All of the thanks to goes to Carnius for a great mod, I am thankful that you are kind enough to make this for me and the rest of the CNC community, without caring about any kind of pay or reimbersment. I and, I believe the rest of the CNC community really just want to say, THANKS CARNIUS! and thank you for coming to TEF.

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Structure Feedback (Groups : Tiberium Essence Fans : Forum : General Tiberium Essence Ideas : Structure Feedback) Locked
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Aug 23 2013 Anchor

Hello, I am stll alive, yes!

So far TE has managed to fix almost every single unit for all factions, which is great!
However, we still deal with plenty of ugly EA-design buildings on atleast GDI and Nod (Im not sure if I even like the Scrin or not...)

So I was thinking we could try and discuss what structures we would like to have re-done in a design that makes more sense, lore-wise.

Global Defence Initiative:

1. The Construction Yard. While not quite as bad as Nod's counterpart, it still goes against all logic. As it is now, it stands as a tall, boxy, above ground structuve with a gaping hole in the front, paperthin walls and no obvious doors or other personel 'equipment and work areas'.

2. The Powerplant. The design as it is works. It's an obvious nod towards the Tiberian Dawn version. Im not sure if that makes sense though. Going from one design, to another, and then back to the original? Not something that needs priority though.

3. The Barracks. For now it looks like two rounded containers which somehow fits entire squads of infantry, housing, a medical facility, weapons storage and so on. It needs to look a lot less tube/container like, and hint more about the underground structure.

4. The Command Post. The structure in general looks fine. The dish itself does not make much sense at all and could use a change.

5. The War Factory. While the original model has been updated to suit GDI's walkers, it still suffers from another problem, and that being the boxy tall shape. It does not look like it could actually construct a Titan, or even house one, due to the height of walker. It seems more like a hangar/storage, as opposed to a vehicle assembly plant.

6. The Armoury. While nothing is too much off with this strucutre, it doesnt feel quite right either in my own opinion. Could use a polish? Low priority.

7. The Airfield. It's an airfield, not a whole lot to say about it!

8. The Tech Centre. This... thing is in some dire need of remodelling. It seems to be some sort of split personality-like structure, with random pads to display upgrades like a museum, an obsevatory (In a warzone?!) and a giant facade of glass, leaving all possible sensitive equipment open attack by even small-arms fire.

9. The Orbital Deployment Centre. Not much to say here, looks fine!

Brotherhood of Nod:

1. The Construction Yard. Suffers from the same problems as the GDI one, with the addition of an even more redicolous mobile version. I suggest a full redesign for both forms. Maybe the mobile version can somehow be inspired by the Montauk without looking too simillar? Tankthreads?

2. The Power Plant. Model inspired by Westwood concept art if I am not misstaken? Looks pretty much fine to me now!

3. The Tiberium Refinery. Looks a lot better after the updated roof. Room for improvement thouh. Suggestion is to replace the 'rubber like' tubes with metal-pipes, and completely seal off the 'pool' ceiling.

4. Hand of Nod. While it seems like EA went for a design more alike the Tiberian Dawn version, it does not really fit Nod after the TS events. Currently in my opinion, its tall, obvious and too 'thin'. Seems kind of cramped for all the infantry.

5. The War Factory. Visuals are greatly improved with the removal of the spinning ride up. Always room for improvement however.

6. The Operations Centre. I dont have any major complaints.

7. The Air Tower. Great new model! Could use a more suiting name though, as its not much of a "Tower" anymore.

8. The Secret Shrine. Looks better than before. Not sure if the sizing is right though, to fit all the cyborg facilities. Name is a little awkward too. Why not just remake this into a pure cyborg production plant?

9. The Tech Lab. Much better than previous version. Looks great, and a nice nod towards TS-designs!

10. The Tiberium Chemical Plant. Not sure if I like this model or not. Seems a little open to attack, as opposed to a more bunker-like structure you'd expect to find after TD and TS.

Edited by: TheNodCommander

Sep 19 2013 Anchor

Been a while since I've visited the forums, I thought this'd be a fun place to start :)

Global Defence Initiative:

1. The Construction Yard. I like this design, but I understand that it could use adjustments to look more substantial as a construction yard. While at it, giving it some TS characteristics (sloped roof) would be a nice touch. It's mobile counter-part looks fine to me.

2. The Powerplant. One of the very few EA designs that I think looks perfect as is. Although, I had thought about what if only the very top of GDI's power plant were edited to look high-tech (almost like the top of USA's power plant in Generals) and were completely emission free? I thought it'd make sense considering that GDI would probably try to be consciencious of the planet/atmosphere (just as they are careful with tiberium) and would have the tech to do this. Then Nod's current plant could have emissions (for sake of variation) and that design could look like it did in TS? I'm on the fence about this idea because I really like both of EA's power plant designs too. Changes aren't necessary, but if there were any, I wouldn't mind it how I just described it.

3. The Barracks. I like the looks of this structure, but perhaps it could use some subtle beefing up (it definitely should keep its "double-barrel" design). For sure though that guard needs to have a mask on, or a helmet.

4. The Command Post. I think this design would look better for some kind of tech structure (an Array Station), but for what should be GDI's "Communications Center", this is way too simple/lazy looking, especially when you look at Nod's "sophisticated" counter-part. I think this structure would look much better if it were designed to look more like how it did in TS

5. The War Factory. This especially needs an update, I agree. While I like the crane animation around it, the rest of it is way too simple and not bulky enough to convince me that heavy, large machines are manufactured here. This structure would look sooo much better if its design were very similar to its TS version.

6. The Armoury. I think it's fine as is, but small subtle enhancements wouldn't hurt.

7. The Airfield. Overall I like it as it is too, but it wouldn't hurt to add a little more bulk to the side with the tower.

8. The Tech Centre. I feel the same way, it would look better if it were a little lower to the ground and appeared more fortified. It should still look "techy", but not so much like an observatory.

9. The Orbital Deployment Centre. Yep, this looks great. Although I'm hopeful the craft that drops off the Mammoth MKII will sometime get an update.

Brotherhood of Nod:

1. The Construction Yard. I like it's design, but I agree, maybe it could be adjusted a bit to be better just like with GDI's, since after all, these are construction yards and not just shelters. I have to admit, at first I thought its mobile version was visually awesome, but it really has no place in TE and so it must go. I'd highly suggest a redesign of its mobile version to have tank treads (since GDI has wheels) and to look more like the MCV in TS.

On a side note: this concept of EA's Nod MCV could still be used - it's design and animation could be borrowed, but made much smaller and edited, to make a brand new, scorpion-like, tiberium lifeform?

2. The Power Plant. As already said before, I like the power plant as is, but if it were modified at all, I do like the TS look where it'd then have emissions Images.wikia.com And then on the bottom platform could be where the extra upgrade could be placed. Not suggesting it needs to be done, but I'd welcome it if it happened.

3. The Tiberium Refinery. I agree with the 'rubber like' tubes being upgraded to be metal pipes, otherwise its overall design is fine. It isn't necessary, but I might like it better if Nod's Harvester had several rows of heavy-duty wheels like in TS (might go along better with its stealth concept too) since GDI's has tracks - I like visual variations like this between these two factions, just like GDI's MCV has wheels so Nod's could have tracks.

4. Hand of Nod. I must say this is another one of EA's designs that looks perfect to me as is. Sure it stands out, but it's still awesome based on a classic design.

5. The War Factory. Carnius made subtle improvements to it, but yeah there can still be room for some more improvements. Something about the back of it and that cylinder elevator I think - at least it no longer twists like a cork-screw. Maybe the structure should look a little more like its TS version, but lower to the ground so that units will still come up from underground, with a sloped door that'd open and vehicles come up using a ramp. At least this factory doesn't need an edit as badly as GDI's Factory.

6. The Operations Centre. Looks just fine to me.

7. The Air Tower. It looks great to me also, but I'd like to see the ambient lights that were inside of the original Air Tower again - I thought that looked nice and added depth to the structure. Also, the windows on the tower could be painted to match the house color, just like with the Construction Yard and Secret Shrine. I feel the same way about its name, but I can't think of a name better. "Air Base"? "Air Command Pad"? For now "Air Tower" still kinda works though.

8. The Secret Shrine. Thanks to Carnius, this looks great now, sooo much better than before. I don't mind it's current name, but you have a point about about it being out of place, since it's essentially a cyborg facility now with some upgrades (unless it's still a secret how they make them?). Which gives me an idea, it wouldn't be a bad idea to rename this structure as "Cybernetics Lab" or "Processing Plant" or something, and then rename the Tech Lab to "Secret Shrine", possibly? Or maybe that'd be too confusing to many people who have it ingrained in their head if the names were changed?

9. The Tech Lab. I really like the pyramid design, don't get me wrong, and it makes sense that it'd appear armored for the battle events... but I must admit I'd also like it if it were more "techy" looking with some glass here and there, some "smoothed" architecture to match most of the other Nod structures, some more "sophistication" like at the Operations Center, and some open "pads" for the researched upgrades. I don't mean that I liked EA's design, I didn't, but maybe there is another design that would be just as logical and still look just as good. To me, this pyramid feels like it should only be reserved for high-ranking personnel to seek refuge, like Hasaan or Vega during TS, just my honest opinion.

10. The Tiberium Chemical Plant. This design never bothered me like some others, but maybe it'd help if it did get some subtle modifications.

Some others worth mentioning:

The central hubs for Nod's defenses. These could be updated a bit to more closely match the design of the corresponding turret hubs. And I understand that the black wires are there to help us players know which turret is linked with which hub, but at the same time, I kinda wish they weren't there, just from a visual stand-point. It can get kinda cluttered looking in a Nod base sometimes and, lol, you'd think by this time they'd have wireless - perhaps the wiring could somehow be a little more subtle? If not, then it's fine as is.

Nod's Tiberium Silos - Not necessary, but I always thought it could be neat if these got a subtle addition, those spikes that are seen along the silos in TS Cnc.wikia.com(Tiberian_Sun) Very fitting for Nod. Then these spikes would need to be added to the ones over at the refinery. Also, the tubing (though not as silly looking as at the refinery) would need to be changed if it's changed at the refinery.

GDI's Refinery. I feel this structure is fine as is, but could use a little more bulking up in the corner where the observation tower is.

Obelisk of Light. I really like this design, but I've seen some other designs in other mods that look impressive also.

The cranes for each faction look fine to me.

Temple of Nod. I think its overall design looks fine, but maybe it could use a little bulking up in some areas to have some elements similar to the one in TS. The main thing I I'd like to see edited is that circular missile silo in the front to be triangular and look more like the one in TS instead.

Edited by: .Mac.

Oct 17 2013 Anchor

I've not commented on things in the forums for a while until .Mac. drew this thread to my attention; regarding the points discussed i would like to say this:

for GDI

1. The Construction Yard - I think it's "packed" mode looks fine but when its deployed i think it should look like the TS Construction Yard, i feel this would be very fitting for GDI. Perhaps this could benefit from the Reactive Armour upgrade.

2. Powerplant - looks fine

3. Barracks - overall design of this structure is good but it could do with being made to look more substantial, bulkier perhaps, maybe the addition of the small medical facility building (see worldbuilder) to the model would be good here, maybe at the rear side of one "barrels". I think this would do a lot to make it seem more like a small complex rather than a single small structure and would make a lot of sense as you can heal troops here.

4. Command Post - looks fine, although i would prefer i more TS-style variant.

5. War Factory - in my view this is a bad model, it's a characterless box! I'd much prefer a TS-style version as its roughly the same building shape but has much less genericness about it.

6. Armoury - seems ok, but its a bit of a mish-mash of different elements, nothing really wrong with it but nothing about it screams armoury to me either. maybe it could have a watchtower, perhaps with a searchlight (in an effort to guard the weapons within)

7. Airfield - looks great!

8. Tech Lab - This is a terrible model and certainly needs redesigning, however i can see how it would be difficult to make what is essentially a lab interesting or distinctive. I think it needs a much lower profile, maybe 2-stories max - perhaps a hexagonal shape would keep things interesting maybe with a small dome in the middle to make it look more science-fictiony.

9. Orbital Deployment Center - looks great!

for NOD

1. This MCV and con-yard needs a complete redesign, i have to agree that caterpillar-tracks are the way to go. Perhaps this could look like a giant version of the old NOD APC with some alterations, obviously being a lot wider. Maybe this con-yard "digs in" like the tick/scorpion tank does when it unpacks, and becomes a semi-subterranean structure (buried at the rear end because the front of the MCV becomes the back of the yard, as is the case now with NOD) not too dis-similar from the old TS NOD War Factory except with a lower profile and longer. Maybe it would be cool if the crane was in a track on the ground so it can sometimes move outside, perhaps formed from the tank-treads on their side rather than hanging from the roof. Perhaps it could benefit from the Drilling Mechanism upgrade for subterranean movement or if this is OP and unbalancing (as i suspect it would be) perhaps Tiberium Powerpacks upgrade to increase its movement speed when in "packed" mode.

@ .Mac. - the tiberium lifeform idea is a very interesting one, i'd like to see some concept art though :)

2. Powerplant - looks good.

3. Refinery - I agree that the "rubber" tubes should look more metal, but then how are we to see the tiberium being transfered from Harvester to Refinery? perhaps you can see it flow into the Refinery's pool if the pipes are made shorter towards the back of the building, or maybe the pool bubbles or something. I dont think it should have a fully closed cap on the pool as this is not NOD's philosophy. The Harverster's model is fine and shouldn't be changed.

4. Hand of NOD - while i appreciate the classic reference here i've never felt that this structure is big enough to perform it's function (similar to the GDI barracks) and for me this structure has too high a profile with the big tower/fist holding the world. While the TS design is somewhat preposterous i do like its lower profile and wider footprint (or handprint!) so i have thought of a compromise [a word which isnt in my vocabulary usually]. A large globe forms the back of the building making what could almost be described as a dome, the rest of the building takes the form of a giant gauntlet/fist gripping the globe, it's "wrist" would be flat to the ground and troops would exit where the forearm would normally join the elbow. would probably be about twice as wide as the current Hand of NOD and a little longer (though not by much). This is a crappy description i know, but hopefully you get what i mean.

5. War Factory - This model is excellent with Carnius' refinements and needs no changes, except maybe some hazard stripes in the house colour near/around/on the doors. But perhaps even this small change would be too much, it's pretty much ideal as-is in my view.

6. Operations Center - looks fine.

7. Air Tower - Should be renamed "Airbase" looks great now, although maybe a separate control tower might be nice a little to the side on this model rather than the little "capsule" perched precariously on top.

8. Secret Shrine - The model looks so much nicer now but maybe just a little too small and perhaps its too red (i'd prefer grey-black). I have to disagree with both of you though i think the name is entirely appropriate for the following reasons:- The cyborg production process is almost a form of necromancy through technology and is highly guarded knowledge with only NOD's best scientists entrusted with the technique. Blackhand Elite's get specialist training here unavailable at the Hand of NOD and their special grenades have a psychoactive cocktail of chemicals developed by NOD's best minds, the formula for which is only known by a select few. Regarding the Tiberium infusion and Tiberium Particle upgrades these are offshoots of cyborg based technologies and NOD's classified research on Mutants which has been made available for wider use throughout the Brotherhood. Shadows can be launched from there because the function as the Brotherhood's spies as well as highly trained infiltrators and assassins. In conclusion the name should stay as it is!

9. Tech Center - I love Carnius' design for this and i really think its appropriate for them because it's a "temple to technology" and that fits right in with NOD's highest tech stuff. I like the fact that it's both understated and imposing, its almost a statement of superiority over GDI which is just what Kane would approve of. I like the fact there are no visible windows or even a visible entrance (this suggests a secret high security subterranean access) so that NOD's greatest technology can be researched away from the prying eyes of GDI, this is the reason it should not look more "techy" because all the technology is on the INSIDE.

10. Tiberium Chemical Plant - I really like this model as its a throwback to the TS Chemical Waste facility. If NOD ever gets the weed-eater back it should dock here! :) Banshee should only be buildable after this building has been completed, same goes for the new Toxin Troopers. (instead of being from the TA)

The Hubs look fine to me and i LIKE the cables connecting to the turrets (wireless technology sucks now and it will still suck in the future Kane wouldnt have faith in such things).

The problem with changing tiberium silos is that they are also built into the refineries, admittedly i'm not a big fan of the NOD silo's looks (i think they are too dome-like and TS style ones look better) but it would mean remodelling the Refinery (which might actually look pretty kickass).

Agree with .Mac. about the temple's silo being triangular, perhaps the temple itself could be just a little wider. I still like the idea of this building having a built in Obelisk of Darkness "tail".

for Scrin i'd like to say this, i really dislike the Technology Assembler model, in my view this should look like the "Scrin Hub". Also Re: the Drone Platform; the model is fine but i think it should be able to fire stormrider bullets while airborne as an innate ability (though perhaps with a lower rate of fire than the stormrider).

Edited by: M0nkfish

Nov 16 2013 Anchor

You have good ideas and I agree with much of what you said M0nkfish. Here's my response to you:

I like the idea of adding a small medical bay (towards the rear) as a possible way to 'bulking' up GDI's barracks.

As for GDI's tech center, in homage to the TS style, I think that would be a welcome addition to have a dome (TS-style, but not quite as big) somewhere on the side of the building (just not as the main focus of the structure).

Not a bad idea for Nod's MCV to "dig in" as it deploys to be the Construction Yard, I like that - gives it more character and cooincides with many other Nod units that dig in the ground as well.

About the metal piping at the refineries, I think for the animation there can be some subtle movement as the tiberium is flowing through. Otherwise, it isn't a big deal if we don't see the pipes move. We could see some other animations, such as lights and extra tiberium vapor emitting from that tiberium pool area every time a harvester is unloading tiberium.

As for the Hand of Nod, I think its size is fine. Plus it's possible we aren't looking at the entire structure - it could be like the War Factory, where a lot of the structure is actually underneath the ground. This structure should stay as it is because this is one of EA's better designs based on a classic, so there's no need to change it. BUT, if Carnius insists on making drastic changes, I can understand and see what you mean M0nkfish and your suggestion may be a good alternative.

Yep, "Airbase" should be the name to replace "Air Tower".

For the Secret Shrine, again, the bulk of the structure could actually be underground - What we see above ground could be just the exit and "exhaust" for what is being machined down below, so to me its current size is fine. I can live with the name staying as Secret Shrine, but it also depends on what future alterations/additions Carnius might do. We don't know yet if he plans on making this structure for cybernetics only or what.

For Nod's Tech Center (or how about calling it "Tech Pyramid"?) I think the best solution after all is to actually come up with a compromise between how the pyramid currently looks now and what I was suggesting, so that only some areas would have techy-looking architecture, including a few areas with Nod's glass design and curved surfaces. Even Carnius' Secret Shrine, which would usually be towards the front of a base, still appears well-protected and imposing and that has glass and curved surfaces. I believe Nod is proud of their architecture and take great pride in their designs for all vehicles and structures. Their Tech Center/Pyramid certainly would be no exception. As it is now, the tech building does look awesome, but with it having many straight lines and only a little "sophistication", compared to the rest of the structures, its architecture stands out as being very different; even minor/subtle modifications could go a long way for making a huge difference (I'd like the idea of some pulsating lines of lights, in homage to the pyramids in TS as seen here Mobygames.com). I can try to create a concept art depicting possibilities though, a mix between Carnius' pyramid and something that suggests more that it's a tech structure (partly for aesthetic reasons).

Furthermore, I think it'd be a good idea if Carnius wanted to make a larger version of his current armored pyramid design and let this structure be used as a bonus/extra Nod structure. This would be nice for mission objectives to have a pyramid belonging to a General (or even just eye candy) on maps.

For the hubs: Since the player/allies should be able to see which turret is wired to which hub (for gameplay and managing purposes), the wires should be kept visible. BUT how about the idea that these wires are actually underground? So to the enemy, the wires are essentially "stealthed" (buried underground) and so they would only see the hubs and turrets (not the wires) - this could make gameplay interesting; plus, allows the Nod base to look less cluttered. But the hubs needs some slight editing (in texture and lighting) so that they appear to more closely match their corresponding turrets.

Edited by: .Mac.

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