VoodooArenaBFGMutation Readme

Author: Ted "Fighting Fool" Rice Jr. 
Email: fighting_fool@yahoo.com
where to get this mod: http://www.angelfire.com/ut2/foolishenterprises/
release date: oct.9/2001

Version:1.0

Installation:
1.  Unzip the VoodooArenaBFGMutation.int and the
    VoodooArenaBFGMutation.u file to your UT system folder

2.  Unzip the .utx file to your Textures folder

3.  Unzip this readme file to your Help folder

4.  Select VoodooArenaBFGMutation from the list of mutators.


Weapons:-->Summon names(if you want to use them singly)

VoodooArenaBFGMutation.RadialCannon
VoodooArenaBFGMutation.MuckDweller
VoodooArenaBFGMutation.Excalibur
VoodooArenaBFGMutation.FireWalker
VoodooArenaBFGMutation.Parasite
VoodooArenaBFGMutation.SymRifle
VoodooArenaBFGMutation.RockTroll
VoodooArenaBFGMutation.Spectre
VoodooArenaBFGMutation.HeadHunterMk2
VoodooArenaBFGMutation.AirStrikeUplink

And; Ammo summon names(in case anyone uses W.O.R.M.)

VoodooArenaBFGMutation.HeadHunterAmmo
VoodooArenaBFGMutation.MuckDwellerAmmo
VoodooArenaBFGMutation.ExcaliburAmmo
VoodooArenaBFGMutation.FireWalkerAmmo
VoodooArenaBFGMutation.ParasiteAmmo
VoodooArenaBFGMutation.SymRifleAmmo
VoodooArenaBFGMutation.RockTrollAmmo
VoodooArenaBFGMutation.SpectreImp
VoodooArenaBFGMutation.HeadHunterAmmo
VoodooArenaBFGMutation.AirStrikeBomberAmmo


Weapons: Specials

1.the radial cannon can go akimbo. You need to play on a map
which normally has enforcer spawn points, and they will be 
replaced by radial cannons.

2.the muck dweller allows you to swim twice as fast as normal
when you have it selected.

3.the excalibur does 220 damage per shot if you hit with the 
actual beam.  the primary spawns a rocket which does 1000 
damage inside of a medium blast radius. the altfire rocket does
110 with a small radius.

4.the firewalker's altfire mines appear to be a dropped firewalker
and do moderate damage.

5.the parasite's altfire automatically seeks out the closest nearby 
player and attempts to infest them.

6.the symrifle makes you walk at six tenths of your normal speed 
when you have it selected.

7.The rock troll's altfire creates a localized earthquake and throws all 
nearby players into the air, including you, so be careful.  Also, 
the altfire special move costs 5 ammo each time, so ammo burns up quick.

8.the spectre's altfire special move will stop all incoming 
projectiles, as well as knocking back any nearby players. However, 
it costs 10 ammo to do, and it has a long cycle time, whic will 
leave you vulnerable.

9.The head hunter mk2 does 150 damage if you hit someones' head, while 
only doing 15 damage to any other body part.  when you hit the alfire, you
enter charge mode.  You become invisible and do doulble damage, BUT...
	A.your movement speed is cut to less than half your normal speed
	B.the charge only lasts for one shot, ie. after you fire for
	the first time,you become visible, you regain your normal 
	speed, and you do normal damage.  

10.the airstrikeuplink's primary fire can be used to deny people access to 
certain parts of the map.  The explosions can effectively irradiate a
portion of the map for 15 sec.  However, you're vulnerable until the 
explosions are finshed.  The altfire is a reedeemer explosion.
	A. this weapon is useless at long range.  the planes phase out 
	after a set time if they don't hit something.



Features:
(at least, things I did that I think are cool)

Visual stuff:
1.
All of the weapon animations are visible from 1rst
AND 3rd person perspective.  Unlike the default UT 
weapons, which only show one 3rd person animation.

2.
The weapons have drop animations.  If you toss them 
out, or are killed, the weapon you were using
will play a drop animation and crumple on the ground 
like a puppet with its strings cut.  This just seemed 
more realistic than having it stand there waiting for
its next owner to come along.  Not necessary, but it
looks cool.

3.
The weapons all have pickup animations as well.  Look 
at them as they rotate at their spawn point to see 
this.  Doesn't really affect gameplay, just something
I wanted to put in.


Weapon tips:

Look up my website for more in-depth info on strategies and 
other hints.

http://www.angelfire.com/ut2/foolishenterprises/


Other mods I've done:

RocketJumpingArena
VoodooArenaBFGMutation


Other mods in the works:

1.
VoodooArena V.1.1 (an update to VA, with numerous changes)

2.
Darkmatch Armory (a weapons mod designed for darkmatch type 
games.  It's design is to make for more stealthy games.


BackBurnerMods: (stuff I probably won't finish, but...)

1.Mixed Akimbo (Pair a Flak cannon with a sniper rifle?)

2.
Style Arena (a weapons mod that sort-of balances the UT weapons.
For example, Rocket launcher beats Enforcer right? Sooooo...
StyleArena will modify the scoring aspect of UT. A 
kill with a rocket launcher gives you 1 point.  A kill 
with an enforcer will give you say...3 points, etc., etc.)

3.
The Wait (it always seemed odd to me that somebody holding a 
rocket launcher could run, jump, and turn as quickly as somebody 
with an enforcer.  The mod would balance the weapons by their 
weight.  Might incoporate this with Style Arena.)

Copyright / Permissions
-----------------------
This mod is copyright (c)2001 by Ted Rice Jr..

You are NOT allowed to commercially exploit this mod, i.e. put it on a CD
or any other electronic medium that is sold for money without my explicit
permission!

You MAY distribute this mod through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file and leave the archive
intact.

----------------------
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