This member has provided no bio about themself...
Is that the Scrin Ship model from Project Perfect Mod? I always liked that.
If that's the Titan model from Thundermods (and I'm fairly certain it is), quite a bit has been changed besides the legs.
Dare to compare: Thundermods.net
Bigger? Yes. Better? Well, I've tried my best on that front. I'll have to let you guys decide when the mod is released. :P
Now, I will admit some of the two-player maps are a bit more small-scale (perhaps on par with what you'd expect from TW), but the remake of Grand Canyon is as big as the C&C3 Worldbuilder allows.
1: the quality or state of being a part of the Command & Conquer series
2: adherence to explosive and strategic enjoyment
3: the tendency toward possessing numerous exotic armored vehicles
If you mean tell the Dropship to fly from one part of the map to another, no. Fortunately, you don't have to. As soon as you pick what units to load it up with, you need simply call it down on any point of the map.
To quote the Firestorm manual:
"The Limpet Drone was developed as an optional method of detecting Nod bases blanketed with a stealth generation field and has been used by our covert operations teams... It is rumored that Nod has also procured this technology."
Good hunting, Apornas. :D
Indeed, that's an early concept for GDI's new Commando. You should be seeing him in his full glory fairly soon.
Well, if I told you any of that, it would kind of defeat the point, wouldn't it? :P
I will say this, though: what you're looking for is something entirely original. Once you see it, it will be hard to mistake it for anything but.
Three points make for more stable architecture, but not so much in an off-road vehicle. Generally speaking, the more points, i.e. wheels, you balance the load on, the better. The TW Stealth Tank's apparent lack of independent rear suspension would probably make for one hell of a bumpy ride. :P
Other than that, though, it's actually a pretty solid concept for a military vehicle. The TW Stealth Tank's low profile would allow it to hide in a variety of terrain even without the aid of its cloaking field, and with the missile launchers positioned on top, it could fire from a hull-down position with impunity.
Nope. Those are just the placeholder buildpics for the Orca Fighter and Carryall, which have since been replaced. Keep looking. ;)
If you guys are bored, might I suggest a little scavenger hunt? There's a hint of things yet to come still lurking in the pictures uploaded two months ago. No one's yet commented on it, so I assume it's gone unnoticed. See if you can find what I'm talking about. ;)
Oh, please no. Not the "Flying Worm Man." This was one of the most mocked designs to come out of C&C4, and with good reason.
Why not change things up a bit with the lower torso? Really, that's the heart of the problem. Get rid of the rocket platform and replace it with, say, a snake-like tail, and you'd give the unit a nice, sinister edge. Plus, a different design could open up new gameplay mechanics. For example: giving engineers the ability to burrow in place.
php_bg is correct. There's absolutely no point to an exposed cockpit on a military vehicle, and even less of one if said vehicle is going to be driving through areas infested with a virulent, all-consuming crystal.
Sorry, boyos, but you need to remember that some of these designs were axed for a reason. Detail is good (I note the dashboards on the ZOCOM ambulance), but not at the expense of believability.
Just in case there are still some out there who don't know, this quote comes from "Tiberium Wars" by Peptuck. Every C&C fan owes it to themselves to read it. You can find it here:
Okay, well, if Assassin's getting in on this discussion, I suppose I'll offer my two bits, as well. :P
What you just listed off, Assassin, is GDI's hardware, not necessarily its resources. Feeding, clothing, and sheltering a world-spanning military force is an expensive proposition, especially when the amount of arable land is continually decreasing. Add onto that the need to provide the same necessities (as well as security) to millions of civilians, and... well, it's a logistics nightmare no matter how you look at it. The fact that GDI is willing and able to aid civilians at all while still actively carrying out large-scale combat operations is remarkable.
Here are my thoughts...
On the Scorpion: it's looking a little unbalanced at the back. It looks like the weight of the main gun would tend to lift the front of the tank upward. Extending the treads and suspension toward the rear or moving the entire main body forward a bit would give it a better sense of balance. Other than that, though, the design is solid.
On the Harpy: another good design overall. There are just a few details I'd work on: streamline the cockpit, making it more aerodynamic, and add a rotor in that under-slung tail fin for maneuverability.
On the Flame Tank: same problem as the Scorpion. It seems rather unbalanced toward the rear. Either add some additional legs for support, or reduce the overall size of the canisters--maybe even both. Also, if possible, I think it'd be cool to use the Annihilator Tripod's weapon code to make the flame turrets able to target separate foes.
The "worn" look of the texture seems a bit strange to me. It makes it look like GDI is letting their prized battle tanks rust and waste away. I'm not saying it has to have a chrome finish or anything like that, of course, but I think a more realistic pattern of wear and tear would look better. The legs would be seeing the most abuse, so perhaps you could shift some of the normal mapping down that way and add some mud splatter to the feet. On a final note: what's up with those caution stripes on top of the turret? Is there a hatch there that I'm missing? :P
The workmanship on these models is stellar, as far as I can tell. Compliments to your 3D artists; I can't wait to see more. :D
That said, here are my thoughts:
1. The design of the turret and cannon are sleek and futuristic--just what we're looking for. If I had to critique one thing about those parts of the design, though, it'd be the inset areas on the turret. These "air vents", if you will, strike me as weak points in the unit's armor, which is detrimental to its identity as a main battle tank. It should have smooth, implacable surfaces--like an Abrams tank--which give the impression of resiliency.
2. The legs of both designs don't quite look right to me. REV 2's legs simply wouldn't work from a practical standpoint; they look far too frail to support the weight of the main turret, and the bent-backward joints make the whole thing look awkward. REV 1's legs are much better, though the "knee" joint still looks a bit weak. If you look at TS's Titan, the legs maintain thickness throughout, giving an impression of strength.
3. Whatever you do, make sure this thing gets only one cannon; that's the iconic part of the Titan. Slapping another gun on for the sake of symmetry just makes it look strange and unwieldy, as though it'd fall over from the recoil.
We are indeed planning on giving the units their own unique voices, and TS's soundtrack has already been implemented.
Showing off your in-progress works is probably a good idea. Doing so generates immediate interest and promotes positive responses from the fanbase, allows your 3D artists to showcase their skills as early as possible, and most importantly, allows for constructive criticism before everything is set in stone. All of this benefits the mod in the long run.
Right now, we're still in alpha phase. We'll have a beta test when all the content is implemented and running with some semblance of stability.
IT'S A GUNDAM!!!
But seriously... are you taking pictures of your monitor with a digital camera? C&C3, like most every game nowadays, has its own built-in screenshot functionality. Just hit "End" to get rid of the sidebar, and press "F12." It saves the screenshot in BMP format to your Documents folder.
Where to start with this rebuttal? Hmmm...
Let's begin by discounting your false allegations. Speaking as someone who is actually part of the team, I can confirm that this mod is far from dead. Work is progressing steadily, and Assassin is most certainly still around, having implemented several updates to Nod's arsenal just last weekend. It is also impossible for him to have "deleted the code"; we are using an SVN program to keep everything up to date. This means each of us effectively carries a copy of the latest version of the mod on our own systems, ensuring that even if one of us suffers a complete loss of data, it can be recovered quite handily.
Now, as for you personally, I'll say very little, as you aren't worth the bandwidth necessary for my words to reach you. Consider yourself reported for slander, and kindly remove yourself from here.
It's this wallpaper:
I knew as soon as I saw it. Those 3 Tiberium deposits were easy to recognize. Plus, I have the thing saved to my computer.
I think what the others were trying to say is that the white skin of the blimp doesn't mesh well with the designs of the other units. Looking at the rest of the Forgotten's arsenal, it seems there is very little that is bright white. I think a more subdued brown or tan color would help the blimp blend in among its compatriots.
I'm pretty sure we've had this idea on the table for many months now. From what I understand, it's entirely possible to give the units varying textures or even randomized models upon creation (one of the team's coders or modelers could probably elaborate). It's even possible to give each of the soldiers their own different voice clips, though for practicality's sake, this will probably be limited in the number of variations.
That's... interesting. Fortunately, there's a way to work around the Game Browser entirely. Before we start on that, though, make sure your mod files are in the right place. On Vista, all of your mods should be unpacked in this location:
C:\Users\ [YOUR USER NAME HERE] \Documents\Command & Conquer 3 Tiberium Wars\mods
Now, create a new shortcut. Just right-click on your desktop, and it should be one of the options in the menu. When the wizard pops up, click the browse button and navigate to your C&C3 folder. If you went with the default installation location, the address should be this:
C:\Program Files\Electronic Arts\Command & Conquer 3\CNC3.exe
Name the shortcut after whatever mod you want, and click "finish" to create it. Next, right-click on it and bring up "Properties." On the "Shortcut" tab, change the "Target" field from your C&C3 directory to the location of the mod's .SKUDEF file. For example, Tiberium Essence's address would be as follows:
C:\Users\ [YOUR USER NAME HERE] \Documents \Command & Conquer 3 Tiberium Wars \mods\TiberiumEssence\TiberiumEssence_1.3.skudef
After that, simply access the shortcut, and the game should run with the mod enabled.
No offense, Lukson, but this sounds more like user error rather than a software problem. Any C&C3 mod should work on Vista. I've personally played several.
Are your mod files in the right place? Make sure any C&C3 mod you download is extracted to this location: C:\Users\YOUR USER NAME HERE\Documents\Command & Conquer 3 Tiberium Wars\mods
If the "mods" folder doesn't exist, simply create it yourself.
Every part of the Tiberium ecosystem that existed in TS will be recreated in TSR, with a few additions... ;)
"TE is the only TW mod on progress,the other mods are dead.Besides,only few mods are actually worth the while,while the others are just crap."
Disregarding personal opinions on quality, this statement is genuinely false. There are well over a dozen mods for TW which have updated within the past four weeks, and I can personally vouch for the ongoing progress of two of those.