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Difference between revisions of "Bloblet"
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'''Bloblets''' are seen in [[Unreal]] twice, and in [[Unreal:Return to Na Pali]] only once. In [[Unreal]], both times they are avoidable, in [[ISV-Kran Deck 1]] the player can press a button as soon as the slow doors open and successfully run out of the shielded area with bloblets (sacrificing a few pickups), while in the [[Mothership Lab]] they are held under a glass with a forcefield texture, so can be avoided (again sacrificing a few Flak Shells). They are avoidable in [[Unreal - Return to Na Pali]] too, but the player must work a little harder to avoid them at that point in [[Inside UMS Prometheus]]. | '''Bloblets''' are seen in [[Unreal]] twice, and in [[Unreal:Return to Na Pali]] only once. In [[Unreal]], both times they are avoidable, in [[ISV-Kran Deck 1]] the player can press a button as soon as the slow doors open and successfully run out of the shielded area with bloblets (sacrificing a few pickups), while in the [[Mothership Lab]] they are held under a glass with a forcefield texture, so can be avoided (again sacrificing a few Flak Shells). They are avoidable in [[Unreal - Return to Na Pali]] too, but the player must work a little harder to avoid them at that point in [[Inside UMS Prometheus]]. | ||
− | Two groups of bloblets were captured and studied inside the ISV-Kran by russian scientist Tatiana Zimna, who classified them as highly acidic creatures with an incredibly complex genetic structure. | + | Two groups of bloblets were captured and studied inside the [[ISV-Kran]] by russian scientist Tatiana Zimna, who classified them as highly acidic creatures with an incredibly complex genetic structure. |
==Technical details== | ==Technical details== |
Revision as of 10:39, 12 August 2009
Bloblets are seen in Unreal twice, and in Unreal:Return to Na Pali only once. In Unreal, both times they are avoidable, in ISV-Kran Deck 1 the player can press a button as soon as the slow doors open and successfully run out of the shielded area with bloblets (sacrificing a few pickups), while in the Mothership Lab they are held under a glass with a forcefield texture, so can be avoided (again sacrificing a few Flak Shells). They are avoidable in Unreal - Return to Na Pali too, but the player must work a little harder to avoid them at that point in Inside UMS Prometheus.
Two groups of bloblets were captured and studied inside the ISV-Kran by russian scientist Tatiana Zimna, who classified them as highly acidic creatures with an incredibly complex genetic structure.
Technical details
In reality, they are made of two actors, a bloblet actor, and a parent blob actor. The bloblet is inactive without a parent blob actor. The bloblet is already offensive but does not attack the player. If a swarm is desired in a map, there must be a group of bloblets, and then usually an inactive parent blob, which can be set to go off at a designated time. The movement of the bloblet is dependent on the parent blob. This system allows the main blob pawn to climb steep surfaces to get to the player.