XPickups Gamer Manual

Health

Maybe it is not really necessary to loose big words about this but if you consider that Health pickups are the basic items, I think it can not hurt. I’ll make that part short.

 

Health Pickups

Medium Health Pack

Medium Health cross, gives you 25 Health,
Normal healing (max 100)
Respawn Time: 27 seconds

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Health Vials

Small green-blue jumping vials, gives you 5 Health
Super Health (max 199)
Respawn Time: 27 seconds

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Big Keg O' Health

The big barrel gives you as like always 100 Health (Super Healing). At the start it is not available.
Overall, look for blue particles to identify a Super Health Charger as such.
Respawn Time: 54 seconds

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Armor

 

Armor Rules Changes

The system of the armor rules is rather different than before, you can get now 33% more armor points then before. But not only that, some bullet points will explain in brief about the most important changes.

 

-> You can stuck up to max 200 Armor Points
-> Each armor item lost in contrast before a certain amount of armor points
-> You need every armor item for maximum reachable armor in the particular map
-> The Shield Belt can not be “filled up” through other armor items anymore. The “HUD dude” should also show that each armor item will be now displayed every time.

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Armor Pickups

Armored Vest

50 points of armor, 75% absorption.
A suitable medium protected class armor pickup.
Respawn Time: 27 seconds

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Thigh Pads

30 points of armor, 50% absorption.
Does not protect as well as the Armored Vest, but you should not hesitate to grab it.
Respawn Time: 27 seconds

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Armored Helmet

20 points of armor, 50% absorption, but has the special ability to block a single Head Shot even if there is only one point of armor left. However, if you should get with the helm a Head Shot, the helmet will be destroyed.
Respawn Time: 27 seconds

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Shield Belt

100 points of armor, 100% absorption.
The ultimate armor item. Unlike the other armor items not available at the start.
Respawn Time: 54 seconds

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Powerups

 

Jump Boots


Charge
: 3 Jumps (as always)
Available at the start? Yes
Respawn Time: 27 seconds
Droppable Powerup? No

Although the Jump Boots got no change in their usage and effectivity, I want to use this chance to explain the features of the Powerup Chargers shortly.

 

Sometimes it can be useful for you to look after the side lamps and the fluid between it. In the last five seconds before its respawn you can note a glowing and darkening of both elements. So, if you should pass one of those chargers and you see this, make yourself a favor and try to wait those few seconds for its respawn.

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Timed Powerups


Charge
: 30 seconds
Available at the start? No
Respawn Time: 82 seconds
Droppable Powerup? Yes


Let’s switch to the Timed Powerups. Unlike the Jump Boots they are not available at the start of a match, you have to wait 82 seconds for the (first) respawn, which matches around a game time of 1 minute and 15 seconds. A new gameplay element at least for UT Classic is, that those Powerups will be dropped near your corpse if you should be fragged by an enemy. This means for you: Don’t give up, if an enemy player should grab in front of you a Powerup which you wanted to have. Frag him to steal the Powerup for your personal usage. Each Timed Powerup gives you a charge time of 30 seconds, visible on the HUD left below through a small icon (which can be configured in the menu under Mod > xpickups) and a counter. It is possible without any problem to have different Powerups at the same time. It is also possible to have multiply Powerups of the same type. Each UDamage for example stocks up your charge counter for 30 seconds, up to max 999 seconds. The dropping of the Powerup means for the next carrier that he can use the rest time of the Powerup.


UDamage / Damage Amplifier

It wouldn't be a Liandri Tournament without the famous Damage Amplifier, aslo known as UDamage.
Generally completely unchanged, the UDamage does still make those loud sounds with the shots, Triple Damage, what surely not the most know and let fear you as carrier on the battlefield.

It's safe to say that the UDamage is still the most popular and most used Powerup in the arenas, so you will meet this thing mostly during your fights.

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Berserk

The Berserk Powerup is for UT Classic a newcomer but as like the UDamage an offensive Powerup, so intended for direct attacking.

It doubles the rate of fire of all your weapons, independet of their normal fire speed.
Moreover all your weapons you are carrying in the moment of picking up this thing will be loeaded up one time with ammo to their maximum.

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Invisibility

It might look as new Powerup, but like the UDamage it is one of the both Oldies regarding Powerups.

This device makes you nearly completely invisible for a short time.

Surprisingly it even works without any reported problem if the carrier should be in possession of a Shield Belt.
You can always rely on this Powerup.

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The Special One


Charge
: 30 seconds
Available at the start? No
Respawn Time: 136 seconds
Droppable Powerup? Yes


Nanoblack Battle Suit

A much earlier developed prototype of the later "Invulnerability" by the Phayder Corporation. But it offers already in some aspects Invulnerability, for example against deadly fluids of all sorts, like lava or slime. Weapon damage which doesn't reach 40 will be fully absorbed by this device, otherwise the enemy's weapon damage will be halved. A rare used Powerup you will not encounter that often.
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The Super Weapons

As like the Timed Powerups, it is not available at the start. In this case and if it is picked up you can see in the game if this weapon base let spawn a redeemer if you look for yellow or orange particles, the colour says you which of both weapons will spawn there.

 

Redeemer

Who does not know the big Rocket Launcher?
If no weapon is currently available, look for yellow particles. In this case you will know that the Redeemer will spawn there.
Respawn Time: 82 seconds

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Ammo required Super Shock Rifle

A heavily slowed down Instagib Super Shock Rifle which needs ammo. The weapon gives you 4 shots, each core 3 shots. Maximum is 10.
If no weapon is currently available, look for orange particles. In this case you will know that the Super Shock Rifle will spawn there.
Respawn Time: 136 seconds

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Special Extras

 

Weapon Locker

Even the Weaponlocker have made it into xpickups. As you might know, they hold several weapons. Just run through it get that stuff. How many ammo and what kind of weapons you can get, depends from the settings of each locker.

 

The light on top of the locker tells you if everybody can get the lockers weapons (yellow) or it is team based (red and blue) for Capture the flag for example.

 

It even works for Assault. After each round the team based locker colures will be simply switched. (More details about that in the second part of the manual)

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Random Pickup Charger (Wildcard Base)

The Wildcard Base it at least optical designed to be the Random Pickup and Powerup Charger. It depends from the level designer’s settings what pickups could spawn here. It can be everything, a Health Vial or even a Berserk Powerup.
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