Another new feature of UT is the new weapons... yes, you heard me right, they are getting rid of those crappy weapons from
Unreal (well, at least a few). The most interesting of these new weapons would have to be the Translocator. Just think
of it as a "portable teleporter". There are two parts to this "weapon", the source module and the destination module. A
player can throw the destination module anywhere he likes, and with the press of a button, will instantly teleport to the
spot where the destination module sits. This might sound easy, but that does not mean other players have no defense.
Others who spot your module lying around can fire at it, sending it flying somewhere you had not intended… such as a pool
of lava, or down off a cliff. But the translocator is not only a mode of transportation; it is also a weapon. Good
players can throw the destination module at a player, sticking it too them, and then "telefrag" them by imploding then
from the inside. It is the ultimate "instant death". Use of the translocator can be turned on and off by the server.
Next on the list is the IMPACT Hammer... the most powerful melee weapon ever made. A rather large device, it sucks in air,
and then expels it with extreme force, obliterating anything in its way. The Redeemer is a new rocket launcher, but with
a twist. First off, it has a huge blast radius, killing anything in a single room easily. Next, you can take control
over its movement, steering it into an enemy's base. However, there are drawbacks. The speed of the projectile is very
slow. Second, when controlling its movements, you have no control over your own movement and are essentially a sitting
duck. Many more weapons might be added; it all depends on how much time Epic has to implement them. About 6 new ones are
planned, but it all comes down to timing.
Way back in the beginning of the article I discussed the graphics of UT. The engine is capable of handling vast outdoor
areas. We are all used to small rooms connected to large rooms connected to smaller rooms… in other words, there isn't
much variety there. UT breaks that barrier and creates realistic and elaborate settings based on real life. Imagine
deathmatching on a space station or on a floating ship in the middle of the sea. How about a beachfront? No more is
deathmatching limited to small corridors. Of course, for those of you out there that prefer them, there will be plenty.
As a matter of fact, there will be 30-40 maps included in the final game, several geared towards intense and bloody DM by
using old-style "closet" sized rooms. Each has its own unique theme… technological, medieval, fantasy, which is quite a
good break from the browns of Quake II. Either way, prepare to be impressed with the level of detail that you will see
put into the levels of UT.
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