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 Widowmaker - Version 2.1 
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Joined: Sat May 05, 2007 6:04 pm
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Post Re: Widowmaker
JackBlades07 wrote:
don't fit the style? You mean the robots from outer space CC style? I think he's got that done pretty well. Also the whole point of making mods is to modify a game, meaning change it.


Style meaning visual style, not lore. Duh.
And what does a definition of "modification" have to do with anything?


Thu Mar 27, 2008 4:22 pm
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Post Re: Widowmaker - Version 2.1
i dont like the sprite... yh its good but i dont like it it does not fit IN with the game D:
its like metal slug 5 on mario 3


Thu Mar 27, 2008 4:48 pm
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Post Re: Widowmaker - Version 2.1
Oh it fits. It definitely fits.


Thu Mar 27, 2008 7:31 pm
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Post Re: Widowmaker - Version 2.1
i must say this is an interestin lookin unit...Gonna test it out...
and I like how it resembles the drop ship you made


Fri Mar 28, 2008 12:10 am
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Post Re: Widowmaker - Version 2.1
LOL I think it IS the dropship, upside down. Man that just occurred to me.


Fri Mar 28, 2008 2:14 am
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Post Re: Widowmaker - Version 2.1
heh heh. yeah, the resemblance is intentional.


Fri Mar 28, 2008 4:03 am
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Post Re: Widowmaker - Version 2.1
Either way it does look badass, especially with the "predator style" glowing eyes. How did you come up with the Erik's Deli Secret Goo thing for this mod?


Fri Mar 28, 2008 5:42 am
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Post Re: Widowmaker - Version 2.1
you mean the magma-drill type thing? the weapon shoots particles with a very low velocity in a 360-degree spread. gravity takes over from there, pulling them down and through matter.
edit: my inspiration? might've been the sentinels from the matrix, the way they look with all that dark metal, glowing eyes and little laser beams that drill through hovercraft hulls. :???:


Last edited by systmh on Fri Mar 28, 2008 9:29 pm, edited 1 time in total.



Fri Mar 28, 2008 12:03 pm
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Post Re: Widowmaker - Version 2.1
I think he means, what was its inspiration?


Fri Mar 28, 2008 3:10 pm
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Post Re: Widowmaker - Version 2.1
STOP WINNING SO HARD!


Fri Mar 28, 2008 8:26 pm
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Post Re: Widowmaker - Version 2.1
Wow, this latest version is really great. I made a flat platform, spanning the map, for easy widow-maker use, and my god was it fun. Several times I just dropped him into a group, and detonated him :grin:


Sat Mar 29, 2008 1:57 am
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Post Re: Widowmaker - Version 2.1
If I could give out certificates of awesomeness, you'd get about 50.


Sat Apr 12, 2008 10:36 am
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Post Re: Widowmaker - Version 2.1
Sweet lord, this mod is sheerly epic in it's value of fun, use, and uniqueness. Can be a great dropship maimer, eater of coalition/skeleton/robot troops, and can sheerly decimate a base if used right.

And, with what a few others have said/typed, PLEASE, sir, make a scene. If anything, you'll be like a Jesus amidst mod makers. You-work-MIRACLES.


Tue Apr 29, 2008 10:09 pm
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Post Re: Widowmaker - Version 2.1
Necro........
I like this mod, alot.
Anything new cooking up in that mod-kitchen of yours?

This was not a necro.


Tue Apr 29, 2008 10:32 pm
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Post Re: Widowmaker - Version 2.1
This is a fairly interesting unit. I get a massive jumping spider motif when I use this (and shelob, the d#$@ scary LOTR monster she was.) It was a bit frustrating how much I had to allign the thing before I jumped, but I suppose it's a practice thing.

The sprites are definitely good lookingbut my experiece doing sprites for CC indicates these could maybe use some more definition to their detail. Though I like the beady eye motif you have for the thing, it's very imposing, also love the sounds. Going to have to match those in awesomeness when I make my tank.

Anyway, good show, I really like this actor.


Wed Apr 30, 2008 2:34 am
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