Phoenix 2

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Tucker933
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Phoenix 2

Post by Tucker933 » Sun May 15, 2011 5:08 pm

This is a total gameplay and visual effects mod for Death Island.
Installation instructions are located within the download file.




Image


Weapons-


MA5C Assault Rifle:
The MA5C Assault Rifle is capable of delivering more accuracy than its predecessor at the cost of a marginally shallower clip. This weapon is best against light infantry.

M6C Pistol:
The M6C is a single fire pistol capable of delivering quite a punch to any unit within it's short-mid ranged capability, but unlike it's cousin this version does not offer a scope and has considerable kick, making it more inaccurate when firing slugs in quick succession.

Carbine:
This human carbine featuring a 2x optical scope, fires three projectiles in semi-automatic with considerable accuracy up to mid-long range. Considering the amount of lead being put down range per shot the barrel heats up and expands very rapidly if fired in quick succession which can cause a considerable loss in accuracy.

50-Cal Rifle:
This high powered bolt action sniper rifle is capable of downing infantry in a single shot due to it's depleted uranium tipped .50 Caliber ammunition, causing a micro explosion on impact. Making this weapon best against infantry, light armor and taking out warthog tires.

SPAS-12 Shotgun:
This 12 gauge shotgun has a significantly lower spread due to its extended barrel, making it capable of hitting and seriously wounding targets up to mid-range distances. Though for sure kills close range combat is still this shotgun's forte.

Rocket Launcher:
The cartridge style rocket launcher is capable of firing two high-speed explosive projectiles downrange per reload. This weapon is also capable of two firing modes; standard firing and guided. For activation of the guided firing mode, hold down the firing mechanism until the ready alarm sounds then release.

Nade Launch:
This grenade launcher features three barrels capable of firing a single low yield rifle-grenade each, with decent accuracy. These grenades will detonate instantly on impact with a variety of surfaces, making them great against moving targets including vehicles.

Rod Pistol:
This weapon is capable of two firing modes; semi-auto and charged fire capability. The semi-auto primary fire delivers extremely small radioactive capsules down range, which can penetrate any energy based shielding without in any way being negated and cooking anything else in its way.
The secondary fire (also known as the Christmas Tree); fires an unstable and highly radioactive ball of energy, a direct impact from this projectile will cause instant death to infantry, however impacts from its stray plasma plumes on flyby will only flare energy based shielding, extent of such damage varies on exposure. Often the sudden blast of radiation caused by the release of this high energy projectile will be so extensive that it flares the users shielding momentarily.

Trigger Gun:
This weapon fires small low-yield explosive projectiles at high velocities and high rate of fire. Upon impact this projectile digs itself into whatever surface it touches and sounds a small alarm to signal it's armed for a two and a half second countdown. When that timer ends, the projectile then detonates, crippling anything nearby. Due to the high rates of fire this weapon is capable of, several projectiles can be laid down as a trap for the unwary. These projectiles can also be detonated if shot with a high caliber weapon or if an explosive nearby damages them. This light demolition weapon is best suited against armor indirectly as support.

Impaler:
The Impaler features a 2x optical scope and is capable of firing ultra-dense crystalline projectiles at extreme velocities in semi-auto fire. These projectiles instantly shatter on impact of any hard surface with enough force to wound any units in immediate vicinity of the detonation. This weapon is best for mid-ranged support.

Energy Grenades:
These grenades, upon detonation, release high-yield bursts of electromagnetic energy capable of disabling any energy based shielding and leaving visible arcs of electricity across any metal surfaces for several moments after initial pulse. Due to this weapon's inability to permanently damage infantry, it is best suited against crowds and combined with rifle fire.



Vehicles-


Fighter:
The Fighter is an extremely efficient dogfighter, but is also capable of engaging a variety of ground units with its dual 30mm cannons and low-yeild missile. This craft is a fast and deadly adversary for any engagement.

Bomber:
The low-altitude Bomber is capable of sustained carpet bombing, which acts as a highly effective suppression weapon against armored vehicle positions. The Bomber is also capable of deploying up to three areal countermeasures at a time, each able to blind pursuers for short periods of time, allowing for windows of oppourtunity to escape adversaries.

APT:
The Anti-Personnel Tank fires a low tonnage shell, making it less effective against armor. However due to lower recoil the main cannon is capable of a much higher rate of fire, making it much more effective against infantry. This vehicle also features a .30 Caliber integrated machine gun for extra support.

50-Cal Hog:
This vehicle is a highly maneuverable LRV, even more so than it's predecessor. However this variant offers a .50 Caliber mounted turret which can easily tear up armor and turn infantry into chum, though due to its low rate of fire and strong kick, hitting infantry isn't as simple as in the past. The sheer firepower this vehicle can unleash makes it a good suit for heavily armored targets. This vehicle is also equipped with quick self sealing tires in the event of deflation due to high caliber penetration. However such an event may still cause enough explosive decompression to negate the vehicles mobility for a short period of time.

Laser Hog:
This vehicle is a highly maneuverable LRV, even more so than it's predecessor. The laser hog is capable of firing a sustained low-yield laser beam instantly across the battlefield, searing flesh and armor. The ability of this weapon to instantly hit a target makes it extremely suitable for long range and anti-aircraft engagements. This vehicle is also equipped with quick self sealing tires in the event of deflation due to high caliber penetration. However such an event may still cause enough explosive decompression to negate the vehicles mobility for a short period of time.

Bubbler:
The Bubbler is a stationary turret which is capable of firing three electrified 'bubbles' per shot. This weapon initially has a high rate of fire, however over time this degrades to a much slower rate unless properly cooled down, as a result of this, accuracy is greatly increased. The cooling process only takes a few moments however during this time the weapon cannot be fired, so choose your moment wisely. These 'bubble' projectiles on impact immediately release their energy into whatever surface they touch, primarily affecting energy based shielding, draining them completely. Unshielded enemies are more damage resistant therefor it takes more hits to achieve a kill.



Credits-


Carbine model/animations and teleporter model from CMT Snow Grove.


Testers:
Suiadan
MezZz
Break
icstars2
xastrosrulex
Kyra
V3nture
Razor
SnipeYa
WaeV
Gizzy
J0ndrugz
Adoravel
DRL333
Joe
Bobblehob
The Cereal Killer
DrAcO



http://www.mods.tucker933.com/P2/Phoenix%202.rar
Note: Support up to 14 players.
Designed for CTF and Race gametypes only.
Standard weapon sets are recommended.
Last edited by Tucker933 on Sat Apr 20, 2013 7:44 pm, edited 5 times in total.

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TaxiService
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Re: Phoenix 2

Post by TaxiService » Mon May 16, 2011 6:19 am

Checked it out. Pretty awesome!

I like how you shielded the bases doors. Also the different shader on the warthog's windshield and the Aero's red and green lights. o_o

About the Aero, did you mod the original banshee to have two different lights? If yes: it is freaking awesome!!! I'm sooo much trying to do the same right now!

EDIT: awesome.
Image
i am a fan of positioning lights. o_o everything i own has red markers for their left sides and green markers for their right sides. I haven't done it to a banshee before because of laziness, i suppose! it was just a matter of changing the mod2's markers locations! anyway, cool as shit! 0_0
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Tucker933
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Re: Phoenix 2

Post by Tucker933 » Mon May 16, 2011 4:21 pm

Glad you enjoy.

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Tucker933
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Re: Phoenix 2

Post by Tucker933 » Wed Sep 18, 2013 11:29 pm

Phoenix 3 is coming-

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TaxiService
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Re: Phoenix 2

Post by TaxiService » Thu Sep 19, 2013 1:34 am

nooooooooooooooooooooooooooooooooo

don't tell me you're working on a dragonbreath shotgun duuuudeeee : ( i wanted to do one too!!!!!

I mean, it's okay if you do. : P It looks pretty awesome!!
But i'm gonna make one as well anyway...! : P

Also that banshee looks gr8. can't wait to try this out!
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Tucker933
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Re: Phoenix 2

Post by Tucker933 » Thu Sep 19, 2013 9:40 am

TaxiService wrote:nooooooooooooooooooooooooooooooooo

don't tell me you're working on a dragonbreath shotgun duuuudeeee : ( i wanted to do one too!!!!!
It's already finished, and it looks so sexy ingame =]

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