill a pyro if aimed correctly. This weapon is VERY hard to hit with, and drains energy like all get out, so fire only when you are assured of a hit. The travel time makes it possible to dodge this weapon, but VERY hard if it is heading at you. Best use: sniping. Flash Mortar Cannon (Mass Driver): For all you D2 fans, the flash missile is back, but in revised form. This projectile travels a medium distance, then explodes with a large flash. The actual damage done is minimal, but the flash and impact of the weapon will likely knock your opponent away from where he wants to go (or is). Best use: sealing off an entrace for about 1 second, knocking anything in that area away from it. Magneto Cannon (Super Laser): How does a homing primary sound to you? This weapon causes minimal damage, but will seriously shake up your opponent if it hits. The magnetic energy warhead allows the weapon to home in on your opponent somewhat, and causes their ship to shake a bit if it hits them. Best use: distract your opponent while you use something more deadly on them. Purple Flamer (Fusion): This whacky gun has two stages: a regular cannon, which does low damage but is chargable, and rocket. The rockets appear after the cannon shots have hit the wall; then travel away, homing in on whatever they see. They do little damage, but they cause napalm damage. The mini-missiles also explode into napalm when they come into contact with a wall. Best use: filling a tunnel with napalm-carrying rockets and catching anything in sight on fire. Secondaries: Super Homer (Blackshark): This dude can take out any ship with one hit. It homes in on its target, traveling in for the kill at speeds which make it very difficult (if not impossible) for the target to react. Best use: taking out the opponent you are dogfighting, or as a tactical strike missile to take them out from behind before they can react. Whirlpool Mortar (Impact Mortar): Suck your enemies in, chew em up, and spit em out! This mortar has a small gravity field, making it dangerous in the hands of a pilot at close range. Best use: scare the heck out of anyone within sight! Flak Homer (Homing Missile): These homing missiles have a very interesting property: they fire normally, tracking their opponents for about 2 seconds, then explode. The explosion will either release frag particles or napalm blobs. There is a 50% chance of either occuring. This doesn't mean that every other missile you fire will be napalm or frag particle; it simply means that on any given shot there is a 50% chance of it being napalm or frag particle. Best use: In a large dogfight, these things can cause multiple kills; just make sure that you aren't in range when they go off! Also, they can be good for sealing off tight tunnels, or taking out multiple enemies in such a tunnel. Heavy Homer (Frag Missile): Basically a large homing missile with no special effects, these missiles will seriously knock a target around when they hit. However, they don't have a particularly large amount of velocity. Best use: attack an opponent that is confused from the attack of such a weapon as a Magneto Cannon or a Flash Mortar Cannon. Gravity Well (Napalm Rocket): A high-speed, hard-to-see missile that creates a large gravity well. It doesn't do much damage, but is best used in conjunction with a more deadly weapon for a kill. Best use: hold enemies in place while you pelt them with other weapons. Tunnel Scourer (Smart Missile): This slow, cumbersome missile has the potential to take out any enemies cowering within the mines. Though not particularly impressive-looking, its many frag particles ensure that it will be respected in the mines for years to come. Best use: cleaning out a tunnel of any enemies you suspect may be lurking there. Impact Flamer (Mega Missile): This is DA BOMB! IT releases many napalm blobs unpon impact, as well as generating a large explosion that will seriously damage, if not kill, your opponent. Use with care though: it could be a suicide waiting to happen if used in a small tunnel!
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