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Mutants? Aliens? Extensive body modification?
Ride the lightning.
No, but really, a localized ion storm would probably be best for their super weapon.
The Black Hand's lack of aircraft was made up for with their Mantis drone, albeit somewhat poorly, as each other factions' AA units are superior for their cost and statistical effectiveness. The Mantis also goes against the Black Hand's fanatical hatred for autonomous systems which makes it ripe for replacement, but a simple re-balance would do. Cutting the cost appropriately would make it a viable offensive asset against Scrin while preventing it from dominating the AA market.
I may as well offer two possibilities for each faction mentioned, so here's my second for the Black Hand. Give them a deprecated heli-pad with one slot and the ability to build some transitional phase between the Harpy and the Venom. Have it require refueling/rearming, but it could be armed to the teeth. 6 AT missiles(3 salvos), 4 AA/Defensive(2 salvos), and an HMG(No ammo limit?) for light armor and air.
Upgrades include Charged Particle Beams and Tiberium Core Missiles.
But! You also want a fast attack infantry unit? GDI formely made use of JumpJet infantry. In Tiberian Sun these were actually slow and methodical units that relied heavily on an enemy's inability to target airborne foes, required far too much micro to manage effectively when not in massive swarms and were a poor choice for even a lightly defended base assault.
Allow me to reintroduce GDI's hallmark flyboys: Each squad contains 4 infantry equipped with a winged flight harness and jetpack. This allows them to toggle between airborne and ground states much like Shadow Team. The flight harness has an exo-skeletal rig for the arms, allowing the troopers to carry weaponry once relegated to smaller gunships. In order to maintain stability in flight, the weapons can only be fired in quick bursts, but can go full auto when the infantry are on the ground and stationary. Due to their clunky rigs, entering structures or vehicles for garrison is not possible. To be able to facilitate maximum effect and speed, these troopers have poor armor but can launch chaff(Upgrade?) to temporarily distract enemy AA.
Either or both of these changes would maintain Steel Talons' low tech/shock and awe feel without inserting yet another set of Zone Troopers that perform identically to the others, there's yet more possibilities, and these are just examples of what you could do.
From a lore standpoint, the wolverine is a unit which later became the Zone Trooper's power armor and was phased out in the updated GDI arsenal. In this time, GDI stopped using a far more powerful infantry portable railgun as it had a much longer re-fire rate and produced a great deal of radiation, and as such could only be safely wielded by Forgotten Ghost Stalkers who went into self-imposed exile with the death of Tratos. But maybe the battle hardened veterans of the Steel Talons still have friends and debts within the ranks of the Forgotten. Enter, the new and improved Ghost Stalker. The precise and deadly railgun provides a powerful anti-material sniper unit to the Steel Talon's infantry ranks, the Ghost Stalker is a master survivalist, capable of cloaking and healing while basking in the glow of Tiberium. The Ghost Stalker is also a demolitions expert, but say instead of simply using the existing C4 on structures, he's able to plant tiberium based IEDs to be remote detonated.
But that's literally the definition distinguishing patch and mod.
"Mod: Alteration to the current game files/rulesets to enchance an aspect or multiple aspects of gameplay.
Patch: Fixes broken things/enhances aspects which were meant to be congruent all along."
Steel Talons were meant to depend on their low tier Wolverines for infantry duty, the only difference is that they come out of a war factory. When they finally do, enemy infantry is an afterthought. The engineer has a pretty powerful handgun and armor buff to make up for potential lack of other infantry escorts in the early game, and to give them a leg up on enemy engineers who may be making a run for the same building/husk. Mind you, at the early stages of the game, their infantry has not yet been outclassed. By that point, the Wolverine is in production, ideally. In the final tier, their juggernauts have garrisons, guaranteeing that the infantry don't die until the unit they're supporting does, and rendering enemy anti-infantry somewhat pointless. Finally, as with all GDI, the Steel Talons still have air supremacy compared to Nod, a fact that hits home when just 6 hammerheads laden with rocket troopers and snipers swoops in to clean out the opposition.
That being said, I'm not averse to new features being added, but that's when it stops being a patch and becomes a mod. With the idea of rebalancing factions and maintaining the unique feel of each one, there is plenty of room for improvement that doesn't require smoothing out the edges, so to speak, by adding a third type of an already existent unit that just has amped up versions of the original's abilities and weapons.
I need to break this into more parts.
Refineries should be set to 2000 again, I can offer some reasons as to why, but I don't think I should need to explain why.
Now all it needs is that crater effect to appear underneath it when it deploys.
Much of the drama could be avoided with some minimum of effort contacting the original author, and failing that, notifying potential recipients of the files that an effort was made but came up empty.
Does the AI still prioritize the host?
Those chinooks look like they might be able to skylift an MCV, or even offload a single MLRS.
I always imagined the vehicles in red alert being made of putty.
Typically, when a technology advances, it becomes more cost efficient. If the firestorm were made to render some units or structures invulnerable without requiring some pain in the *** hardware to be installed throughout a base, I think that would be a great move.
Here's how I think it could work:
Activating the firestorm generator would render all of the structures (Possibly units as well) in a set radius around the generator invulnerable, as a trade-off, the structures within the protective zone become underpowered as the energy cost to bring the defense systems online is too high. The generator then has a cooldown of several minutes.
Another thought I had was that two mutually exclusive upgrades could be offered. One extends the maximum range and protects vehicles within the base, the second camouflages the structure somehow and kills enemy units within range when activated.
Alternatively, both abilities could be native but require the commander to choose which to activate when the cooldown completes. Meaning they share the same timer.
The murder pulse would of course be red.
Default morrowind walk anims?
OpenMW, I love you, but you gotta stop doin' that!
This seems much more appropriate in that case, I thought that might be the case but didn't want to assume.
Something I forgot to add:
The use of the words "help", "victim", and "lovely" seem opposed to each other. The sentence would really give a better narrative if you chose it to convey that process was to be considered good or bad. If you want it to sound good, replace victim with patient.
If you want it to sound bad, replace help with force or something to that effect, keep victim, and change lovely to ghastly.
Alternatively, you could change it to sound, and I think this is the right choice for anything like CABAL, devious. "The Infector's Web Grenades will 'Compel' (or) 'Encourage' the 'Subject' to consider 'joining our efforts'."
If that's an AI adjutant like CABAL, I don't think it would use these inflections. "Send your infector /in there/" doesn't carry the same gravitas as "Send forth the infector." And "the events of today will haunt the enemy for years", really? How many years, two, maybe three? How about decades, centuries even.
Just plop "to come." after years and it instantly sounds better.
The use of the exclamation mark is misplaced as well. It's not a command, it's a statement, the exclamation mark makes it seem giddy instead of sinister.
I like 1 and 5
Yeah the video is, but those images look like they'll turn out even better.
The original mammoth would fit through that, if just, it's big but not gargantuan like the Mk. 3.
Basically, what Notch is saying is that they don't have a solid plan for minecraft and making a move to Steam, beneficial in many ways though it may be, would eliminate other options in the future that they don't want to rule out quite yet.
I dunno, I always thought of the Harpy as a more smoothed Comanche without the retractable missile pods and a much slimmer profile.
That doesn't look like a sprite.
Apparently they spawn in relation to a threat, I just went to an existing village on a friend's server and the 'iron golem' hadn't spawned yet.
This unit, similar to Yuri's infector, a new trooper type, or another sprayer?
The retro sounds with the newer graphics are goofy as hell, but it's still awesome.
I take it there's no way to trick it into being compatible with 32 bit color.
The Shadow looks pretty sweet, but I don't see that nice sheen that the other covenant vehicles have.
Well, that's just a heaping pile of win. Almost makes me want to play fighting games.
I like those port-a-shack condos you see.
Yeah, besides, the End can't get any more wastelandish than it is.
How do you leave that place, anyways?
Wow, those er... Air units really look like something the banshee would be based off of.
Nah, I know, besides, those Nod helmets aren't good for much in a semi-realistic world.
However, I can see one problem with this helmet, and that is; it looks a little headshot friendly. They gonna be able to combat that somehow?
So, we gonna see that there nod soldier getting an use? T-visors are my favorite.
The whole reason I started liking the brotherhood in the first place.
Great job, guys.
I loves me an asym map. Can't wait to infest this map like some kinda plague with excessive base building.
I assume the rubble is from the floor being pushed up...
All too often games these days, even professionally made/published ones, have piles of junk with no apparent origin. But those fit in.
Will they still lob over walls with those launchers? If not, you might wanna give them a 'barrage' ability.
They all look great, but I think I prefer the one in the center.
Wouldn't it be fun to have a reversible harvester? However that might not work with the engine, just a little thing nobody'd have thought of.
I take it this one doesn't need to deploy. What then are the downsides aside from smaller radius? I might have a couple suggestions.
I made them. The C&C themed skin segments.
Glad it finally updated, I've been waiting ages for this. And you're welcome, fellow C&C fans, or anyone else who likes the Nod and GDI stuff for that matter.
Also, is that Plasma Craft? You should really note the mods you use.
Wreak != Wreck. Pronounced Reek.
Comparing the light tank's ground speed to fire rate is a non-sequitur.
The sniper rifle firing while the guy is talking doesn't help you hear what he's saying.
Everything else is just fine.
Why not just call it the Outback? Tagging Australian on there just seems like redundancy.
Looks a cross between GDI soldier and a dirt biker.
Helmet's alright but looks a little eggy from the front.
I think if you cut down the thick outline on top of the helmet, it wouldn't appear that way
To complete the feel you've got going, I'd say use the shin guard.
If you're up to a slight overhaul, I'd suggest having no armor portions larger than the plates on his thighs. The reason is threefold: Using layered plates is less expensive for armor manufacturers and organizations that buy armor. Damaged plates can be swapped out where needed and you'll never run into the problem of "We're out of torso plates". They also allow a greater degree of mobility. Of course, it helps the illusion of the armor plates are stored in canvas pockets on the character's body. I just get the feeling, looking at this image that the chestplate isn't inside a pocket, but just strapped on. That feeling may change when this gets to the modeled stage.
Not to say your current design doesn't allow for mobility, it's rather agile-looking as light armor should be. You might take the above list of reasons into consideration for heavy armor, though, as when people select heavy armor, it implies they're going to be getting shot at more. So realistically, heavy armor would be the guys getting their armor plates swapped out more often. For the record, I just always assumed getting healed involved some sort of armor maintenance as well as treating wounds.
It's alright, but it could use some variation.
Much better, very nice design.
Those look like cartoonish laser turrets from 50's sci-fi on the back.
The texture tiling in Bonsai probably isn't so apparent in first person, but if it is, that's just gonna kill the mood for me.
Of course we know about the Banshee, but that comment kind of makes me hope there is going to be a third faction. It almost seems necessary to give CABAL its own equipment the way it worked in Firestorm.
Good point, there should be water walls and... (snicker) watergates. Also, f gates were made amphibious, they'd have to retract sideways instead of down.
I was under the impression Red Tiberium will only be harvest-able in the late game, making its presence a moot point in that case.
With gate that fortified, why not just go through wall?
Red tib seems more accessible to the center teams.
This thing's radius should probably be a little larger than the typical super weapon radius. Meaning this wouldn't get hit by a super weapon but damage might be dealt to building surrounding it.
That bubble effect looks like it could be used as a weapon or countermeasure. I could see them drifting slowly to the ground causing an EMP effect and moderate damage or attracting missiles.
Mythology strikes back.
Do you plan on boosting the function of the Spy to affect more structures? As I see it, there are a couple ways you could deal with a spy in the con yard.
Yeah, I don't think the contrast is bad, but the body color just feels ever so slightly off. Also, I think they're programmed to group together with other infantry like that, I've seen squads co-mingle with other infantry types in formation when left to their own devices.
You didn't mention what sort of help you're looking for.
Building off the C&C 3 red zone style, I see. You guys should experiment with the C&C 3 and TS types just in case you find the other better suited, but I think you could pull either off.
I mean, that previous screen sort of implies that's what you were going to do.
I have to say, it's not very often I see something that makes me want to reinstall generals, but that right there might have done it single handedly. Well, not really, but your mod as a whole did.
Seriously, I can't go back to FO3 after playing New Vegas.
On the contrary, large scale RTS-FPS projects have a high failure rate where smaller scale projects like mods, and now Natural Selection 2 see much more success. But I'm glad to see someone here's capable of voicing doubts in a logical and well thought out manner.
I'm looking at this optimistically and not gonna be a C&C fanboy(yes there's a stereotype now, and it isn't flattering) as these are the people that voted on the survey for making C&C 4 what it was and then turned around screaming heresy when it came out. I offer my support and hope more people can look at this and see the potential instead of foaming at the mouth and throwing a tantrum. If you lose watchers in this case, it means less detractors and more positive feedback like the above post.
As for your guys' forum troubles, tell me about it, it's so hard to keep them active.
It doesn't look aweful, but the sprites could use some work. They're nondescript and don't fit in with the background very well. Also, I'd suggest taking a look at having ghosts you're actually able of piloting, Megaman X had some pretty awesome sequences with that kind of thing, and it would work well with the Halo theme.
This version's better, as the crystals are actually visible individually.
You're just now complaining? Check the news updates, this has been around for a while.
This is a damn good titan. I'm on the fence about that whole dual cannon thing being on this one, though. I mean, if they fired in unison, there's a high chance that they'd knock it over.
I hope they're getting their a new model/skin. They look like normal GDI troops to me. I can barely make out a T shaped visor on the faces.
The Nod crawler could use a little more detail, or maybe I'm just having trouble seeing it because the render's black.
Well I guess it isn't a carryALL then is it? Huh? Huh?
But, really, can't wait to see what's next.
I'd offer modeling, but I'm pretty much limiting myself to prop work, and I have a fairly slow work pace at the moment as I'm in a modeling course at a local trade school. On the bright side, I do my own textures whenever possible. But I should also note I'm a bit of a perfectionist which gets me hung up on individual projects for longer than I should be.
Not saying it isn't good, but unless this game is going in a different direction I thought initially, I don't see it as fitting.
I love how fickle the 12 year old portion of the community has become since the studio where C&C was developed changed its name from Westwood to EALA.
A. German is one of the parent languages of English, tons of words can be found in common. (Not to mention, German borrows new words from English)
B. If you can't identify the things in your build menu by picture, then you probably can't really play C&C.
C. Learn some patience, if you want progress to be halted on an unfinished product just so you can play a buggy version of the final product, GB2 Renegade.
I'd rather wait for something nice than rush it as it is now.
But, hey, maybe if all the people who are angry that you have the audacity to make it in your own language rather than theirs stop watching, they'll stop spamming "MAEK ENLIH VERSON PLZ" and you won't need to be constantly explaining to them that you're doing what's in their best interest.
They're still called MCV's in C&C 4.
And, no, C&C 4 isn't a C&C 3 'Mod', not even in an insulting joke fashion. C&C 4 used an updated RA3 engine, that's like saying RA3 is a C&C3 mod, which is a Generals mod, and Generals is an Emperor: Battle For Dune mod.
If the model ends up looking half as good as that drawing, Kudos.
That white shape is kinda... I dunno, looks out of place.
Doesn't seem very ergonomic... And I've always wondered why an energy weapon has a stock, there's no kick...
Reminds me of the TS cutscene where the lasers blast apart the wolverines.
So this replaces the Elite beams, or the Scrin beams?
I was thinking more along the lines of afterburners.
Convenient AND trendy.
Only problem I see is the claw looks like it won't be able to reach beyond the vehicle's hull. That put aside, it reminds me of House Ordos from Emperor: Battle for Dune. I like the design.
Give them about a meter, or three feet's equivalent clearance, and it should look fine.
Damn, quit giving me more incentive to buy that, I have enough as it is.
I like it, glad to see this is still going.
I doesn't seem quite the same to me. I kind of imagined it going in a different direction. Rather than a sinewy dog, I was thinking it would look like a skeletal rat-ish creature.
Regardless of perceptions, it's a great job. I can't wait to see more.
I see what you mean about the Ion Cannon not being double sided. I think the Mammoth's railgun shot is sort of anti-climactic for having it's large trademark firing coils. But I suppose you're showing off the awesome muzzleflash fx, if that's the case, it's perfect.
Lower the pitch with a sound editor, or the volume, it's overpowering. Forgive the pun, but it would disrupt the gameplay to use it as is. Back in the day, the sound had 10 levels, all of Tiberian Sun's foley was set at level 1 by default, and the sound sliders in the menu actually amplified the sounds. Nowadays, the sound is at maximum by default and the slider lowers volume. Also, the sound effect seems sped up, I'm pretty sure the weapon had a longer duration before.
Other than that very nice
I like the new use of the sonic pulse animation but I don't know what the results of having 3 of those firing at once would be, let alone if you take my advice and lengthen the firing duration. I suppose that's what configurable graphics settings are all about, though.
Every time I try extracting the filefront one, I get an error about some vista map or something being corrupt.
Call Dr. Who, it's a red Tardis!
Rob Zombie isn't really for RTS's, unless the RTS is about Doom, that is (Consult me before taking that awesome idea, I'll probably support it).
Anyways, while any kind of industrial mix (not flat industrial) is good for RTS's in general, most fitting of all would simply be Warfare, it's from C&C, and it works with C&C. It kinda fits with the frantic pace of the video too.
Actually, I was referring to the Heavy Weapons Guy saying "it costs $400,000 for me to fire weapon for 12 seconds!" But you got the joke, and that's what matters.
It costs 4,000,000 dollars to fire this weapon for 12 seconds.
Another great infantry model. However GDI soldier will never be as cool as Nod, no matter how awesome they look.
So you're using CABAL's name and even what it stands for, but it's not about CABAL? Well, either way, it sounds cool. The Scrin are gonna need some major tweaks to bring them back in the balanced range.
I'm just gonna say this. I know people who, no matter how awesome your maps and mod stuff are, will completely ignore the existence of it if you don't use proper language. What I did for a while was type everything up in Word and copy it to the website I was posting on.
Actually, I should note that if you're up to the task of making them fit in with the rest of the art, my votes would be:
3 (Cyborg Commando has always been a heavy shock unit, and thus fills a different role than Nod's Commando)
I think these would need a pretty significant overhaul to make up for the change in aesthetic between C&C 3 and 4.
1 and 1 if only because the models and textures are a bit too... Buzz Lightyear.
I'd say this is now a full-fledged mod instead of a patch.
Is that a shout out to RA2?
To be fair, I feel Steel Talons could use rail guns of a sort, but I think an older model like that would probably be better relegated to a high-tier sniper, say an enlisted mutant Ghoststalker(As a commando replacement?), or a weapons platform bearing a striking resemblance to a Mammoth Mk. 2
I feel like that goes against the idea of steel talons' second tiberium war tech level. High-tech heavy hitters is more ZOCOM's thing.
Maybe something akin to a fast attack light armored jumpjet squad would be more appropriate?
I can think of a couple simple yet appropriate nature names.
Arachnid or Camel Spider
The names fit Nod's theme. When equated with the desert, most spider relatives are thought to be quick and decisive as opposed to their slow and methodical temperate/domestic counterparts.
I'd have said scorpion, but I feel it'd be thematically inappropriate as a scorpion is supposed to deliver stings and then endure its prey's defense until the poison runs its course. Not ideal for a fast attack tank, more appropriate for a heavy tank. It's also fairly unoriginal due to its use in C&C 3, many C&C mods, and Halo.
Cheetahs are another easy one, they need to be fast in order to live another day. This also hearkens back to the Panzer, and other tanks named for well known big cats.
Thunderbolts are fast, strong and dissipate quickly, but that may be more fitting for something equipped with an energy weapon, or the weapon itself.
Dust storms may also be an evocative mental image, but I doubt you'd want to get any more cryptic by calling this unit a haboob, that just sounds silly.
Anywho, I believe I've given enough examples of qualitative naming procedure so that even if one of my suggestions aren't used, the method may help influence the decision process.
This version of the Taurus looks p. great IMO.
Found the problem, nvm. Non-standard installation directory has some kinks to work out.
This looks great, showing this to all my friends!
I'm in the config tool at the moment, and none of the settings can be changed, is this as of yet unimplemented?
I agree, I mean otherwise it just looks like a recolor.
It's a little hard to visually discern, maybe find a way to get a little more contrast into the color scheme?
Some kind of facemask.
Looks like cold weather gear.
Compare the dogs to the full masked helmets both factions wear.
Not only do dogs need to rip through that full-body hazmat armor, but they need to be able to breathe and survive in contaminated locales.
EA might not like that, they might be okay with putting it up on Origin, though. Or maybe both?
Huh, yeah, sounds good.
You mean to say it's no longer twitch team arena shooting with no real tactical element other than aiming at a hitbox?
And this is instead of spotting for juggernauts?
So I found it, buried in your FAQ.
Here, for any of you who come here wondering:
"When players join a server they start in the Ready Room, an intermediate area where players can hang out and choose which race they’ll be playing as. Players may also choose to join a random team, or spectate matches. Once a round starts, both teams battle it out, earning experience points for purchasing advanced weaponry, abilities upgrades, and different lifeforms. The team that destroys the opposing race’s command structure wins the round." - Faultlinegames.com
Rotate them out instead of running them all at once?
I used to think that was the place to go for mods, but I've seen more decent mods vanish there than I've seen great mods thrive, and that just will not do for an archivist like myself who borders on OCD in cases where peoples' creative works are at risk of being lost forever.
Everything made since DOOM uses hitboxes or "damage positions", man.
Actually, I was just thinking they should run three different versions of APB side by side with some diagnostic tools designed to record and report the hit data from the tanks to see if they actually effect player performance.
One of them would be using these new hit zones, one using the old, and one using a single hitbox system. Players don't know which one they're on, people collecting the data don't know which one they're collecting so it's double blinded.
I feel like the tread housing should match the mammoth on all of the tanks.
While I suppose it's good practice to attempt managing the tank in such a way to steer into incoming fire than twist away, I don't see it making that much of a difference in the long run.
Those are auxiliary fuel tanks, compared to the T-72 they are optional.
Don't get me wrong, I won't pretend for a second that the Red Alert universe is "realistic", but assuming they were at the appropriate fuel to air ratio to explode as violently as possible, they would not do significant damage to the tank's armor itself as they are not shaped charges or contained in such a way that they direct the force at the tank.
Just looked it up, apparently T-72s also used Diesel, which is not known to be very inflammable, and is used in compression combustion instead of ignition.
Oh snap, an actual update containing no user-submitted anime reskins.
I've always had an issue with comp stomp in TS because the AI tends to target Player 1 and rush early on, and if alliances are enabled, they all join up at once.
Yeah, the only giveaway is where the water meets the shore close to the 'camera'.
You could probably make it even more convincing with some sort of effect. If it's possible, making the water more transparent the closer it is to the shore might do it. And I mean like, REALLY close to the shore, like a couple of feet or a meter out.
Stop all the download'n...
Iunno... Cheaty exploits?
Ah, very good.
Wait, if Nod's not the threat at present, why does GDI need a massive weapons platform? Sure they might have designed one, but I don't see why they'd be in mass production. I agree with the sentiment on build limits, but I just don't feel like the idea's been fully developed.
Is there some other sizable adversary we should know about?
How about it starts with one cannon, and then somehow upgrades in the field?
Forgotten are also known to be scavengers, so if these had that sort of mechanic, I think it'd make sense enough not to make that mechanic seem too much like its been done before.
So, the description is very vague, and while I've been playing NS since goldsrc, I'm still not entirely sure NS2: Combat is supposed to be the equivalent of NS1's CO maps or something different.
Anyone coming into this without that experience probably can't tell this apart from NS2 itself with the way this has been worded. NS2 is already an asymmetric combo of stealth and twitch action, why should we think any differently?
It reads like a pitch to a boardroom of non-gamers designed to sell them on the idea of clearing the project.
I say describe the game in how it plays, not in terms of who it's made to appeal to, and if it is like old NS1's CO mode, play up the nostalgia a bit so us returning players can vouch for it to the uninitiated.
If only there was some way to align those lights...
I have two opinions on this, but mostly apathy.
I've got to agree with this, unless they were both made uncrushable by tier 1 units and only enlightened were mind control resistant.
I just realized the primary cybernetics facility has an open air surgery.
While I harbor no illusions about CABAL believing in the use of petty humanitarian "Ethics" or "Anesthetics", I suspect atmospheric contamination, or other unwelcome variables, such as stray munitions from pathetic Luddite human resistance may irreparably contaminate cybernetics production.
I'unno, kinda reminds me of House Ordos from Dune. They had hover tanks too.
it could probably be easily remedied by only allowing the AI to build them after a certain structure has been made, it should be some structure that marks the end of base expansion.
I don't think setting it to sell structures would be great considering they'd probably start selling vital ones by mistake.
Dude skipped ahead to now.
For us what was 5 days was one hour for him.
I do believe that cements this as the definitive RA1 remake, now too.
Aiming looks like a real pain in this build. I think you'll need to smooth out the motion so your tank doesn't jolt whenever it hits uneven terrain, and you'll probably need to allow them to alter their pitch.
Looks like he's had a few too many.
Yeah, naming's hard. Not a bad map, not many original works get posted here.
At least change the f'n decals.
Credit the original author(s).
I wonder if we can bring sunedit 2k here, too. That was a decent utility, but it may bring a flood of low-quality mods with it.
I think it could use more "lifeless machine" in the face.
I find this highly suspect. The legitimate TS/FS download, uploaded by EA to fileplanet, is much larger and compressed.
And still available Fileplanet.com(Full-Game)
Will the player be able to scale or build on these formations? Perhaps create some sort of pulley system from the top to the base?
I'd say moreso for an intentionally misleading and entirely unrelated picture.
Especially when the creator has images and even a video demonstrating this.
If you mean "Can I play on the same side as AI" Typically, no. Not in Tiberian Sun derivative games, however with the DTA launcher, I believe this becomes a distinct possiblity.
I think it's safe to say they're not going to provide support for pirated copies as they cannot account for the variables that presents. Also, other reasons.
Why not use Moddb's file hosting services?
Did someone say Robusst? *Prepares a toolbox*
Very Nice! I expected a facsimile of the original, not what I see here.
I like it, most of the titans I see look washed out and amorphous.
This is typically how agree vs disagree systems work. These votes are for a critical standpoint. If "C&C shouldn't have hitboxes" had garnered significant support, the devs would be encouraged to look at it and possibly reevaluate the decision.
I for one think it's a move in the right direction as tank battles will no longer consist solely of two tanks revving back and forth constantly in a futile attempt to not get hit. There's more /strategy/ to a game derived from a strategy franchise. Now I just wish there was something done with infantry so they weren't just bunnyhopping healthbars with different flavored guns.
Modular turrets! It's never been utilized in too many games, but I love when it is.
Wow, I never knew the plot until now, I just remembered Raiden as "That game with the awesome VTOLs where buildings come to life and try to kill you."
Awesome, I'm glad to hear that.
Damn, I just wish there was a game like with cooperative multiplayer.
Absolutely fantastic, however I might suggest instead of a standard joint, use of a special broadcasting joint be used, or even a microline conversion for powering low-draw equipment.
Did I pay for this already?
If I did, can I pay for this again?
If not, when can I secure my ownership of this game through currency transaction?
Oh, snap. Do want.
Anims looking great, a bit more fluid than I expected.
The yellow on white of his face could use some work, and the torso seems a little too broad. The torso width isn't a huge problem, it sorta grows on you, but his face definitely needs something done about it, it's hard to look at as is.
My thought is maybe put a visor there? If the front portion of the mask had blue or black under the eye layer it wouldn't be so bad.
Damn, I lent it to a friend and never got it back.
And NOW an update for your mod comes out.
Wow, that's amazing.
Looks like it'd be a great bomber or gunship.
Depending on loadout, that is.
Lego also has hinges. When you place a hinge on a swivel, you have pitch and yaw, but these look a little wonky, IMO. The less bizarre looking brick hinges look better, but present less freedom of range, but the plate hinges tend to look terrible. Seeing as you're making a videogame and are not quite as limited as designing little pieces of plastic, this shouldn't be as big a problem, but I can't think anything up myself with all the lego comparison.
The best idea I can think of is the more advanced kits that use ball sockets, but that would only be ideal for a single mounted weapon and that's stretching the 1x1x1 brick rule a little far.
Furthermore, it's only supposed to target larger vehicles that could potentially damage its tendrils by rolling/walking over them. I may be mistaken, but I believe the waving tendril animation may have been intended to be veins snapping and spraying corrosive chemicals on the thing causing it harm.
I like the sound of this particular change and it makes sense, and I can think of at least one way to make that better, as, let's face it, you couldn't very well justify giving a capital ship a 1x1x1 megalaser, then anyone could plop one down, but it would be silly to arm a cruiser with anything less.
Larger more complex weapons could be made from multiple 1 meter blocks.
Imagine you have your standard laser beam block, a decent weapon in of itself, but you want it to have a longer pulse duration, so you add capacitors on each exposed side, these allow it to sustain a beam longer. That's a pretty simple upgrade mechanic, but how about larger more complex weapon designs with more upgrades than just adjacent blocks?
The beauty of this system is that you can always have a bigger weapon, but it will always cost more energy and space to transport and to use.
I think I'll flesh out the idea a bit more on the forums.
I take it these will be replaced by some other mechanic at a later date, or is this how it's gonna be for the foreseeable future?
Man, I forgot all about this, but I'm glad you're back.
Seems like a lot of ship for an 8 container capacity, although I must say it looks good.
Oh, now the hipsters have a game too. I hope consumerism isn't too trendy for them.
Practically looks stealth.
So is the building going to allow the bizarre armoring technique people used that would let them obscure their cockpit by rotating "arms" so they could place armor in front of it?
Also, upside down guns? I kind of hope that has the same effect, but at the same time, I hope it causes no change to a weapon's performance.
Concept art such as what's already posted on the mod's page?
I can see what you mean by the design growing on you, but there's still something off about the proportions. The forward lean makes me feel like it's unstable and easy to tip over. This feeling could be offset by giving it a rear counterweight and maybe larger feet.
In keeping with the wolverine design aspect;
As you can see, the wolverine in both examples has a more narrow base but a wider stance giving it a better semblance of stability, this is aided by the generally balanced shape of the chassis. There's also this ambiguous skirting around the 'hip' joint that looks like some sort of suspension system and detracts from the whole ED 209 look the legs have going on here.
And this example may be a stretch, Images2.wikia.nocookie.net
If you can imagine this without the jetpack it just wouldn't look right. I'm not saying add a jetpack, just something that looks heavy enough to keep this from falling on its face, but of course not too bulky looking to make players feel it could fall over backwards at any second.
Widen the base, hide the 'hip' joints internally, apply a counterbalance to the back and that should address any proportion concerns. Trying to envision this, I think the feet should look fine, but making them a little wider wouldn't hurt.
In this instance copyright isn't even an issue because it was made by Valve and is being ported to a mod that requires ownership of a valve game.
My perspective on copyrighted model ports is that if I'm downloading it, I usually own the game it's from, so the content is already on my computer, no harm in that.
The problem here is that Vectorman is actually composed of several sprites. Vectorman presented an animation breakthrough in which the character sprites appeared to have more fluid motion and animations that lined up better with the world around them. Characters' feet would line up with any slopes they were standing on, no part of a character would clip through a wall they collided with, and Vectorman's death animation was pretty f'n dynamic.
Each unique sphere composing Vectorman (And his enemeies) was a modeled in a 3D program, rendered, and then brought into the game as a sprite. Animations are more or less guidelines, while Vectorman will obey them, there's no saying what will happen to interrupt them. This technique is still alive today and can be seen (to some extent) in games such as Cortex Command, Aquaria, A.R.E.S(?). Although some games use this yet maintain rigid animations for characters, only reaping half the benefits of the system. But it still sounds pretty cool, right?
Looks pretty good.
Yeah, have to agree, the HUD is just fine in my book.
We'd have been to deep space already. And Pirates would still have peg legs and eye patches.
Why, you gonna hit on it?
Synonym for Avatar is Icon(Interchangeable with Ikon?), maybe call it The Icon of Nod. Other synonyms are;embodiment, incarnation, shape, personification, symbol.
Another fitting word is Aspect, but good luck getting any of those to sound particularly good.
Could use a paint job, it's very grey in comparison to other GDI units. I know the faction colors are the little things on top of the turret, but, well, you know.
Retro yet with that modernish high tech design.
This is an arrangement, not a remix. Good job though.
Nice! It has been a while since I've seen a unique art style.
Real snipers use beer hats.
.50 Cal, eh? Does it damage light vehicles/aircraft?
The shells actually look tiny in comparison to the barrels. Should probably scale up the belt a bit.
So I take it the Tesla isn't meant to deal large amounts of hull damage and maybe... Hit targets inside the ship once the other weapons have made a hole?
Temperate cactus and desert burnt evergreens! Man, that global warming is really showing in the tiberium age.
Very nice, rather original but with just a dash of GDI and ODST.
Like it wouldn't be able to go up inclines steeper than 15 degrees.
Feel the glow! No wait, it's growing on me! aaaahg
At first I thought makingg games cheaper, and then I realized, there's no way around piracy, in some form or another. Making all games free and requiring money for 'premium content' only really works with online games, there'd be a limited tolerance for that in single player settings.
As you said, DRM just ****** people off. But there's still the fact that people will steal these products regardless of price or product quality. Piracy isn't as big a threat to developers as they make it out to be, but alarmism is their attempt at cutting down on it regardless. Sure, lost revenue isn't something to be taken lightly, but developers spend too much time on that instead of trying to make their games up to snuff if they really care about it THAT much. For clarification, I chose 'No Solution'
EA was in full support of RA:A Path Beyond, Renegade X, and C&C Reborn. They commented that they would never want to stop anyone from producing free advertising for their games. Blizzard has been more protective in the past, they restricted creation of a mod for an RTS who's goal was to exactly mimic Starcraft's gameplay and plot on another engine, which is understandable, but I don't think that applies to cross-genre works so much. This isn't exactly a black and white issue, and this poll seems to imply it is.
While I think option 5 is a given, actual market results, not speculative checkboxing by random people on the internet, says that any tidbit of an IP being released for free in some capacity has an overall positive effect on a game's profits, assuming users have the option to pay for it somehow. This is seen in game demos and marketable Free to Play games of all sorts. Even leaked betas have a positive effect if the game's good enough.
Holy crap, now I'll never not see Brian's head in that thing, thanks, guy.
I like that it's somewhat reminiscent of Battlezone as far as plot, but that's aside the point. I have been intrigued by the idea behind this game and am looking forward to it.
No, that's just one tree repeated several times.
Not bad, I like where it's going.
This is based on an existing title with existing names for the factions. Pretty sure opinions are irrelevant in this light.
Textures look good, but I didn't think they needed changing in the first place.
But you've got to admit, Mojang knows how to do it.
More to the point, what exactly is the draw of this title in particular? Why not play any of its umpteen competitors for less than $50? How is brand loyalty benefiting anyone here?
Fallout 3 and New Vegas are still doing fine with DLC and modding, long run and short run. This can be chalked up to hype. Blizzard stated that they don't want modding because it will interfere with the market system they're going to have in game, it's easier to only code one market system that requires an internet connection than to code two for both cases. Again, if people don't like it, they shouldn't buy it, there are plenty of other top down multiplayer fantasy games inspired by Diablo that have modding support out of the box. There's no reason anyone needs this one in particular. This isn't about making money, this is about maintaining gameplay. I don't think it's right to do this, so I won't be buying it, but they still have a right to handle their product the way they want to.
If a game's sales are hurt by lack of purchases and players, it means that game had features that drove away players. If I game has lack of sales but regular or excess of players, it means that players didn't want to deal with some aspect of getting it through legitimate channels. Either way, if they don't hit their projected mark, they're going to take notice and hopefully get the message. Blizzard has been good to their fan community in the past, and I think they're going to continue trying to do right by them. Personally, I won't even touch Diablo 3 or BF3 for this reason. They aren't worth my time, but everyone supporting piracy in the matter is just looking for an excuse, and easy out of morale standing. Pirates will be pirates, telling them this doesn't justify it won't change their mind.
Before I have to read one more "DEY IZ TRY 2 SQEZE US DRY UV $$$" Consider this: How does removing mod support increase cash flow? Less players = less money. A real money grab move is deciding to charge monthly.
Stop it with this "DA MAN IZ HOLD& ME DOWN" crap. If you don't like a company, STOP BUYING FROM THEM. It's really that simple, nobody is holding a gun to your head to buy **** you don't want.
Other than taking twice as many pistons to make, that sounds better, mainly because you don't have to climb half way up the max height to use it.
You can really see how it's based off of stolen Titan tech in this variation.
Look'n good, bro.
Or maybe they weren't ever ARMED! Get it? Because they can't very well use a laser as a hand.
One of my favorites, from early childhood.
Good job. Next time, if you have any other topographically wonky models that need rebuilding, check out topogun.
That name rhymes to the ridiculous degree.
But I still can't tell if this is post apocalyptic or a 'historical fantasy' setting. Does that make me slow?
I kinda wanna see a side-by-side. But I like this one.
It looks better in this terrain set, but set against snow, it just looks dirty.
That's a good one.
Excited that the mod's projected to come out then, but disappointed that the year is already almost half over.
Not bad. But, doubting your own drawing skills to the point of madness? I got a tablet and now I just draw more often as a result. That drawing right there's better than what I did before I used a tablet. Can't say it helped my handwriting, though, mine's still atrocious. Only downside, really, is the cost of one.
I'm not a big fan of modern/pre-modern themed games, but I find I'm anticipating this more and more. It just keeps getting better.
I have to say it's refreshing to hear a version of this that utilizes guitar but doesn't try to use it for everything. I never was a fan of the vocal bit, but it isn't so bad in this particular iteration.
All the others seem reminiscent of Red Alert and C&C 95, with this one Emperor: Battle for Dune's and Tiberian Sun's soundtracks come to mind.
There's a part of a vault I've never seen. (Haven't really played FO 1 or 2)
Technically that is incorrect, it uses the much more powerful 'wub'.
Screw April Fool's, these should be actually in game.
Fairly bland, but effective weapons aren't supposed to be flashy...
If something can be done about the larger units' tilting on a slope, I think this would be one of the first mods to address the issue. If not, I can't say I'd be surprised, and it's no big deal, just a bit of an immersion breaker.
I'm gonna get so freak'n lost.
I loves me some cyberpunk, I loves me some AI, I loves me some technological singularity.
This is awesome, you did a great job. The mouse controlled aiming goes well with the metroid style platforming.
Great job with the ambiance, it almost doesn't look like Gamebryo.
Point me to a map where they wouldn't?
Tournament maps are always a bit small for my taste, and handling rugged terrain is an important aspect for testing a commanders mettle, so I've never really believed in tournaments as a way of provenance. I can honestly say in full confidence I wouldn't play this map, not ever.
But at least it looks nice.
Some sort of assault-type gamemode would be awesome. Think like a campaign mission but multiplayer. I don't know if TS's engine can do it, but one team would start with a pre-established base and restrictions on unit construction(Maybe even battlefield expansion?) while the other team has to establish a foothold then take X objective. I think that'll sort of fill out the gamut on awesome gamemodes.
Obviously someone here hasn't used an Ionic Breeze air purifier before.
I usually hate turret defense, but this sounds p. cool.
Ironically enough, some of those great mods wouldn't exist today if EALA wasn't so laid back. Reborn could have been cancelled, they could have disallowed modding for C&C3 and RA3, but instead released an SDK. On top of all of that, this wouldn't be here either.
Bickering aside, I'm just as eager as ever, if not more. I assume you'll allow community maps, but will there be anything included so as to make single player campaign editing possible?
I'd also love to see actual bots (Not the NPC's) and some kind of assault-like gamemode. Those are two things I felt were very possible with Renegade but never saw the light of day due to rushed scheduling.
My first instinct is to compare this to Vectorman or Megaman X, that aside, I'm gonna get this, it's frigg'n awesome.
This is true. I didn't really start using the ability until much later in the game, though, so it's easy for me to forget about it.
Does anyone know if this won't affect save files negatively in some way? I don't want to port my old file to ME3 just to find that it's deemed unusable by modifying some unknown portion of the save file.
Interesting, but how does this set the soldier class apart?
Well that's clearly GDI, but I can't tell what it's supposed to do.
Haven't heard of this until now, but with the premise and the looks of this coming version, you've got another watcher.
I know this isn't the typical RTS like C&C or Starcraft, but just curious, are/will there be structures on the field to defend, destroy, or capture to fill out the gamut on tactical scenarios? If so, will there be demolitions experts such as engineers to fulfill the task, or just pound away with heavy weapons until the target crumbles?
Holy ****, I have that game. Never got it working, but I have it.
If a guy takes all the pistol ammo, does the flamer and AR ammo remain?
What would you say is the best method for transposing concepts from a book to machine is? I have a scanner, but I don't like tearing pages out, so I trace the picture in with my tablet, but that doesn't always work out so well either. Of course, the kind of sketch book you're showing off there looks like it makes scanning easy.
Do I detect a hint of some form of procedural generation being used at some point? It seems like it would fit in quite well.
Yes, he's screwing us over by creating possibly the most popular game in the history of the internet, charging half price for it for what has become an extended alpha, and not expecting any more than we have already paid for any future content.
He used to say he'd start the beta as soon as infdev was multiplayer, but if you've been to the website, clearly he's still considering it alpha stage, allowing more people to get in on it at half price. But it's not like he's gonna stop raking in the cash when he gets to beta, so even from the moneygrubbing standpoint you seem to pidgeonhole notch in, there's still a reason to finish the project as initially intended.
Seriously, you need to drop the tea party behavior, he's announced countless times on his blog(http://notch.tumblr.com/) that he's going to be supporting minecraft to the very end of its astounding popularity. You realize any project that has died at the beta is because they lack a community, right? Not because the dev just up and decided "I think I want to be an astronaught instead."
From what I've seen Notch makes good on his word, some things might not always be on time, but EVERY developer under the sun has had problems there.
It's not like he's spending all the money on a pointless war in the middle east or anything like that
@Landmine; last I read, he liked doing friday updates, but recently he's been busy, but he said he'd try to when he can.
Aside from the wrong use of "it's", pretty cool news.
Awesome, can't wait, I'd also hope to see a new faction or two come from an NV mod.
Wow, that's some nice progress, I'll have buy crysis pretty soon by the looks of it.
Cool, can't wait.
inB4 wave of "HOW DARE YOU MAKE A MOD FOR TRUMPED UP DLC!?"
Not exactly an original premise, but hey, don't let that stop you.
Hm, reminiscent of the new zerg spine crawlers, but it has more than enough originality to hold its own in my opinion, especially with that ranged AoE attack. Can't wait to put a few in my employ, or crosshairs, depending on faction, of course.
Sounds you've started off on the right foot. I can't wait to see the end result, but I'm not gonna rush this for fear of disrupting the mental imagery I've developed.
You know, it's funny, back when I first got TS, in 1999, I couldn't tell the difference between the two, then I learned.
So, I assume this is an updated version as well as some form of all in one package?
One possibility you should look into is units or characters capable of 'predicting' the moves chosen by enemies within a set distance or after an ability is used on them, basically meaning that they can see the selected orders for that unit
Nice, a little bland on the legs, but it doesn't need any more flair than it already has.
It just keeps adapting more and more of a TS look, and that's just through the use of tiberium. And I thought there'd be no way to capture that kind of nostalgia with a game so relatively new.
The point of a demo is to get as much in as possible without having to worry about too many variables that can interfere and cause the presentation to require multiple sittings. He's showing some of what the player can expect, not competing for a pro-gaming championship. And guess what, you can pretend a difficulty setting makes you a better gamer, but you don't fight bots in a competition, so there's no valid comparison or reason to get on someone's case like that.
Great to see you guys are back on track, I was saddened when this project was announced dead, but things certainly are looking up now.
Geez, that last guy earned the name.
What specs do you recommend for a dedicated server?
Interesting twist on how it plays out. As for the tactical downside to be present one can assume is that Greed will be able to get further ahead than everyone else and nab loot while they still fight?
Looks very nicely detailed, but small for my tastes.
Stargate and Metroid seems an odd tie-in, but, meh. Whatever floats your boat. Got some real potential going there.
I think coupled with the special ability unit drop idea, and only limited deployments would be fair.
Tiberium weaponry always struck me as a nod/mutant thing. Going along the same lines, I would suggest a Personal Ion Cannon, but that, like a rail gun, would be another hitscan weapon, and ultimately, just a fancy laser. So, these ideas may be a little farfetched and/or out of canon. A list of everything I've thought of regarding weapons;
Variable Munition Shotgun: Slug for light Anti Armor, Buckshot/Shrapnel for medium-heavy infantry damage. Effectiveness should increase with shorter range if possible.
Pulse Rifle: Targets 1 soldier in a burst. GD10's(Riflesquad's) Big Sister
Mini Sonic Emitter: for clearing mines and effective anti-squad/structure
Javelin missile(Or something like it): The raiders fire a long range anti-vehicular rocket that flies upward and speeds back down at the target. Able to destroy light vehicles and partially damage medium, heavy, and walker. Each use garners a substantial cooldown.
Personal Ion Cannon: Essentially a one shot one kill with a 2 minute cooldown. Zone Raiders are really a unit best utilized with micromanagement, so this is a weapon for just such a commander.
With all of those, they'd still have to remain a special ability drop or something, but maybe that'll give you some food for thought.
In hindsight, I kinda like that flechette rifle idea.
Oh, wow, really different look for Nod, but definitely fitting. The war factory and mobile war factory turned naval yard really gives a good idea of where they're coming from.
Is the Mobile EMP generator shut down by its own attack, or is it immune to EMP?
If it does get shut down by its own attack, might I recommend an upgrade that makes them and perhaps a couple other units only shut down half as long? It could be called Backup Generator or something.
As for unburrowing subterranean units, would there be a way to set it in a special guard mode under the ability tab so that it triggers automatically whenever a detected sub-t unit meanders within the radius?
That ended up being the only real reason I never touched them in TS.
His stature seems kind of weird. I want to say his legs are too short, but I can't make heads or tails of it. Other than that, great job.
Oh, it might be the gauntlets' size.
At least allow infantry garrison slots. That ensures it won't be too powerful and needs some support. Afterall, it only took one ion storm to crash the first one. Maybe, if possible, give it the ability to drop pod the infantry aboard it into the battlefield.
As for the transportation and friendly unit buff idea, I think those would be great in tandem.
And remember, just because you give something weapons, doesn't mean it's an offensive unit. Give it some ability that's capable of holding off the Scrin when they attack. Maybe like some kind of sonic disruption pulse that knocks surrounding air units out of the sky and does a little damage to anything below. GDI has a support power that does this in Kane's Wrath.
I like the clean edges and modernized look.
Looks great, can't wait to try it out.
I didn't know Robotech and Mech Warrior were related. Go figure 'Battletech' is kinda between both...
Of course I refer to the mech around 2:30 that the player seems to avoid targeting until destruction.
The version number in the corner still says 1.0, not sure if it's a small oversight or means I installed the patch incorrectly.
Not bad, I can certainly sense the feeling it will put into the game.
No mention of Steam in that whatsoever. I assume this method will work for it though, as Steam's issue is caused by not going through the same EXE one would assume you'd use.
But I have yet to get a graphical enhancement mod to work with my Steam version, played most of TNM, though.
Nice, are these gonna be VTOL like the orca, or standard forward flight units with a strafing attack?
I press shift+f12, but don't notice any changes. Nor does my game look any better. And my video card is on the list of ones that support this.
Is this to be something you'd host on a ded server for persistent PVE/PVP, or more like a gamemode you'd set a time limit and a map list on?
What is it? By the name I assume it's something akin to Worms.
I'd say use a smoother gradient, but A. it probably won't matter, and B. I don't know if Renegade would support it.
Is that thing that appears to be a syringe spewing blob involving the Tlailaxu?
As far as I'm concerned this model is perfect the way it is. Not saying don't change it if you want to, but I don't think it needs any alteration.
I assume there's only one planet per game, I haven't played Civ 4 but this made me want to get it. If you could expand to more planets, I'd say you should extend the timeframes to pre-machine crusades.
Seems a nice fit with the Ordos theme. My only thoughts are that the front boons seem like they are facing outward in the isometric view.
I don't see the turret mount. But I love the look.
Will the bigger planets include the starting planets? Or are you still unable to find a decent workaround to modify the hardwired planets?
I can't quite make out what's going on here. Is that pink thing a visceroid?
The texture work on the buildings is turning out better than I expected, but it still looks kinda stretched in some parts. As for the Inkvine catapult, that looks really nice. Too bad I'm not much for Harkonnens.
Looks nice, a further blend of the scrin technology and human engineering.
Weren't they also considering a CABAL faction for TT? It'd be cool to see a fourth faction, but, it's your mod and CABAL might jeopardize the canon you're going for. Especially as it seems Nod's gonna be using Cyborgs.
Wow, looking good, it seems a little beefy though.
I'm pretty sure they're creative enough to get their own.
I think the title may be misleading as Time Crisis is an arcade shooter involving a small timer that you aren't supposed to let run out in the top region of the screen. The concept however is pretty original.
Thankyou for doing this!
I have read all of the dune series up to Children of Dune, (that's when the story lost quality) Even the books about the machine crusade. I know the renegade engine only allows for 2 teams at a time, so I was wondering, Will there be House Ordos from the Dune games Westwood made before their untimely demise? If not I completely understand, but keep in mind, they were awsome and may end up improving the mod's popularity if there were maps in which one of the 2 factions was Ordos.
And again, Thankyou.