In a nutshell, it's a configurable Titan Mutator, this one changes completely how Titans is used in match since it renews their use for objectives, they will be only overpower if you want, otherwise they will not be so stupid killing everyone with their instakill homing rockets or the skymine-combo Shock Rifle.

Principal Features:
* Chose if their ground pound will instakill or not.
* They don't have permanent UDamage or Berserk anymore, but still shots 30% faster.
* Their Rocket Launcher takes more time to lock on a target also don't do double damage, instead, it only does 125.
* Their Shock Rifle still does a Hellbender chained combo but with the damage of a normal Shock Rifle.
* Make them still pickup items or not (applies to Flags and Orbs too).
* Make them run/jump/dodge faster than a normal player (used more for vehicle based gametypes since they are very slow at this point).
* Some weapons like Bio Rifle and Shock Rifle does more damage to them in a non-vehicle based gametype (if them are configured to be faster, then those become deadly to them).
* Make them drop or not a bomb when dies.
* Fixes their ragdoll to the respective size, and with this was included the possibility of a Dark Walker or Redeemer stil stun them as a normal player.
* Fixed their ground pound when they dies, it does not happen if someone kill them before the animation completes.
* Use the Gears of War camera on them or keep the first person camera.
* Changes their bomb when dead to something more challenging, the Microsun.

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It's not dead yet!

News 2 comments

Actually, the work on the Version 1.3 is going very slow, but certain things are already planned and more options to Configure Titans are coming.

The principal of the features which i'm planning in bring back from Version 1.1 was the Lite and Extreme modes that pre-configures the mutator to specific game types.

Another ones includes in disable the melee spam counter, make the possibility of Titans regenerate health if they stay out of combat for a while, make a hit sound when you hit a target, corpses staying more time on the map instead of instanly vanish from the map soon as it get out of player's sight.

Actually the menu is going to be updated too to have all features included on it since not everything configurable is present on the menu and can be set only by changing the variable directly on the ini of the mutator.

Until the release of Version 1.3, feel free to suggest anything you think it can be usefull to balance Titans over a match or enhance their experience on the gameplay.

Version 1.2 incoming

Version 1.2 incoming

News

Taking more code stabilization, adding new features, rebalance of Demigod and Behemoth, changed how Microsun acts on players

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Oversizer Device V1.3

Oversizer Device V1.3

Full Version 6 comments

The Version 1.3 brings up a renewed menu with all options, a configurable timer, regenerative health if a titan stays out of combat and bugfixes as usual...

Comments  (0 - 10 of 21)
makattak
makattak

Any chance at all of a V1.4?

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Zanieon Creator
Zanieon

With the existence of Unreal Tournament 4 now and almost all playerbase moving to it i stood demotivated to continue this, well this doesn't meant i did some changes since the release of V1.3 but the progression was minimal.

All i can say V1.3 will not be the definitive release because recently i've been thinking in a better way of how i would implement the Lite and Extreme modes back to it.

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Guest
Guest

am sorry that i cannot help with the coding as for balansing i have an idee ever seen the new thor movie...wen the dark elvs use those stone they have tremendos power but soon th power also destroy's them sow i recon u should let it be a powerup wil a built in suicide sow that the carryer is super awsom for waybe 30 secs then kaboom?type of kamakazie thing would balance it everyone would avoid it...him and he will kill himself making him more scary but also more vonerable these will be awsome in team fights a good backup and a bad friend if he blows up next to you ....just a thought

just a thought

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Guest
Guest

and can you add the footprints effect when they walk or run ?

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Guest
Guest

when you will release the v3?^^

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Zanieon Creator
Zanieon

I couldn't include Extreme and Lite versions properly, so it's the only features which really will not happen, all other stuff is ready, i'm just fixing some issues to make them run properly on multiplayer, the release should be soon then.

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makattak
makattak

Any word on 1.3?

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Zanieon Creator
Zanieon

Well, the progress is going very slow for now, i'm having problems with replication which causes enourmous issues when playing on dedicated servers and demo playback.

Also i didn't touched on the menu yet that is one of the main features i plan.

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makattak
makattak

Good to hear you're still working on the mod.

Take your time, make sure you release what -you- want to release.

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makattak
makattak

Maybe you could implement kind of a "points" system into this mod, where the player would be able to either use all of his titan meter to buy a transformation, or only a portion of his cumulative "points" to purchase assorted buffs (the big legs effect you have in the mod now or maybe bigger arms to be able to perform a ground pound without having to be a Titan, etc.).

I think it would be a good alternative to having the lite and extreme versions, as the player would be able to buy those with a smaller/larger amount of his titan meter respectively.

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Zanieon Creator
Zanieon

Hmm, this is not a bad idea but the main problem is on how i'll go do this within the limits of the game since certain things isn't fully supported on the revision of Unreal Engine 3 which UT3 was built, like to make the leg buffs work i had to turn off the foot placement to not cause bugs with the scale.

On arms i tried and don't have how to disable the IK's which is necessary to make the player's character follow where he is aiming at, scaling the arms causes weird visual bugs which cannot be fixed due to the limitations of the engine on this revision.

I'm not discarding this idea entirely, but what i'm saying more is this cannot be included due to the game have certain limitations that even me didn't think was there, i just noticed after taking the Epic's code and started changing stuff.

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distefanno
distefanno

make a doom 4 3d monsters mod for gzdoom

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Anxozt
Anxozt

There is first person mod(your own one), which should fix (almost) all of this
but still you can see yourself when you use melee, but have viev from 1.st person so accuracy dont suffer, path finding would be little better too

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Zanieon Creator
Zanieon

Going to Third Person when using melee is intentional, on very early versions when using melee the camera keeps on first person, but the main problem is that you don't know if your character is really doing the melee animation or when will finish it, you just stop and hear the melee sound, meanwhile you can't move or shoot, this mainly can confuse the player (thinks it is a bug) instead of show that he is doing the melee attack.

Accuracy isn't affected or even paths for bots, everything is still calculated from the character not from the actual camera, this is like the "behindview" cheat, just the your point of view changes, not the rest like offsets from where weapon shots come out (which is the main problem with the original Titan Mutator).

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Anxozt
Anxozt

Hope devoleper see this because THIS IS AWESOME IDEA !

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