Crab the weapon mod - Tweaking Stage (demo downloadable)
- theDooMguy47
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Re: Crab the weapon mod - Tweaking Stage (demo downloadable)
great mod, the pipebombs are a lot of fun, and that unmaker is hillarious XD
- XutaWoo
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Re: Crab the weapon mod - Tweaking Stage (demo downloadable)

For lack of better idea, the BFG10k replacement is a chainsaw.
Just a chainsaw.
Yep.
Re: Crab the weapon mod - Tweaking Stage (demo downloadable)
im having a feeling that the chainsaw isnt a normal chainsaw... 

- XutaWoo
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Re: Crab the weapon mod - Tweaking Stage (demo downloadable)
Oh, and a small update to the main Crab.
-Infinity Blades now appear to "break" instead of just disappearing.
-You now don't automatically go to the crowbar when you run out of ammo. Why'd it take me so long to realize I forgot this?
-Infinity Blades now appear to "break" instead of just disappearing.
-You now don't automatically go to the crowbar when you run out of ammo. Why'd it take me so long to realize I forgot this?
- DoomRater
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Re: Crab the weapon mod - Tweaking Stage (demo downloadable)
That reminds me, Wadaholic needs to fix that on Shotgun Frenzy as well.
- XutaWoo
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Re: Crab the weapon mod - Tweaking Stage (demo downloadable)
Hey, what's this?
An update!
-The gas gun's altfire is now gone.
And what else?
The Skulltag edition!
-The Nova Fireball Launcher shoots out five fireballs in a large spread, and is rapid fire! Though, that's not all. For those of you who've played Cave Story, let me say this: Level 3 Bubbler. For those who have no idea what that means, it means that the projectiles go for a very short distance, they stop. When you stop firing, that all shoot forward much faster and more damaging. Horray! Sadly you can't control the pitch of the launch. This replaces the Minigun.
-The Rust GunCannon; it lacks much of a gimmick, just firing three rusty spikes that you can pick up again if you it doesn't hit anything. This replaces the Grenade Launcher.
-The Hyperfrag. Need I say more? This replaces the Railgun.
Now, go crazy!
An update!
-The gas gun's altfire is now gone.
And what else?
The Skulltag edition!
-The Nova Fireball Launcher shoots out five fireballs in a large spread, and is rapid fire! Though, that's not all. For those of you who've played Cave Story, let me say this: Level 3 Bubbler. For those who have no idea what that means, it means that the projectiles go for a very short distance, they stop. When you stop firing, that all shoot forward much faster and more damaging. Horray! Sadly you can't control the pitch of the launch. This replaces the Minigun.
-The Rust GunCannon; it lacks much of a gimmick, just firing three rusty spikes that you can pick up again if you it doesn't hit anything. This replaces the Grenade Launcher.
-The Hyperfrag. Need I say more? This replaces the Railgun.
Now, go crazy!
Re: Crab the weapon mod - Tweaking Stage (demo downloadable)
i got weapon slot error 

- XutaWoo
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Re: Crab the weapon mod - Tweaking Stage (demo downloadable)
You need the alpha of Skulltag.
Re: Crab the weapon mod - Tweaking Stage (demo downloadable)
I've played the ZDoom version, and I have to say that the humour and style of the weapons leads me to believe this would best serve in DM or something, as it's pretty hopleless for single player as every weapon puts you in unfavourable situations!
I noticed that you didn't "rehand" the crowbar and one or two of the weapons weren't centred, but other than that there's no real graphical inconsistencies to speak of. I did notice that the pipe bomb as it is in your hand seems huge, but relative to the size of it on the ground, that may make sense.
I have to say, the weapons were fun to use - just not particularly useful
-Crowbar - not too good to start with unless you're a handy assassain or playing a map where nobody is watching you. You'll need plenty of health in most situations to get anywhere
Works much better with a hellsphere 
-Pipe Bomb - Fun beating zombies to death by throwing the pipes at them, but not being able to pick them back up again did mean I was pretty stuck if I was in a small corridor and was choosing between these or the crowbar.
-Skullstaff - probably the most useful, until you altfire without enough space to move in. Good against non-boss monsters of all shapes and sizes, and rather fun... until you kill yourself a few too many times. Then you stick to the weaker but much safer option
-Infinity Sword - Another contender for most useful normal fire, the alt fire does suck a bit if you don't kill your powerful opponents with it. I also found that dying with the sword still keeping you in place will result in you being frozen if you use the resurrect cheat, and there's nothing you can do about that.
-Gas gun - Those gas clouds are a bit weird, and keep seeming to follow enemies around sentiently - again, useful until it gets you, which it inevitably does.
-Ice Gun - Probably the properly most useful gun overall. Seemingly no drawbacks to this one.
-Unmaker - if you're lucky, it's much like the hellstaff altfire mixed with the gas gun's risks, if not, you're laughing
The inventory items were handy in their way though.
So overall, ponits for creativity, but I can't see me using this much I'm afraid!
I noticed that you didn't "rehand" the crowbar and one or two of the weapons weren't centred, but other than that there's no real graphical inconsistencies to speak of. I did notice that the pipe bomb as it is in your hand seems huge, but relative to the size of it on the ground, that may make sense.
I have to say, the weapons were fun to use - just not particularly useful

-Crowbar - not too good to start with unless you're a handy assassain or playing a map where nobody is watching you. You'll need plenty of health in most situations to get anywhere


-Pipe Bomb - Fun beating zombies to death by throwing the pipes at them, but not being able to pick them back up again did mean I was pretty stuck if I was in a small corridor and was choosing between these or the crowbar.
-Skullstaff - probably the most useful, until you altfire without enough space to move in. Good against non-boss monsters of all shapes and sizes, and rather fun... until you kill yourself a few too many times. Then you stick to the weaker but much safer option

-Infinity Sword - Another contender for most useful normal fire, the alt fire does suck a bit if you don't kill your powerful opponents with it. I also found that dying with the sword still keeping you in place will result in you being frozen if you use the resurrect cheat, and there's nothing you can do about that.
-Gas gun - Those gas clouds are a bit weird, and keep seeming to follow enemies around sentiently - again, useful until it gets you, which it inevitably does.
-Ice Gun - Probably the properly most useful gun overall. Seemingly no drawbacks to this one.
-Unmaker - if you're lucky, it's much like the hellstaff altfire mixed with the gas gun's risks, if not, you're laughing

The inventory items were handy in their way though.
So overall, ponits for creativity, but I can't see me using this much I'm afraid!
- XutaWoo
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Re: Crab the weapon mod - Tweaking Stage (demo downloadable)
Say, does anyone have a suggestion for what I should do to the crowbar? There's no hands in the hand resource sheet that look like they could replace the RR arm already on there.
Also, semi-big update to Crab and a small update to CrabST coming soon.
Also, semi-big update to Crab and a small update to CrabST coming soon.
- XutaWoo
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Re: Crab the weapon mod - Tweaking Stage (demo downloadable)
Anyway
Both:
-The weapons for the Pipebombs and Hyperfrags are removed upon losing all ammo for them.
Crab:
-When Pipebombs are removed via the above, you get a weapon that's the detonator only. This is removed when you pickup more pipebombs, however.
-Crowbar alternate attack beefed up a little.
-Alternate fire for the true Unmaker! Kinda like the blood orb, except it restore 5 health up to 300 when it hits something that bleeds.
-To fuel the above, blood veins can now sometimes be found in place of berserk packs.
-Probally some things I forgot about.
CrabST:
-Nova now has the amount of ammo you'd expect for something so gluttonous.
Both:
-The weapons for the Pipebombs and Hyperfrags are removed upon losing all ammo for them.
Crab:
-When Pipebombs are removed via the above, you get a weapon that's the detonator only. This is removed when you pickup more pipebombs, however.
-Crowbar alternate attack beefed up a little.
-Alternate fire for the true Unmaker! Kinda like the blood orb, except it restore 5 health up to 300 when it hits something that bleeds.
-To fuel the above, blood veins can now sometimes be found in place of berserk packs.
-Probally some things I forgot about.
CrabST:
-Nova now has the amount of ammo you'd expect for something so gluttonous.
- DoomRater
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Re: Crab the weapon mod - Tweaking Stage (demo downloadable)
How are we supposed to detonate the last pipebomb then?XutaWoo wrote:-The weapons for the Pipebombs and Hyperfrags are removed upon losing all ammo for them.
- XutaWoo
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Re: Crab the weapon mod - Tweaking Stage (demo downloadable)
See the line right below it. 

- DoomRater
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Re: Crab the weapon mod - Tweaking Stage (demo downloadable)
And the line below it applies ONLY to Crab, not both. 

- XutaWoo
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Re: Crab the weapon mod - Tweaking Stage (demo downloadable)
You seem to not notice that CrabST is an addon patch, not a standalone. 
