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 Modding Theme Entry: WTF and JMCT:G, The BattleCrab. 
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Joined: Mon Jan 25, 2010 11:35 pm
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Post Modding Theme Entry: WTF and JMCT:G, The BattleCrab.
Note: This mod is for Both the Junior Modding Contest (Theme: Glows) and the Mod Contest (Theme: WTF)

Hello, customer.
We have recently been able to achieve high levels of cybernetic modification for crabs.
So, after long amounts of time and effort, we present you the Battlecrab.
Image
So, for only the measly price of 200.oz, we can provide you with a stable*, effective battle unit, one that can inflict severe damage to the enemy.
We hope you will be satisfied with our breakthrough unit!

Credits:
  • Urch: Beta testing.
  • Darkdoom: Beta testing.
  • DSMK2: A glow.

*NCB industries is not responsible for any injuries when gibbing the BattleCrab.


Attachments:
File comment: A 6 powers production.
BattleCrab.rte.rar [849.9 KiB]
Downloaded 656 times


Last edited by David Rodrigov on Sat Mar 19, 2011 3:28 pm, edited 2 times in total.

Fri Mar 18, 2011 6:45 pm
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Post Re: Modding Theme Entry: WTF and JMCT:G, The BattleCrab.
It's hardly a WTF mod to me, considering one of the first mods I donwloaded was a regular crab with a gun on it's back.
The use of glows as the bullets aren't really adding a lot either imo, it's just a nisance.
The eyes on the crab are a bit weird, they look like big eyes, not cybernetic addons.

The MG is a bit overpwoered, but that's okay. I like the contrast the gun sprite has compared to the crab however, adds a bit to the cybernatic part.


Fri Mar 18, 2011 6:54 pm
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Post Re: Modding Theme Entry: WTF and JMCT:G, The BattleCrab.
I take it you didn't gib the battlecrab?
The WTF part is what happens when you gib it.


Fri Mar 18, 2011 6:59 pm
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Post Re: Modding Theme Entry: WTF and JMCT:G, The BattleCrab.
Try not to hit the legs, they break permanently.


Last edited by Darkdoom on Sat Mar 19, 2011 4:56 pm, edited 1 time in total.



Fri Mar 18, 2011 7:01 pm
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Post Re: Modding Theme Entry: WTF and JMCT:G, The BattleCrab.
Honestly, this is pretty sweet. I can truthfully say that I didn't expect what happened when it gibbed. It's not a keeper, but that's because I am cutting down on my mods. Nicely done, despite the strange eyes.

It was funny, because when I first started using it, I thought, "Hey, this gun is way overpowered!", and when it gibbed, I was thinking, "Hey, that machine gun was dreadfully underpowered..."


Fri Mar 18, 2011 9:01 pm
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Post Re: Modding Theme Entry: WTF and JMCT:G, The BattleCrab.
So you just threw a glow onto the bullet...


Fri Mar 18, 2011 9:28 pm
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Post Re: Modding Theme Entry: WTF and JMCT:G, The BattleCrab.
you guys should actually test the mod fully before commenting =/


Fri Mar 18, 2011 9:33 pm
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Post Re: Modding Theme Entry: WTF and JMCT:G, The BattleCrab.
Oh I did, I just didn't find the big white glow and the metal crab flailing around with hte jetpack that fun.
The flamethrower has a quite annoying sound btw, might be wrong loopsetting on it.

Oh and Urch, testing a mod doesn't usually mean gibbing it, so you should just chill.


But yeah, it hasn't really got all that WTF feeling to it, but that might just be me having seen those things before.
It's not horrible for a junior mod however, so just keep on truckin'.


Fri Mar 18, 2011 9:41 pm
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Post Re: Modding Theme Entry: WTF and JMCT:G, The BattleCrab.
dragonxp wrote:
So you just threw a glow onto the bullet...


It also glows as it regenerates...
not to mention the gibplosion glow.

in retrospect, only the beta testers are really standing up for the mod.
This may be kinda biased.


Fri Mar 18, 2011 9:54 pm
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Joined: Mon Jan 31, 2011 10:51 pm
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Post Re: Modding Theme Entry: WTF and JMCT:G, The BattleCrab.
The concept made me laugh heartily, and I think it absolutely deserves some praise for the execution (and coding? I haven't seen anything like this before, but it might not be so hard to do). The only thing I can see as an improvement would be some sort of jump or jetpack, something to get it moving.

Formally, I'd give it an 8.5/10

EDIT: Nevermind, My crab just exploded.
100/10


Sat Mar 19, 2011 6:29 am
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Post Re: Modding Theme Entry: WTF and JMCT:G, The BattleCrab.
Lizard wrote:
Oh and Urch, testing a mod doesn't usually mean gibbing it, so you should just chill.


I'd have to disagree there Lizzrd, you can hardly say you have properly tested a mod without seeing how well the gibs are implemented or how much damage it takes to kill it
Hell, trying to kill one is usually the first thing I do with an actor mod


Thu Mar 24, 2011 2:36 pm
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Post Re: Modding Theme Entry: WTF and JMCT:G, The BattleCrab.
So what's the point of this overpowered mod?

1.Well, you can't remove the "igod" even when the crab fall out of the map, cause a lua code will create another right after one disappeared(thankfully, not after die or gib, or the explosion will lag the game). That's a more effective way than using gib-actor to make "immortal being".
2.GibWoundLimit of all its parts' 999999, so high...hmm, I'd set it to -1(unlimited) once.

The mod is not bad, but I wouldn't say it's such WTF because those methods are quite simple.
btw, what do you mean by "how well the gibs are implemented"? The explosion?


Last edited by Xery on Thu Mar 24, 2011 8:08 pm, edited 2 times in total.



Thu Mar 24, 2011 8:04 pm
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Post Re: Modding Theme Entry: WTF and JMCT:G, The BattleCrab.
The point is to be overpowered and unexpected, without reading the thread would you have guessed that gibbing it would result in an practically unkillable crab with a flamethrower?


Thu Mar 24, 2011 8:07 pm
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