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DM-HyperBlast

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For other versions of this map, see Recurring maps#HyperBlast.
Thanks to Magnetic Anti-Vacuum Resonance technology, combatants are able to battle outside of Xan’s ‘HyperBlast’ ArenaShip for an extended period of time. Use extreme caution though, one mistake and you’ll find yourself floating in space.
DM-HyperBlast
Full title HyperBlast
Authors Cedric Fiorentino and Juan Pancho Eekels
Players 2-8
Music Godown
LevelEnterText IT'S HYPERTIME!!
Games UT
Gametype DeathMatch

Item list

Weapons

  • GES Bio Rifle: lower level, right side (opposite to Flak Cannon)
  • ASMD Shock Rifle: outside, on the curve
  • Pulse Gun: middle level, dead center
  • Ripper: middle level, right side (opposite to Minigun)
  • Minigun: middle level, left side (opposite to Ripper)
  • Flak Cannon: lower level, left side (opposite to GES Bio Rifle)
  • Rocket Launcher: outside, on top of the ship

PickUps

  • Shield Belt: middle level, at the mid-point of the curve
  • Invisibility: upper level, dead center (straight between the Rocket Launcher and the Pulse Gun)
  • Body Armor: in the narrow corridor between the two sides

Tips and Tricks

This is a perfectly symmetrical map. The layout is a bit hard to write down, but I'll try anyway. The ship consist of three levels accessible via ramps. The lower level is simply two rooms with a corridor between them. Both rooms have a door-like opening to outside, which means you can knock your opponents into hyperspace if you are lucky.

The middle level is the largest and consist of two "arms" with two corridors between them. The wider one has the Pulse Gun, the narrow has a Body Shield. Both corridors have doors, so watch where you step. Access to the lower level is done through the arms. There are a pair of teleporters in the arms that can net you a quick escape if you need to get away hastily. Additionally, a long, half-circle-shaped corridor connects the two sides, filled with vials and a Shield Belt at the mid-point (next to a door). Due to the latter, this corridor is host to hectic fighting.

The upper level is simply a corridor with access to outside and an Invisibility powerup at the middle. The top of the ship is a very dangerous place: weapons that have large knockback can easily fling you into hyperspace (followed by a "Player was shot into space!!" message and -1 frag). However, the Rocket Launcher and the Shock Rifle are both located outside.

In singleplayer, this is the level where you fight Xan, the Tournament champion in a very hard one-on-one battle; you have to frag him 15 times to win the game. First, he constantly jumps around during combat, making hitscan weapons useless; you have to rely on splash damage (rocket, flak shell, shock combo). Second, he traverses the ship all the time, so there's no hiding from him (although you could hide in the lower level behind the doors, it's NOT recommended). The most important thing to remember is to keep him away from the Shield Belt at all costs. Since he's a tough opponent anyway, you shouldn't make his task any easier. Next important thing: if he leads the match, try to lure him outside and knock him off the ship. This will decrease the difference enough to buy some time. The same is also advised if he picked up the Shield Belt AND the Invisibility. Recommended tactic is to get the Rocket Launcher or the Flak Cannon, then camp at the Shield Belt. Xan has the nasty habit to pick up the Invisibility from the upper level; when he does, keep running away until it wears off. If nothing else works but your aim is good, camp at the top of the curved corridor and keep shooting at him with the Shock Rifle when he goes for the Rocket Launcher: even if you do not kill him, there is a chance he won't be able to land next to you. Alternatively, you can wait at the Shield Belt until he goes for the Shock Rifle, then shoot him: he can't dodge in mid-air.