[page=Apocalypse Weapons Interview]
1. State your real name, job, place where you are from and age!
Real Name: Gustavo Rodrigues de Freitas
Date of Birth: 27th, Nov 1985
2. Why Apocalypse Weapons? Is the mod like another game or mod in your opinion?
Apocalypse Weapons started as a simple weapons Mod, featuring just 3 weapons. They were supposed to bring real destruction to the game, but apart from the other weapon Mods, with balance. After a total of 8 versions, this Mod has gained more weapons (it has 12 weapons now), pickups (7 items), a huge Mod Menu, mutator compatibility, bug fixes... So, we can say it's a really Apocalypser Mod :P.
Oh, I guess Apocalypse Weapons is a unique Mod. You may think it won't change the gameplay very much, but you're wrong. Balanced and powerful weapons, many new features, a nice configuration... It really changes a lot the whole game. The UT game style remains, but the Mod adds much more adrenalin and fun to the players. I think even the bots think like this :P.
3. How long have you been working on Apocalypse Weapons?
My first coding experience was in 2001. I opened some Mods and started reading some scripts. After that, I built the Apocalypser. At that time, it was a very simple weapon, just a mix of many projectiles and effects. I sent this Apocalypser to some friends, and than I stopped coding.
At the beggining of 2002, I had the idea to make the Ultimate weapon - The Pinball Rocket Launcher. I mixed some codes (The ripper's Blade, the default Rocket and a Rocket Launcher from a Mod), and made it. It was a very buggy weapon, of course.
And then, I had the idea of creating a weapons pack. So, I asked my friend the Apocalypser back (it wasn't installed on my PC anymore), and I started working.
I changed a lot the Apocalypser, and created the first version of the Frost Gun (which now is called the Artic Wind). This was the Apocalypse Weapons Beta 1, the first version. And the time passed, I learned much more about Uscript, and put my ideas in action, and that's the result: A good and simple Mod, that just becomes better each day.
4. So what do you enjoy best about mod making, and tell us about your mods unique development position?
It's really fun to say it, but I'm working on Apocalypse Weapons alone. Also, without any tutorials. I code, make skins and everything else. It's a challenge for me. Some days ago, a brazilian Modeler contacted me via e-mail, asking if he could make some models. I agreed with him, but the Models will take a little time to be ready to rock.
5. Describe how the weapons works in Apocalypse Weapons and just which on to use the most and why?
A fine, compact and deadly ChainSaw. You can use it as a ChainSaw, or you may throw its disk in any direction. After a while, the disk will respawn in the weapon.
A nice pistol, which fires silver bullets. The bullets can be changed to explode in case of collisions. Also, you can go akimbo with them :P.
Reminds the Bio Rifle a lot, but it's much better. Has a insane fire rate, and can be use to make some areas unreacheable.
It's a nice enhancement on the original Shock Rifle. Doesn't have instant fire (making a fair game), and with a more powerful secondary fire. When reaches water surfaces, oh well, you'd better not be under it :P.
Also, it has a secondary ammo, the RedBeam cores. The lasers will be changed into heat lasers. It is stronger than the default ammo, but has less quantity.
It reminds the Stinger, from Unreal 1, but now, MUCH more powerful. I guess it's the most changed weapon in Apocalypse Weapons. Has a super fire rate, can vanish whole areas in a few seconds. Watch out the ammo, of course.
Deadly in close-range combats, but still useful at long range. How? You can launch a whole fuel tank, which causes a huge (and hot!) explosion.
This weapon is a mix of a machine gun and a shotgun, using silver bullets as ammunition.
The funiest weapon, which allows you to play as a Titan from Unreal 1. The primary fire launches stones, which breaks into small pieces of stones after a collision. The secondary uses a lot of ammo, but fires a HUGE stone, which causes an earthquake :D and breaks into a lot of small stones. I guess it's the most popular weapon.
That's my baby: crazy, smart and powerful. It's the default Rocket Launcher, with bouncing rockets (!!!) and some new seeking codes. Also, it has a nice dark skin.
A great rifle, which fires high-speed bullets. These bullets can go though many enemies, and also, through some walls. Try headshots for a huge damage bonus.
The famous Redeemer is nothing against it. Explosions, headshots, instagibs... Who does not like it???
I also added some new pick ups, such as new health items, helms and body armors.
6. Explain the neat features in the mod that someone might not know about the mod!
The Mod has its own Burning Player mutator, which allow you to set your enemies on fire. They'll keep losing life until they extinguish their fire (with health pickups, or with some weapons...), or become a nice barbecue :P.
Probably everyone that plays UT have seen the DE mutator that adds volatile ammo. I've done a new volatile ammo for Mod, which you can configure the amount of hit points per pack, the kind of volatile (you can set Realistic or Unreal), etc.
With a different mutator, you can play any Apocalypse Weapon in arena mode. You may configure which weapon you want to use in the Mod Menu.
UT has spree levels, but they don't seem to do anything. I've added a bonus for each spree level you reach, making it a fair game. You may configure the bonuses in the mod menu, too.
It has nothing to do with the UT2003 thing. When you're low on health, you'll start hearing your own heartbeats, and your character will have a speed and jump bonus. With a lower health, the heartbeats will become faster, and you too. Also, you'll leave blood trails, so enemies will be able to hunt you.
Another nice thing: Own health values. In game, you'll be able to configure 4 health values:
There're more things, too, such as item drop and respawn type.
7. What mods do you like?
I usually play Apocalypse Weapons with something else (like UT Jailbreak, MultiTeam CTF, Monster Hunt, Dominate or Matrix Moves). Also, I like some full conversions, such as TacticalOps: Assault on Terror, Unreal Fortress, Freehold UT, GODZ and Infiltration.
9. Final thoughts:
It's really a surprise for me the success of this Mod. I'm a horrible coder, but people still like it. I think that what makes difference in AW is the creativity, and I guess I have a big deposit of it :P. Also, I'm very perfectionist, so I try to make the best I can.
I'd like to thank all the people that enjoy this Mod, and that believed on its potential. I guess that's it.
Time to bring on the exclusives!: