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		<title>Epic Games Forums - Beta Releases</title>
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		<lastBuildDate>Fri, 24 May 2013 02:39:17 GMT</lastBuildDate>
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			<title>Epic Games Forums - Beta Releases</title>
			<link>http://forums.epicgames.com/</link>
		</image>
		<item>
			<title>UOF-CTF-UnReaLActioN / RC1</title>
			<link>http://forums.epicgames.com/threads/963161-UOF-CTF-UnReaLActioN-RC1?goto=newpost</link>
			<pubDate>Fri, 17 May 2013 14:11:53 GMT</pubDate>
			<description><![CDATA[Features, (and this is off the cuff) 
 
Multi-trans-portation massively variable and innovative reverse Capture The Flag! (We've had a lot of fun...]]></description>
			<content:encoded><![CDATA[<div>Features, (and this is off the cuff)<br />
<br />
Multi-trans-portation massively variable and innovative reverse Capture The Flag! (We've had a lot of fun with this one on the LAN hopefully others might enjoy it) its a rush against bots or 2 vs 2 or 1 on 1.<br />
<br />
<font size="2"><b>*</b></font> <font color="#B22222">Unique</font> remix of Red Blossom (audio track) / &lt;DJ - 1x&gt;<br />
<font size="2"><b>*</b></font> <font color="#B22222">Tuned</font> for fair &amp; balanced symmetry. <br />
<font size="2"><b>*</b></font> <font color="#B22222">Custom assets</font> galore! / textures / decals / working machinery / eye candy, etc.<br />
<font size="2"><b>*</b></font> <font color="#B22222">Mad Fierce Action</font> CTF / 1x legacy style map.<br />
<font size="2"><b>*</b></font> Should have a map and tactical layout (you might get lost at first, but grab the flag and run the long way / drop down / turn and reverse though the bottom teleporter when your feet hit the ground dodge! &amp; CAP IT FAST! or ....)<br />
<font size="2"><b>*</b></font> Run the gamut in through the middle and blast your way to victory!<br />
<br />
<br />
<a href="http://i779.photobucket.com/albums/yy73/1-Xtreme/unreal_action_holo_zps0dc674cb.jpg" target="_blank"><img src="http://i779.photobucket.com/albums/yy73/1-Xtreme/unreal_action_holo_zps0dc674cb.jpg" width="400"  alt="This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version"></a><br />
<br />
<a href="http://i779.photobucket.com/albums/yy73/1-Xtreme/unreal_action_holo_red_zpse8a458e6.jpg" target="_blank"><img src="http://i779.photobucket.com/albums/yy73/1-Xtreme/unreal_action_holo_red_zpse8a458e6.jpg" width="400"  alt="This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version"></a><br />
<br />
<a href="http://i779.photobucket.com/albums/yy73/1-Xtreme/unreal_action_holo-blue_zps7f6acbfd.jpg" target="_blank"><img src="http://i779.photobucket.com/albums/yy73/1-Xtreme/unreal_action_holo-blue_zps7f6acbfd.jpg" width="400"  alt="This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version"></a><br />
<br />
<a href="http://i779.photobucket.com/albums/yy73/1-Xtreme/unreal-action_zpsdda5e4c6.jpg" target="_blank"><img src="http://i779.photobucket.com/albums/yy73/1-Xtreme/unreal-action_zpsdda5e4c6.jpg" width="400"  alt="This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version"></a><br />
<br />
<i>Completed in 2012, sorry it took me so long to finally upload, but with some critique and input I'll polish it and publish it!</i> - I'd also like to release the CTF-Maul map i've had sitting on my hard-drive. - Sorry for lagging, i've had a tough busy year. ((actually a few back to back - but that my friends is another story))<br />
<br />
All the best to all of you always! &amp; Peace &amp; GOOD TIMES be will ya all alwys. / hope to be back around and see ya more.<br />
<font size="4"><b><a href="http://205.196.122.20/0dl6zt755qng/5h4ux9rbz6p2kyu/CTF-Unreal+Action%21.7z" target="_blank"><br />
DOWNLOAD IT!</a></b></font><br />
<br />
Edit - (spelling error)</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/340-Beta-Releases">Beta Releases</category>
			<dc:creator>1XTreme</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/963161-UOF-CTF-UnReaLActioN-RC1</guid>
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			<title>HALO 4 Spartan 117 Alpha</title>
			<link>http://forums.epicgames.com/threads/963105-HALO-4-Spartan-117-Alpha?goto=newpost</link>
			<pubDate>Fri, 17 May 2013 03:39:51 GMT</pubDate>
			<description>Halo of Unreal 4.5 in progress - bla bla bla  
So new shadering material : Rolleyes: 
 
Download : http://www.mediafire.com/?x16237m2buw32wm 
...</description>
			<content:encoded><![CDATA[<div>Halo of Unreal 4.5 in progress - bla bla bla <br />
So new shadering material : Rolleyes:<br />
<br />
Download : <a href="http://www.mediafire.com/?x16237m2buw32wm" target="_blank">http://www.mediafire.com/?x16237m2buw32wm</a><br />
<br />
<img src="http://img833.imageshack.us/img833/4218/menudh.jpg" border="0" alt="" /><br />
<br />
<img src="http://img15.imageshack.us/img15/3406/caprp.jpg" border="0" alt="" /><br />
<br />

<iframe class="restrain" title="YouTube video player" width="640" height="390" src="//www.youtube.com/embed/tWne9xt4wtc?wmode=opaque" frameborder="0"></iframe>
<br />
 <br />
My last model<br />
Matane &gt;.&lt;</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/340-Beta-Releases">Beta Releases</category>
			<dc:creator>SKaa3w</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/963105-HALO-4-Spartan-117-Alpha</guid>
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			<title><![CDATA[CTF-Embargo [RC1][15-5-2013]]]></title>
			<link>http://forums.epicgames.com/threads/962907-CTF-Embargo-RC1-15-5-2013?goto=newpost</link>
			<pubDate>Wed, 15 May 2013 22:34:38 GMT</pubDate>
			<description>*General information: 
 
Name: Embargo* 
*Game type:* Capture the Flag 
*Version:* 1.0 
*Players...</description>
			<content:encoded><![CDATA[<div><b><font size="4">General information:</font><br />
<br />
Name: <font color="#ff6600">Embargo</font></b><br />
<b>Game type:</b> Capture the Flag<br />
<b>Version:</b> 1.0<br />
<b><font color="#000000"><a href="http://unrealoldfriends.activeboard.com/t52110105/ctf-mako/#" target="_blank"><font color="#000000">Players</font></a></font>:</b> 12 - 18<br />
<b>Requirements:</b> UT3 + Patch 2.1<br />
<b>Credits: </b><a href="http://www.hourences.com" target="_blank">Hourences</a> for the textures.<br />
<b>Story / Histoire:</b><br />
<br />
A  mine and once final settlement during the great war used the Liandri  which mined ore. materials and nano for new weapon development and  vehicle research, has been abandoned when the Axon invaded the planet. <br />
Old  feelings of rot, war and decay still overwhelmed those who roamed here,  but the rain has blew new life into the mine, washing away and  cleansing the settlement of decayed bodies and bloodstains. <br />
Leaving the future story of this mine open for new discoveries within. Will you write the final pages?<br />
<br />
<img src="http://imageshack.us/a/img694/7569/embargo4.jpg" border="0" alt="" /><br />
<font size="4"><br />
  <b>Downloads:</b></font><br />
<font size="3"><br />
<a href="http://www.mediafire.com/?vkd8nhwsi7htq8x" target="_blank"><b>Mediafire (Direct)</b></a><br />
<a href="http://unrealoldfriends.activeboard.com/t53643980/ctf-embargo-rc115-5-2013/" target="_blank"><b>UOF Thread</b></a></font><br />
<br />
<font size="3"><b>Installation:</b></font><br />
<br />
 Extract the archive into :<br />
<br />
 “My Documents\My Games\Unreal Tournament  3\UTGame\Published\CookedPC\CustomMaps” directory. If this folder is not  currently on your system, you can safely create it. The archive  contains :<br />
<br />
 CTF-Embargo.ini<br />
 CTF-Embargo README.txt<br />
 CTF-Embargo.ut3<br />
 CTF-Embargo_LOC_int.upk<br />
<br />
<font size="3"><b>Details:</b></font><br />
<br />
 This map is a complete custom layout thought out and designed by myself in roughly 14 days. <br />
Its a dark, eerie Mine environment which features a lot of Z-axis gameplay and smart movement options.<br />
Though,  with alot of static meshes, rain meshes and emitters, I have  successfully maintained a very stable environment (60+ FPS), on almost  all spots, making this map fitting on even slightly older systems.<br />
<br />
Enjoy <img src="http://www.sparkimg.com/emoticons/aww.gif" border="0" alt="" /><br />
<br />
<font size="3"><b>The features:</b></font><br />
<br />
-  Hardcore eye to eye layout for original CTF action, with still a strong  mix of long and short ranged battles and lots of options for navigation  and losing your opponent.<br />
- Preview video showing different parts of the map in the Level Menu.</div>


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	<a href="http://forums.epicgames.com/attachment.php?attachmentid=11894&amp;d=1368657100">Embargo1.jpg</a> 
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	<img class="inlineimg" src="http://forums.epicgames.com/images/styles/TwistedDark/attach/jpg.gif" alt="File Type: jpg" />
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]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/340-Beta-Releases">Beta Releases</category>
			<dc:creator>Darkn3ss is QnL</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/962907-CTF-Embargo-RC1-15-5-2013</guid>
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			<title>Spider Pack</title>
			<link>http://forums.epicgames.com/threads/962410-Spider-Pack?goto=newpost</link>
			<pubDate>Sun, 12 May 2013 23:37:23 GMT</pubDate>
			<description>Download: 
https://www.dropbox.com/s/juiog9jb7gpsgtw/Spider%20Pack%20v1.0.zip 
 
Explanation: 
Of all the mutators I played with in previous...</description>
			<content:encoded><![CDATA[<div>Download:<br />
<a href="https://www.dropbox.com/s/juiog9jb7gpsgtw/Spider%20Pack%20v1.0.zip" target="_blank">https://www.dropbox.com/s/juiog9jb7g...ack%20v1.0.zip</a><br />
<br />
Explanation:<br />
Of all the mutators I played with in previous Unreal's, the Spider Steroids mod was by far my favorite. With the removal of the mine layer, I was disappointed not to be able to continue playing around with the little mines, and to not see a recreation of the mutator. Long story short, some time ago I decided to learn a bit to make and make some version of it exist again. I haven't really used it in years and largely forgot what I had learned but I skimmed through it and cleaned it up a bit to release it. It is far from perfect, but I still found it to be a lot of fun. <br />
<br />
Details:<br />
There are two guns with the mutator, a new link gun I labeled LinkGun+ thats secondary fire can be used to make a friendly spider mine grow in size, damage, and damage radius. There is also a rocket launcher modified to fire spider mines. The spider mines fired from the launcher can still be directed by the avrils secondary fire, I fixed epics goofy crawling animation freezes to make it look less awkward. The spiders are team colored appropriately, and team mates should be able to grow each others spider mines. <br />
<br />
I hope you all have some fun with them as I have over the years. :)<br />
<br />
<br />
Here are some images: <br />
<a href="http://imageshack.us/photo/my-images/839/2013051200027.jpg/" target="_blank"><img src="http://imageshack.us/a/img839/8831/2013051200027.jpg" border="0" alt="" /></a><br />
<br />
<a href="http://imageshack.us/photo/my-images/526/2013051200031.jpg/" target="_blank"><img src="http://imageshack.us/a/img526/3320/2013051200031.jpg" border="0" alt="" /></a><br />
<br />
<a href="http://imageshack.us/photo/my-images/705/screenshot00114.png/" target="_blank"><img src="http://imageshack.us/a/img705/901/screenshot00114.png" border="0" alt="" /></a><br />
<br />
<a href="http://imageshack.us/photo/my-images/442/screenshot00079.png/" target="_blank"><img src="http://imageshack.us/a/img442/424/screenshot00079.png" border="0" alt="" /></a></div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/340-Beta-Releases">Beta Releases</category>
			<dc:creator>Blkant_</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/962410-Spider-Pack</guid>
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			<title>UT3 Fixes (Beta): A UT3 Bugfix Mutator</title>
			<link>http://forums.epicgames.com/threads/962397-UT3-Fixes-(Beta)-A-UT3-Bugfix-Mutator?goto=newpost</link>
			<pubDate>Sun, 12 May 2013 21:31:03 GMT</pubDate>
			<description>*Name: *UT3 Fixes 
*Author: *Bubble_Damage / Spiljgar 
*Version: *Beta, Build 2 
*Date: *13 May 2013 
 
 
1. About 
 
UT3 Fixes is a mutator designed...</description>
			<content:encoded><![CDATA[<div><b>Name: </b>UT3 Fixes<br />
<b>Author: </b>Bubble_Damage / Spiljgar<br />
<b>Version: </b>Beta, Build 2<br />
<b>Date: </b>13 May 2013<br />
<br />
<br />
<font size="5"><span style="font-family: Arial Black">1. About</span></font><br />
<br />
UT3 Fixes is a mutator designed to fix a lot of the pesky bugs in Unreal Tournament 3 that have been frustrating players since the game's release. This includes issues such as buggy collisions, graphical glitches, and damage exploits.<br />
<br />
The mutator primarily benefits players of vehicle-based gametypes. This is because I spend the vast majority of my UT3 time playing vehicle game modes, and most of the bugs I have noticed are with vehicles. Of the few non-vehicle bugs I have encountered, they have tended to relate to issues with server-client communication; unfortunately, this is beyond my area of expertise.<br />
<br />
I designed UT3 Fixes on a &quot;leave no traces&quot; principle. This means that the mutator is essentially invisible in-game. I did not include any custom content, popup messages, or dramatic changes to gameplay (I did make a few slight tweaks that I figured nobody would find objectionable -- all are detailed below). My goal in making this was for it to serve as a patch -- something that could be turned on to fix common issues without a major impact on the game.<br />
<br />
<br />
<font size="5"><span style="font-family: Arial Black">2. Bug Fixes</span></font><br />
<br />
UT3 Fixes repairs a wide range of issues in UT3. All of the fixes are listed here. Note that I only listed ones that are purely bug fixes in this section. Gameplay tweaks and additional features are in the next section.<br />
<br />
<font size="3"><u>Weapons</u></font><br />
<br />
<b>&#8226; Longbow AVRiL: </b>Fixed the vehicle suicide bug. If you fire an AVRiL then hijack an enemy vehicle, the AVRiL missile will no longer hunt it down with you in it.<br />
<br />
<b>&#8226; Longbow AVRiL: </b>Fixed the weapon switch bug. If you fire an AVRiL then switch to a new weapon immediately, you will no longer be stuck holding the AVRiL until it reloads.<br />
<br />
<font size="3"><u>Vehicles</u></font><br />
<br />
<b>&#8226; All vehicles: </b>Fixed the victory theme bug. The &quot;victory&quot; music track will now play in vehicles when the player has a power-up active. It used to be that entering the vehicle would stop this music track from playing, and it would resume upon leaving the vehicle.<br />
<br />
<b>&#8226; Leviathan: </b>Fixed the camera bug, where the main cannon's explosion causes all nearby players to have badly-centered vision for a few seconds.<br />
<br />
<b>&#8226; Leviathan: </b>The &quot;ramming&quot; ability of the Leviathan now uses the correct damage type. This is a very subtle fix that will only be noticed by people who have death messages turned on for vehicle game modes.<br />
<br />
<b>&#8226; Hellbender: </b>Passengers using the gunner seat will now see their crosshair flash red when they score a hit with the turret beam. This happens with most instant hit weapons, so I added it for the Hellbender Gunner as well.<br />
<br />
<b>&#8226; Hellbender: </b>The gunner seat is now affected by the Berserk power-up. The Berserk will now cause the gunner seat's weapon to recharge at twice the original rate.<br />
<br />
<b>&#8226; Hellbender: </b>Fixed the Hellbender damage phenomenon, an exploit that enabled players to deal large amounts of damage with a single skymine combo.<br />
<br />
<b>&#8226; Hellbender: </b>Fixed the wall bug, where skymines detonated near a wall or obstacle would fail to continue the chain reaction.<br />
<br />
<b>&#8226; Manta: </b>Fixed the hammer jump exploit. Players can no longer propel themselves into the air by using the Impact Hammer's alternate fire on their Manta.<br />
<br />
<b>&#8226; Nightshade / StealthBender: </b>These stealth vehicles no longer display overlays on their weapons for the UDamage and Berserk. These purple or red overlays gave away the location of the vehicle when it was cloaked, and also had a tendency to stay on the vehicle after the power-up had expired.<br />
<br />
<b>&#8226; Paladin: </b>Fixed the shield damage bug, where the vehicle would take all of the damage incurred by its shield while the shield was opening. The shield now blocks all damage as soon as it's visible.<br />
<br />
<b>&#8226; Paladin: </b>The shield now protects from splash damage. Large projectiles such as tank shells can no longer damage players on the other side of the shield.<br />
<br />
<b>&#8226; Scavenger: </b>The spinning blade attack now kills enemies riding hoverboards, instead of bouncing them off.<br />
<br />
<b>&#8226; Scorpion: </b>Fixed the invisible dead vehicle bug. Exploding scorpions no longer leave behind invisible remains that block the movement of other vehicles.<br />
<br />
<b>&#8226; Scorpion: </b>Scorpion blades now award kills to the driver after a self destruct has been initiated.<br />
<br />
<b>&#8226; Scorpion / Viper: </b>Fixed a bug with self destructs. Sometimes players would be killed by the vehicle explosion itself instead of the additional self destruct explosion. This would cause the killer to receive no &quot;Bullseye!&quot; award and the victim to see no &quot;(Self Destruct)&quot; kill message.<br />
<br />
<font size="3"><u>Deployables</u></font><br />
<br />
<b>&#8226; All deployables: </b>Fixed the throw weapon bug, where throwing your deployable to a teammate would prevent you from using all other weapons.<br />
<br />
<b>&#8226; Link Generator: </b>This deployable now heals vehicles more smoothly, which looks nicer on the HUD.<br />
<br />
<b>&#8226; Link Generator: </b>The link beams now display as soon as the deployable hits the ground. This eliminates a graphical glitch where vehicles would heal or take damage from invisible beams.<br />
<br />
<b>&#8226; Energy Shield: </b>The shield now protects from splash damage. Large projectiles such as tank shells and redeemers can no longer damage players on the other side of the shield.<br />
<br />
<b>&#8226; X-Ray Field: </b>Fixed the nearby deployables bug. It is no longer possible to place other deployables inside or near an X-Ray Field.<br />
<br />
<font size="3"><u>Gametypes</u></font><br />
<br />
<b>&#8226; Warfare: </b>Fixed an exploit that enabled players to do small amounts of damage to unlinked nodes.<br />
<br />
<br />
<font size="5"><span style="font-family: Arial Black">3. Additional Features</span></font><br />
<br />
In addition to fixes for common UT3 bugs, this mutator adds a variety of extra features and changes. Some of these changes affect gameplay slightly; I only included them because they seemed completely reasonable and/or had been requested by many players in the past.<br />
<br />
<font size="3"><u>Weapons</u></font><br />
<br />
<b>&#8226; Shock Rifle / Sniper Rifle: </b>Shock combos and head shots now have their own unique death messages. A player killed by a shock combo will now see &quot;(Shock Combo)&quot; next to the name of their killer, rather than &quot;(Shock Rifle)&quot;. The same applies to head shots with the sniper rifle.<br />
<br />
<font size="3"><u>Vehicles</u></font><br />
<br />
<b>&#8226; Hoverboard: </b>A failed performance of the &quot;footgrab&quot; stunt no longer causes players to fall off their hoverboards. Holding the right mouse button is useful on a hoverboard because it enables you to look in every direction. The right button (along with some other keystroke) also triggers this &quot;footgrab&quot; trick, often accidentally. Even though Epic intended it, I thought players should not be able to fall off of their hoverboards when they accidentally performed this maneuver.<br />
<br />
<b>&#8226; All vehicles: </b>Seats occupied by passengers are now a light-blue color on the HUD. This is easier to discern than the slight difference between light gray (vacant) and white (occupied).<br />
<br />
<b>&#8226; Hellbender: </b>The gunner seat of the Hellbender now has a charge bar. This was a much requested feature, so I decided to add it. A charge bar showing the level of charge of the gunner seat is now visible in both seats of the Hellbender.<br />
<br />
<b>&#8226; Paladin: </b>The Paladin's shield now waits briefly before disappearing if it hits an obstacle. This was inspired by the Link Gun's behavior when healing: If you accidentally end up with a wall between you and your heal target, it will wait a bit before breaking the link. Since many people have complained about the shield disappearing because it hit a nearby twig, I figured I would implement a similar mechanism.<br />
<br />
<b>&#8226; Paladin: </b>In addition to holding down the alternate fire, players can now open the vehicle's shield by tapping the space bar. The shield will remain active until the space bar (or alternate fire button) is pressed again. Note that the original ability to control the shield with the alternate fire button remains unaltered.<br />
<br />
<b>&#8226; Scavenger: </b>Players in the Scavenger can no longer kill themselves by blowing up a nearby vehicle. Many players like the ability of the Scavenger to &quot;maul&quot; other vehicles. However, if this tactic succeeds in blowing up the enemy vehicle, the resulting explosion can cause significant damage to the Scavenger. I removed this damage in response to complaints about this.<br />
<br />
<b>&#8226; Scorpion: </b>The globs fired by the main gun now deal a consistent 45 damage to manta and viper drivers. The damage used to be unpredictable, usually somewhere in the range of 30-60 HP. This meant that it would take anywhere from 2 to 4 shots to kill a manta/viper driver with 100 HP, with no real way to predict how many. I figured that since the typical number of required shots is 3 (2 and 4 are more rare), I would make a successful hit reliably deal 45 damage.<br />
<br />
<font size="3"><u>Power-ups</u></font><br />
<br />
<b>&#8226; Invulnerability: </b>I have changed this power-up to act like a shieldbelt in vehicles. Instead of making the entire vehicle invulnerable to damage, Invulnerability ejects the player when the vehicle explodes, subjecting them to the impact hammer's alt-fire. I found this to be very important for balancing; Invulnerability is way too powerful if you can just sit in a tank with zero fear of death for 30 seconds.<br />
<br />
<b>&#8226; Invulnerability: </b>The red tint in the vision of invulnerable players is now much more pronounced. Since this is a rare and powerful power-up, I wanted it to feel more interesting. :)<br />
<br />
<font size="3"><u>Deployables</u></font><br />
<br />
<b>&#8226; Shaped Charge: </b>The Shaped Charge can now be deployed anywhere, regardless of whether there are nearby deployables. I made this change because I consider the Shaped Charge more of a weapon than a deployable. Players shouldn't be able to protect (for example) power nodes from the Shaped Charge simply by placing a random deployable on it.<br />
<br />
<font size="3"><u>Gametypes</u></font><br />
<br />
<b>&#8226; Warfare: </b>Healing friendly vehicles now provides a score bonus (much more slight than the bonus for healing nodes). Note that this bonus is only given when healing a vehicle occupied by a team-mate.<br />
<br />
<br />
<font size="5"><span style="font-family: Arial Black">4. Credit</span></font><br />
<br />
This mutator was created entirely by Bubble_Damage / Spiljgar. Many thanks go to Xyx for the source code for his Camera Control mutator. His code showed me how to make changes to vehicles in the game; without it, many of these fixes would not have been possible.<br />
<br />
This mutator may be used on any server or in any game with no credit to me. I will also happily provide its source code to those who request it (see the read-me for contact info). If you use this mutator's code, I ask that you  please give me credit (like I have done for Xyx).<br />
<br />
<br />
<font size="5"><span style="font-family: Arial Black">5. Download</span></font><br />
<br />
You can download the mutator here (Build 2, 13 May 2013):<br />
<a href="https://www.dropbox.com/s/vfkt123qh0zlwiv/UT3Fixes_Beta_b2.zip" target="_blank">https://www.dropbox.com/s/vfkt123qh0...es_Beta_b2.zip</a><br />
<br />
After extensive offline testing and brief online testing, this mutator seems to work quite well. Let me know if you have any questions, concerns, or requests for fixes/features. :)</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/340-Beta-Releases">Beta Releases</category>
			<dc:creator>Bubble_Damage</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/962397-UT3-Fixes-(Beta)-A-UT3-Bugfix-Mutator</guid>
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			<title>Style View Iron UDK to UT3</title>
			<link>http://forums.epicgames.com/threads/961912-Style-View-Iron-UDK-to-UT3?goto=newpost</link>
			<pubDate>Fri, 10 May 2013 06:30:35 GMT</pubDate>
			<description>Note UC code UDK to UT3 for me : O 
 
Download: http://www.mediafire.com/?z9kmm3nttrhitgl 
 
Image: http://img822.imageshack.us/img822/392/demozs.jpg...</description>
			<content:encoded><![CDATA[<div>Note UC code UDK to UT3 for me : O<br />
<br />
Download: <a href="http://www.mediafire.com/?z9kmm3nttrhitgl" target="_blank">http://www.mediafire.com/?z9kmm3nttrhitgl</a><br />
<br />
<img src="http://img822.imageshack.us/img822/392/demozs.jpg" border="0" alt="" /><br />
<br />
<img src="http://img607.imageshack.us/img607/9679/demo2n.jpg" border="0" alt="" /><br />
<br />
<img src="http://img46.imageshack.us/img46/4748/demo4v.jpg" border="0" alt="" /><br />
<br />
DEmo: <br />
<br />

<iframe class="restrain" title="YouTube video player" width="640" height="390" src="//www.youtube.com/embed/6r6YoopMIMs?wmode=opaque" frameborder="0"></iframe>
</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/340-Beta-Releases">Beta Releases</category>
			<dc:creator>SKaa3w</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/961912-Style-View-Iron-UDK-to-UT3</guid>
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		<item>
			<title>UT3 Miku Hatsune Personal Character ( Canceled  )</title>
			<link>http://forums.epicgames.com/threads/960235-UT3-Miku-Hatsune-Personal-Character-(-Canceled-)?goto=newpost</link>
			<pubDate>Wed, 01 May 2013 21:09:55 GMT</pubDate>
			<description>: (Download: http://www.mediafire.com/?y6dnqxqrodl6aaw 
 
Delete old version miku - so test and report bugs 
UT3- 2.1  
 
Alpha:...</description>
			<content:encoded><![CDATA[<div>: (Download: <a href="http://www.mediafire.com/?y6dnqxqrodl6aaw" target="_blank">http://www.mediafire.com/?y6dnqxqrodl6aaw</a><br />
<br />
Delete old version miku - so test and report bugs<br />
UT3- 2.1 <br />
<br />
Alpha: 
<iframe class="restrain" title="YouTube video player" width="640" height="390" src="//www.youtube.com/embed/JnDuG9Tru9U?wmode=opaque" frameborder="0"></iframe>
<br />
<br />
Alternative DM look miku : <a href="http://www.youtube.com/watch?v=0AMnd8Z8jlA" target="_blank">http://www.youtube.com/watch?v=0AMnd8Z8jlA</a><br />
<br />
<img src="http://img856.imageshack.us/img856/6758/ut3mikuedicionfinal.jpg" border="0" alt="" /><br />
<br />
<img src="http://img543.imageshack.us/img543/2513/facialdemo.jpg" border="0" alt="" /><br />
<br />
<img src="http://img811.imageshack.us/img811/214/pathphysic.jpg" border="0" alt="" /><br />
<br />
<img src="http://img10.imageshack.us/img10/9246/pathphysic2.jpg" border="0" alt="" /></div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/340-Beta-Releases">Beta Releases</category>
			<dc:creator>SKaa3w</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/960235-UT3-Miku-Hatsune-Personal-Character-(-Canceled-)</guid>
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			<title>Call of Unreal Map Pack - Volume1 - v0.9b</title>
			<link>http://forums.epicgames.com/threads/959865-Call-of-Unreal-Map-Pack-Volume1-v0-9b?goto=newpost</link>
			<pubDate>Tue, 30 Apr 2013 01:01:09 GMT</pubDate>
			<description>Image: http://i837.photobucket.com/albums/zz293/BloodReyvyn/CoU_LOGO.jpg  (http://s837.photobucket.com/user/BloodReyvyn/media/CoU_LOGO.jpg.html) 
...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><a href="http://s837.photobucket.com/user/BloodReyvyn/media/CoU_LOGO.jpg.html" target="_blank"><img src="http://i837.photobucket.com/albums/zz293/BloodReyvyn/CoU_LOGO.jpg" border="0" alt="" /></a></div><br />
This is my first map mod made for Unreal Tournament 3 in a very long time. I've always loved this game and still tinker with it from time to time. I have been slowly but surely re-imagining maps from the Call of Duty series and also making some original maps inspired by Call of Duty maps. So, here is a few of the maps I have been working on over the past few months in my spare time.<br />
<br />
All maps have separate Deathmatch and Capture the Flag versions, though currently the only real difference is that CTF has flags and Team Playerstarts, as well as a few maps having weapon lockers instead of standard weapon pickups.<br />
<br />
<b><u> Shipment </u></b><br />
<br />
      This is the only map in the pack that actually IS two completely different maps for each game type. <br />
<br />
      Deathmatch Version - Remake of the classic super-small map from Call of Duty 4: Modern Warfare. Best with small groups of people unless you love mindless carnage like me.<br />
<br />
<a href="http://s837.photobucket.com/user/BloodReyvyn/media/DMShipment3.png.html" target="_blank"><img src="http://i837.photobucket.com/albums/zz293/BloodReyvyn/DMShipment3.png" border="0" alt="" /></a><br />
 <br />
     CTF Version - A completely original map that was inspired by my need to run more than 100 feet to cap a flag with a similar feel to DM-Shipment on a much larger scale. There are turrets to keep suppressing fire on the center of the map for both sides. The only major issue I have at the moment is that bots on the blue team occasionally have issues defending their flag from attackers in the warehouse area and none of the bots seem particularly interested in the Shield Belt ever.<br />
<br />
<a href="http://s837.photobucket.com/user/BloodReyvyn/media/CTFShipment2.png.html" target="_blank"><img src="http://i837.photobucket.com/albums/zz293/BloodReyvyn/CTFShipment2.png" border="0" alt="" /></a><br />
<br />
<b><u> Showdown </u></b><br />
<br />
      Another classic small map inspired from Call of Duty 4: Modern Warfare. Best for small to medium-sized groups. Flag runs are HECTIC!<br />
<br />
<a href="http://s837.photobucket.com/user/BloodReyvyn/media/Showdown4.png.html" target="_blank"><img src="http://i837.photobucket.com/albums/zz293/BloodReyvyn/Showdown4.png" border="0" alt="" /></a><br />
<br />
<b><u> Countdown </u></b><br />
<br />
      Yet another map inspired by Call of Duty 4: Modern Warfare set on a hidden nuclear base post-launch. This map favors flag runners that are light on their feet and snipers with fast, accurate ranged fire.<br />
<br />
<a href="http://s837.photobucket.com/user/BloodReyvyn/media/Countdown3.png.html" target="_blank"><img src="http://i837.photobucket.com/albums/zz293/BloodReyvyn/Countdown3.png" border="0" alt="" /></a><br />
<a href="http://s837.photobucket.com/user/BloodReyvyn/media/Countdown2.png.html" target="_blank"><img src="http://i837.photobucket.com/albums/zz293/BloodReyvyn/Countdown2.png" border="0" alt="" /></a><br />
<br />
<b><u> Downpour </u></b><br />
<br />
      The last map inspired by Call of Duty 4: Modern Warfare set on a very large farm during a torrential storm. The rain drowns out surrounding sounds and obscures your vision making all weapons equally deadly. Beware the turrets at each end of the map guarding key pinch-points and use trick jumps to find the Jump Boots and run flags OVER buildings instead of through them.<br />
<br />
<a href="http://s837.photobucket.com/user/BloodReyvyn/media/Downpour3.png.html" target="_blank"><img src="http://i837.photobucket.com/albums/zz293/BloodReyvyn/Downpour3.png" border="0" alt="" /></a><br />
<a href="http://s837.photobucket.com/user/BloodReyvyn/media/Downpour5.png.html" target="_blank"><img src="http://i837.photobucket.com/albums/zz293/BloodReyvyn/Downpour5.png" border="0" alt="" /></a><br />
<br />
<b><u> Jungle </u></b><br />
<br />
      The last map, and only map to be inspired by a different CoD game so far, is inspired by the Call of Duty: Black Ops map of the same name. Obviously, one of the most-changed entries in this map pack, the map's basic layout is about all that is the same as CoD: BO. Lots of Z-Axis awareness required to truly master this map. The valley makes for more dangerous runs, but the chance of being rewarded a UDamage or Berserk is worth it.<br />
<br />
<a href="http://s837.photobucket.com/user/BloodReyvyn/media/Jungle4.png.html" target="_blank"><img src="http://i837.photobucket.com/albums/zz293/BloodReyvyn/Jungle4.png" border="0" alt="" /></a><br />
<br />
<br />
-------------------------------------------------------------------------------------------------------------------------------------<br />
<br />
<b><u>Download Link (317 MB):</u></b> <a href="https://www.dropbox.com/s/wrfskn0ngcfymn1/CoU_Map_Pack_Vol1.7z" target="_blank">https://www.dropbox.com/s/wrfskn0ngc...p_Pack_Vol1.7z</a><br />
<br />
-------------------------------------------------------------------------------------------------------------------------------------</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/340-Beta-Releases">Beta Releases</category>
			<dc:creator>BloodReyvyn</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/959865-Call-of-Unreal-Map-Pack-Volume1-v0-9b</guid>
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			<title><![CDATA[VFReak (alias Vehicle Fire Rate Tweaker) [BETA][PC]]]></title>
			<link>http://forums.epicgames.com/threads/958417-VFReak-(alias-Vehicle-Fire-Rate-Tweaker)-BETA-PC?goto=newpost</link>
			<pubDate>Wed, 24 Apr 2013 03:13:55 GMT</pubDate>
			<description>*Name:* VFReak (alias *V*ehicle *F*ire *R*ate Tw*eak*er) 
*Version:* 1.0b 
*Description:* Adjusts some of the vehicle weapon fire intervals 
*Date:*...</description>
			<content:encoded><![CDATA[<div><b>Name:</b> VFReak (alias <b>V</b>ehicle <b>F</b>ire <b>R</b>ate Tw<b>eak</b>er)<br />
<b>Version:</b> 1.0b<br />
<b>Description:</b> Adjusts some of the vehicle weapon fire intervals<br />
<b>Date:</b> April 24, 2013<br />
<b>Compatibility:</b> NOT TESTED (works in 2.1, could be lower)<br />
<b>Size:</b> ~ 22 KB<br />
<b>Comment:</b> /<br />
<b>Credits:</b> Epic Games<br />
<b>Coder:</b> <a href="http://forums.epicgames.com/members/1368943-RattleSN4K3" target="_blank">RattleSN4K3</a><br />
<br />
<b>Download:</b>     <br />
<a href="http://www.mediafire.com/file/2x6a6121u6h8n5x/VFReak_v1.0b.zip" target="_blank">VFReak_v1.0b.zip</a><br />
<br />
Read the Readme file for more information.</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/340-Beta-Releases">Beta Releases</category>
			<dc:creator>RattleSN4K3</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/958417-VFReak-(alias-Vehicle-Fire-Rate-Tweaker)-BETA-PC</guid>
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	</channel>
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