This member has provided no bio about themself...
I never implied a single refinery per field, but I could see why you may have gotten that idea, so here's a few solutions to single refinery anyways.
Remove or slacken up the limit on how many workers/harvesters can "dock" at a time. Maybe treat the 'refinery' as GDI's armory with infantry as harvesters who enter and then exit quickly.
Include a 'lite' version of a growth accelerator as an upgrade.
Base mutant economy on cultivating tiberium rather than consuming it. (Maybe give refineries a passive credit per tic based on quantity of tiberium in a radius)
Bring back the GLA's salvage/scavenge mechanic from generals.
Remember, the mutants briefly had access to information from the tacitus before the start of the firestorm crisis, so conveying that they learned some of its secrets via game mechanic isn't a bad move.
Point being, they'd probably convert it more efficiently not needing to worry about safe transportation or purification.
I don't see why the forgotten would need to harvest tiberium and bring it to a refinery. Would it not be more efficient for them to build a sort of plant directly on the tiberium, not having to worry about toxicity or radiation?
Some kind of facemask.
Looks like cold weather gear.
Indeed, halo wars is hardly a self-contained beloved franchise.
Don't think I've ever seen an accurate representation of an HEV suit look quite so imposing.
Wow, I was just thinking about DTA today and hankering for some C&C.
Hate to say it, I can't really get behind any remixes for AOI, except for the one from Kane's Wrath. But for what it's worth, this is better than the other attempts I'm familiar with.
Maybe they should sign a print and sell it on ebay. I know of a certain spider picture that made quite a lucrative sum in this way.
The duckface is strong with this one.
Looks like something I built with legos when I was 8, but more polies.
I think the thing that makes running around with a full load to grind up your strength ridiculous is the fact that you don't need to rest or suffer painful consequences.
Oblivion had this, but it just made you ragdoll, I suggest something a little more tangible.
Once, a long time ago, when caves didn't generate and lava coated the void, I had found a mountain with a chunk error cutting straight to the center before reaching its terminus. I turned it into a volcano fortress.
I don't mean to be a Debbie Downer, but spell check plox? C'mon man I really want to be able to read this. I mean, you clearly know how to lay out a post and present exciting content to an audience, just reflect that in the writing too.
Side note, the drivers on the water speeders could use some wetsuits, like 70's cartoon commandos
I WISH they died slowly, as is you have no warning before all the rest of your infantry go up with them.
Wait, so if it's thirsty, the creature begins scratching itself? Non-hud based ques could make this pretty awesome.
It'd be fun if it placed copper wire wherever redstone was and a small LED wherever a redstone torch was. But, alas, I know this is beyond the capabilities of a standard 3D printer.
This is a very simplified concept, because the definition of chicken has evolved as much as chickens have. Probably nobody knows what,or if our ancestors had a name for them before we found them to be finger lick'n good, that period probably lasted all but 5 minutes when the first protohuman scarfed down the fire charred remains of our first of a long history of 12 piece meals.
Lets keep the KFC jokes/puns going.
If you wanted, you could do away with the scaling issue altogether by creating a new combat shotgun model.
It's like... C&C 4 models done right.
My choice to get it at Gamestop had nothing to do with the grenade launcher. It was more because of the fact that I didn't have to pay for it all up front, however I agree store specific DLC is kind of lame, but DX is hardly the first culprit in doing this.
Think you'll have some of them start out using weapons then just decide to drop it in favor of lunging at the player?
Yeah, I'd say keep the size there, but something this huge almost always makes a poor assault unit, I'd say relegate it to support. Mounted railguns are supposed to be more of a long range artillery piece than anything(GDI misuses them frequently), so I'd expect to see those massive specimens put towards long distance suppression. Next, I think a support ability, like defensive horde bonus for infantry, and maybe even docking points for one or two aircraft. Seeing as the model doesn't really accommodate that last thing, maybe it'd be an upgrade?
But, all that considered, if you still feel this deserves an assault role, I'd say make it an APC that can house multiple squads, but infantry can't shoot out of it, maybe keep that horde bonus too.
Exactly, EA wouldn't hurt their profit margin unless it was a mistaken move they thought would benefit said profit margin. That being said, banning someone for making legitimate mods is in no way interpret-able as having a positive result on that game's fan base. EA is very supportive of mods compared to other companies out there, probably the biggest supporter next to Epic(assuming that the game is intended for modding). Stygs' mod doesn't profit them except those who choose to buy a C&C product because of the work he's done.
Until someone else can come up with a logical explanation, I think it's best to chalk this up to temp ban due to account security/account system update reasons. I couldn't log in to RA3 until I changed my password via the link provided in an email detailing the change.
I have no preference, it's STILL perfect.
Okay, now this makes sense, I take it the sniper mech is supposed to be anti-vehicular, then?
Too bad for GDI players, AFAIK, building concrete won't work anymore.
I like the typical T-visor motif, but I don't think this could look any better than it does now.
Usually with live action stuff like this, there's that stuff that makes me go 'wat' but this seems to avoid most of those kinds of moments.
This is just getting kind of out there, but I always thought Firestorm would have been cooler with an infantry harvesting unit that would capture enemy/neutral infantry to be used in creating new cyborgs. If destroyed, the captured infantry would come out like with the old APC's and probably fight for the side that freed them.
I know you guys are going for a more faithful recreation than not, but thought I'd mention it.
I hope they explode when killed.
I could see someone exploding when shot with a 50 cal or larger, but if the few infantry that died in the flames exploded from it, that's kind of... odd.
Recently I was thinking about the good old days of TS and how it felt to play it. Somehow, I don't think a 3D game will ever be able to match the feel and drum up the right nostalgia, but whether you achieve that or not, you guys are still doing a hell of a job making something awesome.
Playing as Nod, it seems a little easy to be overwhelmed at first, but once Nod has a Tech Center, it's just a matter of getting the right Obelisk placement.
I love it all, but the flame tanks look a little elongated, I can't really tell if it's just the scale comparison between them and the buildings that makes it look that way, though.
I don't get it, if it's free to use, why isn't it open source?
Not saying I have problems with the engine, I'm just curious. Afterall, I assume the reason it's being made free is due to the dev team moving on to something else.
I like everything about it except the front wheels, they just seem kind scrunched together. Although I can't say much as I haven't seen it from an RTS view. Maybe it's just cuz they're smaller than the back, which isn't really a problem.
I suspect this was made to troll. I lol'd.
Damn, I guess it's dead.
I have limited modelling skill in 3dsmax. If I were certain of being a help at all, I would.
I only have access to the program at school, however. I am currently developing a Slug Gunner from Metal Slug 5, and some robotit looking guy wearing a trenchcoat.
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.
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.
So, I'll just say this. When I first played Tiberian Sun, my first exposure to C&C, I had a marginal idea of what I was doing. I felt the simple UI left a lot to be explained, and I needed to reference the manual A LOT.
The second GDI mission introduced the MCV and I missed the bit about setting up a base when they delivered an MCV for me to deploy. It wasn't until I quit the mission, started a new game the next day, and read the manual when I was told to deploy it that I understood the feature.
That being said, the deploy icon is available from a hot bar, and mousing over it gives you a tooltip assuming you haven't turned that off, I say go for it. The icon for the drone platform you show here looks to describe the intended action fully.
As for the purifier, it's a prototype of the avatar, so I think you could explain it being slower pretty easily, this also helps infantry keep up with it. The black hand on the other hand is basically made of rage and flamethrowers which I think would make it hard to explain why the flames might be weaker.
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 really like that logo.
I'unno, kinda reminds me of House Ordos from Dune. They had hover tanks too.
Heh, I was just wondering about this yesterday.
Part of the problem, I think, is that more maps need to be built for level base building when mappers tend to let their creativity get the best of them.
Nod: Shadow Teams, Enlightened, Black Hand(Not tib troopers), Commandos
GDI: Snipers, Zone infantry, Commando
Scrin: Shock Troopers, Cultists, Mastermind, Prodigy
You could add engineers to that, they're typically considered minesweepers in C&C's legacy of mods.
Stealth vehicles should ALWAYS be revealed when running over infantry.
Shouldn't it be "Wings of an Angel"?
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.
Doesn't seem to functionally different from the MARV with that special ability.
How about that initiates an auto-repair system that deducts the "cost" of repairs from the tiberium it collects?
Reminds me of certain illegal breeds of cacti.
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.
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.