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Comment History  (60 - 90 of 1,210)
Jeffman12
Jeffman12 Dec 15 2014, 7:04pm says:

For a start, I think all commodities would be charged at a premium, that being said, ammunition could get smugglers a lot of money or at least be worth their weight in artifacts.

It certainly wouldn't make sense for there to be an ammo shortage in a relative warzone that has a high value to black markets around the world, no. But I don't think it'd be too cheap. Afterall, each bullet could mean one less customer in a semi-closed ecosystem like the zone.

I think you've got the right idea.

+5 votes   media: Community Feedback - Ammo Scarcity
Jeffman12
Jeffman12 Dec 15 2014, 4:42am says:

The sound has certainly progressed, and I like the new direction, although it might be more appropriate to call it a course correction as it maintains that same feel, but sounds better refined.

+2 votes   article: Twisted Insurrection Version Update / OST Volume 4 Coming Soon
Jeffman12
Jeffman12 Dec 3 2014, 7:15pm replied:

The expression used to describe this is "holding the product hostage." I don't believe that was intended, but that's what it is.

I'd be very surprised if any enthusiasm spurred by votes lasted for long let alone if this mod finally saw completion because of votes alone.

+2 votes   media: Vote if you feel like it.
Jeffman12
Jeffman12 Nov 29 2014, 4:37am says:

I'd guess these fall under a new tier.

I think this game really needs a foundation structure or terrain sculpting tools.

Maybe adjustable scaled slabs in disk or square shape with convenient locations for stairs to be attached around the edges and are always oriented "up right". I keep running into these problems of finding a moderately decent location to build, but the ground is never as level as I need it to be.

+2 votes   media: New Town Buildings
Jeffman12
Jeffman12 Nov 10 2014, 4:07pm says:

This version of the Taurus looks p. great IMO.

+2 votes   media: Vehicle Comparison of all T1 / T2
Jeffman12
Jeffman12 Oct 20 2014, 10:11pm replied:

EA might not like that, they might be okay with putting it up on Origin, though. Or maybe both?

+1 vote   download: Renegade X: Beta 3
Jeffman12
Jeffman12 Sep 14 2014, 1:11pm says:

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.

+1 vote   article: Need your opinion 3
Jeffman12
Jeffman12 Aug 30 2014, 4:17am says:

I really like that logo.

+2 votes   media: WIP Cabal Sidebar
Jeffman12
Jeffman12 Aug 12 2014, 5:59pm says:

2.

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.

+5 votes   article: Need Your opinion 1
Jeffman12
Jeffman12 Jun 28 2014, 12:09pm replied:

I thought that was 6 players, with a larger landmass on either side instead of two islands.

+3 votes   media: Arctic Circle
Jeffman12
Jeffman12 Jun 24 2014, 12:49pm says:

I very much doubt this is the town in morrowind

"First I was a home, and now I popped up in these woods."

+3 votes   download: My Minecraft World (Vardenfell)
Jeffman12
Jeffman12 Jun 18 2014, 4:00am replied:

He could be really drunk.

+1 vote   media: Characters - Night
Jeffman12
Jeffman12 May 25 2014, 1:07pm says:

I think that scanner effect coming from the turret could use some flickering or blinking, but looking great so far.

+1 vote   article: More interactivity!
Jeffman12
Jeffman12 May 22 2014, 2:14pm replied:

Furthermore, there's nothing that explicitely makes this a "nazi" city.
"Our city's style is typical of the 19th and early 20th centuries, showing our re-interpretation of neo-classical/gothic/byzantine­/renaissance, Beaux-Arts and Modern Style. Our main source of inspiration would be Paris, but we also took ideas from New York, Chicago, Vienna, London, Berlin, Brussels, Venice, Florence, Rome..."

And the original uploader is, once again, French.

+1 vote   download: Imperial city
Jeffman12
Jeffman12 May 22 2014, 1:26pm replied:

Original map page: Planetminecraft.com

Author: Planetminecraft.com

+1 vote   download: Imperial city
Jeffman12
Jeffman12 May 22 2014, 1:21pm says:

Original Author's posting: Planetminecraft.com

+2 votes   download: Futuristic city
Jeffman12
Jeffman12 May 22 2014, 1:15pm says:

Again, credit the author. that means linking to their profile on whatever site you downloaded this from.

+3 votes   download: Imperial city
Jeffman12
Jeffman12 May 15 2014, 8:46pm replied:

It seems like more work adding features the RA2 engine already has. Most of the pre-existing Tiberian Sun content such as SHPs, Voxels, and other sprites work in RA2's engine, it's just that the default RA2 content looks cartoony, so really graphical settings aren't an issue. Furthermore, RA2 has native support for 1920x1080 and if I recall, doesn't require you to switch to 16 bit mode to run in a window.

+2 votes   media: WIP Map Testing
Jeffman12
Jeffman12 May 14 2014, 7:23pm says:

Not to offend or anything, but by this point, what's the reason you're not using the RA2 version of the engine?

0 votes   media: WIP Map Testing
Jeffman12
Jeffman12 May 14 2014, 12:40pm replied:

Both of the first two pages I clicked on had the name of the original author with a google search. This is inexcusable.

+1 vote   download: Silent hill texture pack 128x128
Jeffman12
Jeffman12 May 8 2014, 3:32am replied:

I'm guessing you're right on all counts. I thought the 'altitude map' might be some sort of dynamic graph for a second. I hope the player is required to survey that entire area before just knowing this, though.

And as long as the method for finding water ingame isn't dousing, or some other kind of crystal gripping nonsense, this is shaping up to become one of my favorites.

+1 vote   media: Prospecting for resources
Jeffman12
Jeffman12 Apr 2 2014, 5:46pm replied:

But you have plenty of time to sit here hitting refresh watching ratings instead of trying to improve.

+4 votes   download: Philerration
Jeffman12
Jeffman12 Feb 20 2014, 11:21pm says:

Great, you've made it look at least as good as ME2, now we just need a mod to make it play as well as ME2.

+7 votes   media: Mass Effect 1 Updated/Improved Textures Mod Showca
Jeffman12
Jeffman12 Jan 2 2014, 1:00pm says:

It's a tough call for me, I like the look of this, but I like being able to tell a unit's team and faction at a glance. The more iconic units are less of an issue, but the rifle squad could be easily mistaken for a wounded fanatic squad, as well as some other potential infantry issues. I guess it's not a big deal, that.

+1 vote   media: Before/After demonstrations
Jeffman12
Jeffman12 Dec 2 2013, 11:34am says:

Yeah, I'm pretty sure the "Devil's Tongue" moniker specifically correlates to the burrowing feature.

+1 vote   media: Nod Flame Tank Devil's Tongue
Jeffman12
Jeffman12 Nov 4 2013, 12:05pm replied:

Really, it does.

I'd love to see the C&C community band together and get their own RTS/FPS hybrid engine going, it could use classic C&Cs as a template for a lot of features like terrain , environments, and construction, and well, Renegade didn't really break any new ground, let's be honest. I think a C&C FPS would play better if it wasn't like UT with all the rampant bunnyhopping.

+2 votes   article: Halloween Blog 2013
Jeffman12
Jeffman12 Oct 26 2013, 8:20pm says:

I love it, I can never build enough of these on those odd occassions I'm not playing Nod.

+2 votes   media: Mobile Sensor Array (MSA)
Jeffman12
Jeffman12 Sep 20 2013, 4:41pm replied:

Other games have been a lot further along than the concept materials phase and been cancelled for this reason.

Considering this would be a free fan-made mod, I don't think the rights holders could turn it down unless they used content developed by the rights holders. I suspect they just decided to take this in their own direction with an IP loosely based on Dune rather than have a game loosely based on its existing IP.

+1 vote   article: evolution is dead long live nodu
Jeffman12
Jeffman12 Aug 20 2013, 6:39pm says:

I can't wait for this to be complete, I'm not so huge on alphas and betas.

+1 vote   media: New Models
Jeffman12
Jeffman12 Jun 21 2013, 1:56pm replied:

Yes, quite refreshing that light tanks now stand a better chance when going head to head.

Although, I don't know if two hits is that great, I think the fire rate doesn't allow the tank the opportunity to turn away in time.

+3 votes   article: Exploding Things
Jeffman12
Jeffman12 Jun 19 2013, 2:16pm says:

I thought I saw voyager as like a size comparison or something.

+1 vote   media: UpdateSet5
Jeffman12
Jeffman12 Jun 14 2013, 4:07pm says:

Very nice dunes.

+3 votes   media: Terrain: Additions
Jeffman12
Jeffman12 May 23 2013, 6:28pm replied:

I think he meant the original Op4.

+4 votes   media: Pit Drone
Jeffman12
Jeffman12 May 10 2013, 8:07pm says:

The uploader is South African. An increasingly fundamentalist region of the globe.

+3 votes   download: CenBlas - FNV DLC v1.1 Patch
Jeffman12
Jeffman12 Apr 21 2013, 8:39pm replied:

Even in C&C 4, Nod relied on drilling instruments to move their command centers as opposed to outfitting the mobile command centers with drilling apparatus themselves.

I mean, sure we all like to pretend C&C 4 doesn't exist, but it happened, and it kind of makes sense not to have one of your most important units go trailblazing and only use pre-installed infrastructure.

+1 vote   media: Tiberium Essence 1.52
Jeffman12
Jeffman12 Apr 2 2013, 12:43pm says:

Not yet, likely, but assuming all the design goals are met, it could become something practical.

+1 vote   media: Niwantaw's Seanchan Shipyard
Jeffman12
Jeffman12 Feb 20 2013, 11:23am says:

Why would tatooine be such a huge focus?

+2 votes   media: FS Campaign Galaxy Map 05
Jeffman12
Jeffman12 Feb 11 2013, 7:01pm replied:

I remember the vulcan and RPG had a pretty smooth turn anim, they'd even rotate when in range of artillery blasts. Artillery, of course had an SHP base and a full rotational cannon. Tick Tanks, I'm not too sure about, but seemed to have a full range of rotation including the ability to tilt up and down. I think SAM turrets are the only others I can think of, and those were definitely SHPs.

+1 vote   media: GDI Firestorm Cannon
Jeffman12
Jeffman12 Feb 11 2013, 4:31pm says:

I thought turrets were supposed to be voxels for that engine, not rendered sprites.

+1 vote   media: GDI Firestorm Cannon
Jeffman12
Jeffman12 Nov 18 2012, 9:23pm says:

"HI, KIDS!
TODAY WE'RE COUNTING TO 50!"

"That's how many candles illuminate this room. Can you say ILLUMINATE?"

"Eliminate"

"MORGAHK! That silly Morgahk! Quick, how did Morgahk say the word wrong?"

...
...
...

"That's right! he began it with an E and not an I! Good job!"

+5 votes   media: And his name was death
Jeffman12
Jeffman12 Sep 23 2012, 8:28pm says:

Look out for zombie karate chop

+9 votes   download: Infected Scientist and Barney (New)
Jeffman12
Jeffman12 Sep 13 2012, 5:50pm says:

No, they're techno labs, the only place where the bass is blasting louder than the cars driving through it.

+2 votes   media: Techno Lab
Jeffman12
Jeffman12 Sep 5 2012, 5:56pm says:

Also, that's supposed to be an XM8, not exactly cutting edge.

+1 vote   media: Tiberian Sun Nod Soldiers posing
Jeffman12
Jeffman12 Aug 25 2012, 1:47pm says:

Has more of an Aliens (The movie) vibe to it, which I guess is fitting considering the massive shift in perspective it was gonna have.

0 votes   media: Tiberium's Scorpion Tank
Jeffman12
Jeffman12 Jul 28 2012, 1:07pm replied:

Their reproductive method is hermaphroditic is it implies bearing both male and female genitalia, but earth worms which have only one gender and are hermaphroditic, for example, are all homosexual. Contrary to popular belief, hermaphroditic reproduction in most creatures requires two to mate, plants on the other hand can reproduce asexually.

Sexual reproduction refers to instances where two individuals of a species are involved or required for fertilization, asexual reproduction is when a single plant/animal/microorganism may fertilize itself.

IMO, having genders in games with a chat feature encourages cybering, which should never happen on pub servers. Besides, player skins let people get by just fine.

+4 votes   article: Gender in Minecraft
Jeffman12
Jeffman12 Jul 27 2012, 2:10pm says:

Reminiscent of Vectorman.

+2 votes   media: Twisted Insurrection OST - Killing Fields
Jeffman12
Jeffman12 May 24 2012, 2:53pm replied:

What I'm saying is feel free to use some of your own creativity in how you set up wildlife. I'm sure some people will want to have terrestrial limitations applied at every turn, but others might be hoping for some alien environments.

I'd imagine a race would need to be "technologically amphibious" before proceeding to space, anyhow. Fluid is considerably heavier than gas, and that species would be susceptible to 'the bends' in lower pressure environments.

For surface expansion, I'd imagine it would be achievable at its base stage early on. They could build a tube under-water, perhaps out of masoned and sealed limestone or what have you, and then push it up and out over the shoreline. This race would want to use pumps and maybe water mills to keep artificially constructed water ways aerated enough to breathe.

They could also have access to industrial plastics as soon as refining oil is a viable option. So an aquatic race isn't necessarily at a disadvantage in tech, it's just a different approach. I'll touch on relevance in a later post.

+1 vote   article: It's Been a Long Time
Jeffman12
Jeffman12 May 21 2012, 12:38pm says:

Both tracks are pretty chill and have a nice ambience.

+2 votes   media: Space Theme
Jeffman12
Jeffman12 May 21 2012, 2:46am says:

Without elaborating too much, guiding a Coral's growth might work for building materials, as well as genetically modifying corals to use different materials to build. And if an engineered organisms, like Coral, build themselves out of a less than beneficial material, natural selection isn't a problem as long as it's being cultivated properly.

+9 votes   article: It's Been a Long Time
Jeffman12
Jeffman12 Apr 19 2012, 11:07am says:

I forgot this was at one time a thing, I'm glad it is once more.

+1 vote   article: "Waters of life" modification revival
Jeffman12
Jeffman12 Apr 10 2012, 12:51pm replied:

Look, they even started it for you here.

+1 vote   media: Nuclear Town (2)
Jeffman12
Jeffman12 Mar 17 2012, 1:23am says:

So I take it this sort of disables a structure.

+2 votes   media: Nod Portable Terminal
Jeffman12
Jeffman12 Mar 15 2012, 12:22pm says:

Cleavage. It is the new standard issue.

+6 votes   download: Barniel as Female Assassin
Jeffman12
Jeffman12 Feb 27 2012, 12:06pm says:

Are we talking about RA:APB specific components, or general DX9? I'd think most people would already have the latter.

I hope this doesn't hurt the chances of eventually having an official desura release.

+2 votes   article: Bogus Desura Installations
Jeffman12
Jeffman12 Feb 9 2012, 12:39pm says:

I think this could use, at the very least a new texture, the matte grey is sort of off-putting. Only other critiques are that it looks like it might be a little long for being called a carbine, but that's probably due to the stock's length, and that looks like a low capacity mag for something that's essentially a smaller version of an assault rifle. The barrel's certainly short enough for the carbine classification, the sight looks pretty good.

+1 vote   media: NAC - FW-900K - Lambert Replacement
Jeffman12
Jeffman12 Feb 7 2012, 9:41pm says:

Why does an assault rifle need a bipod? Why would technology two million years into the future require external moving parts, aside from the trigger, to function? Sure, thinking machines may be outlawed, but electronics exist in other forms in the Dune universe. Look at hunter killers and 'thopters.

+7 votes   media: Atreides Advanced Rifle
Jeffman12
Jeffman12 Feb 5 2012, 5:39pm says:

So, this being a mod, do these still need to be unlocked to access?

+1 vote   media: PAC - Type 19 "Salmosa" - Lambert Replacement
Jeffman12
Jeffman12 Jan 18 2012, 12:42pm says:

Yeah, the Renegade X team did a great job with their concept art.

+1 vote   media: A brother
Jeffman12
Jeffman12 Jan 12 2012, 11:44am says:

Small tends to mean map size because that directly contributes to the length of the map. Gamemode has some effect, but you'll find smaller defense maps tend to be shorter as well. Alpha_Man seems to know what he means and that right there is an indication of a general problem.
Truth is, you could get a lot worse reviews, we're talking about a guy who seems to have actually downloaded the f'ing map and post his comments on it after testing it. He has a valid point; If there isn't anything to it, no adventure, no reason to care about why you're there, what is the point of downloading it? And what's the most amazing part about that single sentence critique? It was done without any personal attacks on the author or swearing at all. Sorry, but it falls in the ranks of constructive criticism, an opinion is an opinion. Criticism is only worthless when it contains no content at all describing that user's problem with the map. Don't be so dramatic about something like this, your whiteknighting is needed elsewhere, Phipe.

Consider this, Alpha_Man:
If you like this particular map so much, but it's too small for a satisfying mission, consider making it a centerpiece in a larger map. At that point, the map becomes your own with featured work by the creator of that section. Having something to base your work on will tend to keep the aesthetic from shifting more than you'd like and give you a handy reference for the Hammer Architecture.

+2 votes   download: Weird Office Map For Sven Coop
Jeffman12
Jeffman12 Dec 13 2011, 3:41am says:

Thanks for posting this.

Good job as always, Aro. And other people I haven't heard of.

+3 votes   download: Tiberian Sun: UMP
Jeffman12
Jeffman12 Nov 8 2011, 2:10pm replied:

It does look a little more reminiscent of the classic mammoth...

+1 vote   media: New mammoth tank?
Jeffman12
Jeffman12 Oct 31 2011, 4:03pm says:

I like the new look for the scorpion.

And... Well, everything

+3 votes   media: Tiberium Essence 1.5
Jeffman12
Jeffman12 Oct 31 2011, 1:28am says:

With what little information your summary gives, I think this actually sounds like it could be decent, but I'm crazy for anything remotely cyberpunk, so there's that...
Anyways, good luck, I'm gonna keep track of this.

+1 vote   game: Alpha-Decay
Jeffman12
Jeffman12 Oct 18 2011, 11:35pm says:

I assume there will be shielding arrays or something, basically so that you're not pounding through entire ships in a matter of seconds.

+1 vote   media: LaserDecarota
Jeffman12
Jeffman12 Oct 8 2011, 12:24pm says:

Well, I meant it's suitable for 16x9 resolutions, so the logo doesn't squash or stretch. But yes, it's 1600x900, and I should have probably mentioned that...

+1 vote   media: Nod-Order In Chaos 16x9
Jeffman12
Jeffman12 Oct 8 2011, 12:05am says:

Typo? I think it's missing a U.

+2 votes   media: Or leaders are solders like us JOIN NOD
Jeffman12
Jeffman12 Sep 3 2011, 2:41am replied:

The body resembles the TD one, but the fuselage looks like TS's.

+1 vote   media: GDI Orca Fighter
Jeffman12
Jeffman12 Sep 3 2011, 2:39am says:

Hot damn.

+2 votes   media: Vulture Final, With 3ds render no texture
Jeffman12
Jeffman12 Sep 2 2011, 11:54am says:

Looks like I can go even further now when I'm billygoating around.

+5 votes   media: Length of Sprint Jump in Minecraft Beta 1.8
Jeffman12
Jeffman12 Aug 24 2011, 12:54pm says:

It takes quite a distance to realize what sort of range tesla weapons have. It reminds me of my main problem with them; When a shot connects, it doesn't stick on the target if it moves, so it gives the illusion that it didn't hit.

+2 votes   media: Testing Seamist
Jeffman12
Jeffman12 Aug 12 2011, 9:41pm says:

OP nothing, compared to a sniper team it's not. As far as I know, snipers don't decloak and take more than a single hit from the weakest weapons to kill.

+5 votes   media: Nod Specter
Jeffman12
Jeffman12 Aug 6 2011, 2:40am says:

Isn't it negated by the buffeting of the blades and being audible from miles away?
Sounds like it should be using a Dyson Air Multiplier instead of Props.

+2 votes   article: Old school air travel
Jeffman12
Jeffman12 Jul 25 2011, 12:23pm replied:

My sentiment exactly.

+2 votes   article: Help to improve Eternal Silence
Jeffman12
Jeffman12 Jun 26 2011, 1:21pm replied:

Seconded.

+1 vote   media: SM64 concept board #1
Jeffman12
Jeffman12 Jun 12 2011, 12:12pm says:

Should I be surprised you guys are doing a freak'n great job right off the bat? Probably not. I see you appreciate a G36, I'm all over that.

+2 votes   mod: Stargate No Limits : Space battle part
Jeffman12
Jeffman12 May 25 2011, 1:51pm replied:

No, you have to go the way they did with Batman on this one; bolt nipples.

+11 votes   media: OF2 - Phoenix Marine
Jeffman12
Jeffman12 May 23 2011, 1:01pm says:

This is great, Shadowgrounds needs more mods, it's too bad that every other one seems to have gone under.

+4 votes   mod: Shadowgrounds: Beast
Jeffman12
Jeffman12 May 8 2011, 7:08pm replied:

I've seen it done in a working fashion before, they had to code around the old method for it. The mod that had it was pretty simple, but that part astonished me.

+2 votes   media: Introducing the new Orca Carry-All
Jeffman12
Jeffman12 May 5 2011, 1:43pm says:

Try Number 3 in short sleeve?

+3 votes   media: US Soldier Shirt Design
Jeffman12
Jeffman12 Apr 13 2011, 12:57pm says:

I know this question is older than time itself, but can we ever hope to see an official(Developed by the APB team) campaign for this, single or multiplayer?

Again, I know this was on the drawing board really early in dev, and then dropped. But those bot maps just don't do the capability of this justice.

+2 votes   article: Gamma Tweaks, Fixes, Fixed Mirror
Jeffman12
Jeffman12 Apr 12 2011, 2:59pm says:

He's just angry because he can't write home.

+8 votes   media: Vulcan Cyborg (Promotional Sketch)
Jeffman12
Jeffman12 Apr 11 2011, 12:48pm says:

Oh, this is awesome, I can hardly wait for this to download and install.

+2 votes   article: RA: APB Gamma version released
Jeffman12
Jeffman12 Mar 31 2011, 7:51pm says:

Assuming I knew how to do any of this, I'd have set it up so the pillbox's damage drops off drastically around 80 so the rocket infantry can still get hit but it's not lethal.

+2 votes   article: Allied Pillbox Updated
Jeffman12
Jeffman12 Mar 27 2011, 9:11pm says:

Pretty solid, so far. I got a slight performance hit when enemies exploded, but nothing serious.

+1 vote   download: Trefoil-core pre-alpha build
Jeffman12
Jeffman12 Mar 11 2011, 10:40pm says:

Wow, pretty rad. I could imagine this turning into some kind of stationary bunker for a defense bonus, too, like a reckoner. Thought I'd throw it out there, even though it's not supposed to be like that.

+1 vote   media: United Coalition: Infantry Battle Vehicle (IBV)
Jeffman12
Jeffman12 Mar 11 2011, 10:34pm says:

Particle effects, maybe? I don't know if C&C 3 supports 3D particles, but that could be a way to have small tiberium lifeforms.

+4 votes   media: White Cliffs
Jeffman12
Jeffman12 Feb 21 2011, 1:00pm replied:

Sounds awesome, just what the doctor ordered.

+1 vote   article: New Videos, Full Seamist Playthrough, And Pillbox!
Jeffman12
Jeffman12 Feb 20 2011, 11:19pm says:

If only this had some kind of dynamic accuracy system to prevent bunnyhopping. No offense, but Renegade's bad for that reason. It's saddening that such a well designed mod suffers for the sake of keeping that engine around. I went back to it recently for nostalgia, but whenever I played in one of the non-coop servers there was always someone insisting on showing me that skill consists of how quickly you press spacebar + A/D and how long you fire before having to reload. On top of this, actually playing tactically is discouraged due to the lack of cover and abundance of wide open spaces.

+2 votes   article: New Videos, Full Seamist Playthrough, And Pillbox!
Jeffman12
Jeffman12 Feb 8 2011, 11:16am says:

Maybe as a damage effect, I don't think the structure would be mass produced if every single one had a toxic spill like that. Not to mention, civilian press would have a field day both on the environmental implications and on safety of the soldiers going out on the frontlines.
Well, that's if you're going for semi-realism, all that would have to be accounted for. Besides, this is a concept, concepts change over time.

0 votes   article: Concept Art Update
Jeffman12
Jeffman12 Feb 8 2011, 12:44am says:

Nice, I wasn't sure a design change could be pulled off, yet here I am proven wrong.

+2 votes   media: GDI Titan
Jeffman12
Jeffman12 Jan 30 2011, 12:05pm says:

I swear I've seen this ingame before.

+1 vote   download: sc_Propanic Part 1
Jeffman12
Jeffman12 Jan 28 2011, 12:06pm replied:

No, dude, that guy in the back is TOTALLY Japanese anti-tank infantry from RA3.

But seriously, nice design work.

+6 votes   media: E.Y.E: Divine Cybermancy medias
Jeffman12
Jeffman12 Jan 26 2011, 2:31pm replied:

No, those are the flat triangular ones with the caution stripes around them.

+1 vote   media: Nod Challenge Preview
Jeffman12
Jeffman12 Jan 25 2011, 10:41pm says:

Do those northwestern bunkers imply garrisons?

+3 votes   media: Nod Challenge Preview
Jeffman12
Jeffman12 Jan 16 2011, 12:23pm replied:

Energy efficiency, it had none. I read that somewhere, don't remember where, intel file probably.

This looks perfect.

+1 vote   media: GDI Firestorm Cannon
Jeffman12
Jeffman12 Jan 10 2011, 5:27pm says:

What an unexpected surprise. Glad to see this project is still going.

+2 votes   article: State of the Mod Address: January 2011
Jeffman12
Jeffman12 Jan 2 2011, 12:46pm says:

Nice, but could we see a shot from a different perspective? I can't tell if it's one of the wings that's longer or if there's a second projecting portion beneath the ship.

+1 vote   media: Liberty Ship Replacement
Jeffman12
Jeffman12 Dec 14 2010, 11:58am says:

My only problem I've ever had with the marine resource structure is that it looks like it can just up and walk away, yet never does.

+5 votes   media: Marine Extractor
Jeffman12
Jeffman12 Dec 13 2010, 2:53pm replied:

Because capturing the structure with an engineer is actually harder when you take into account that the player has more forewarning to sell the superweapon, the engineer isn't very stealthy, and base defences won't fire on the super weapon the second it's hijacked like they would if another player just took complete control of it.

+1 vote   media: Chameleon Spy
Jeffman12
Jeffman12 Dec 12 2010, 12:35pm replied:

This is what I took from what you just said;
The chameleon will be able to temporarily take control of another player's super weapons. I'd suggest a 20 second timer so the attacking player has to fire the weapon within those 20 seconds to actually use the weapon, and the weapon has to reset its charge period whether it was fired or not after those 20 seconds. This may sound unbalanced, but it's actually good for the victim because it means the person using the spy can't just spam spies to keep the weapon under their control for the duration of the charge period.

+2 votes   media: Chameleon Spy
Jeffman12
Jeffman12 Dec 11 2010, 12:06pm says:

I think it's grey because there's a different base color for faction colors than used in FA. I might be wrong, but it's a guess.

+1 vote   media: FA Comparison 2
Jeffman12
Jeffman12 Dec 11 2010, 1:34am says:

Nice vid, as always. I was wondering if there might be a changelist available for viewing somewhere already, though.

+3 votes   article: C&C 3: The Forgotten v1.1 Trailer Released
Jeffman12
Jeffman12 Dec 11 2010, 1:31am says:

Hmm, like a Stryker and a Bradley mixed together with wheels reminiscent of Aliens.

+1 vote   media: NAC APC sketches
Jeffman12
Jeffman12 Dec 9 2010, 11:52am says:

So would you equate this to mechwarrior or like Chromehounds, maybe?

+2 votes   game: Burn
Jeffman12
Jeffman12 Nov 17 2010, 4:00pm says:

Looks considerably more portable and mass-producible.

+3 votes   media: [DEVASTATOR MK2
Jeffman12
Jeffman12 Nov 17 2010, 3:59pm says:

TBH, those knives don't look hewn from the teeth of sandworms.

+1 vote   media: Crys-fremen
Jeffman12
Jeffman12 Nov 9 2010, 4:00pm says:

You've got my attention.

+1 vote   game: November
Jeffman12
Jeffman12 Nov 9 2010, 12:06am says:

The tiberium looks a little thinly spread, might wanna see about placing them closer together, and I assume you guys will create a decent looking interior for the AAPC. Other than those two things, great job, I can't wait to try this out.

+3 votes   article: November Update
Jeffman12
Jeffman12 Oct 17 2010, 7:54pm says:

Wow, I was skeptical the probe model would come out looking nice, but the skin does it justice. Good job.

+2 votes   media: Probe Skin
Jeffman12
Jeffman12 Oct 14 2010, 2:03pm replied:

Assuming you actually get to build them near a base.

Good job, can't wait for the release.

+1 vote   media: GDI EMP Cannon
Jeffman12
Jeffman12 Oct 8 2010, 12:27pm says:

Wow, a truly great job so far. I'm definitely going to set aside some time for this when it's done.

+3 votes   article: [Project Brazil] 1 Year Development Milestone
Jeffman12
Jeffman12 Aug 25 2010, 12:01pm says:

Widescreen resolutions don't allow the battlefield control to be established in the first GDI mission. If you start it on a different res, then save, and continue playing from there, it should work.

+4 votes   article: Twisted Insurrection: Public Beta 1 Released!!
Jeffman12
Jeffman12 Aug 24 2010, 2:02am says:

Suffice to say, toning the red down a little on the infantry would do nicely.

+2 votes   media: Scorpion Tank
Jeffman12
Jeffman12 Jul 26 2010, 8:35pm replied:

Obsidian Conflict has the same font, lets all go over to their forums and start flaming.

+2 votes   article: Demonstrations Galore!
Jeffman12
Jeffman12 Jul 15 2010, 5:38am says:

The plot is as thick as a cell wall(biological, not prison). The simple gameplay seems to harken back to the days of Sega Genesis.

I like it.

+2 votes   game: Feral Planet
Jeffman12
Jeffman12 Jul 13 2010, 9:36pm says:

Good job on the Obelisk crystal, I know everyone was talking about modifying it before, but that right there looks right.

+3 votes   article: Tiberian Apocalypse July Update - Nod Defenses
Jeffman12
Jeffman12 Jul 3 2010, 2:02am says:

Wait, how do you make wire? That red stuff on the ground just looks like a thermite(I dunno, that's what it's called on the wiki) trail, not an actual cable. Also, I couldn't figure out buttons. But pressure plates were easy.

+1 vote   media: seecret friday update items!
Jeffman12
Jeffman12 Jun 27 2010, 6:15am says:

Amazing, and I thought effects like that shown in the GDI base were only possible in newer Sage engine versions.

+4 votes   article: Inside "The Forgotten's" Missions: 12 New Screens!
Jeffman12
Jeffman12 Jun 22 2010, 12:43am says:

Right when my interest was re-sparked in DX due to the new trailer.

+4 votes   download: TNM 1.0.4 PLUS Patch
Jeffman12
Jeffman12 Jun 14 2010, 8:29pm says:

Daaaaaamn, this has inspired me to get working.

+1 vote   media: Unity Spring 2010 Highlight Reel
Jeffman12
Jeffman12 Jun 14 2010, 2:56am says:

Wow, this looks pretty neat actually.
An ambitions project, but I'm impressed.

+2 votes   mod: Tiberian Sun WarZone
Jeffman12
Jeffman12 Jun 5 2010, 10:20pm says:

Nice.

+1 vote   media: GDI Mobile EMP
Jeffman12
Jeffman12 Jun 3 2010, 12:04pm replied:

There's an idea, shorten them a bit and smack a couple gattling guns on those, and you've got a wolverine.

+1 vote   article: Clash of the Titans
Jeffman12
Jeffman12 May 22 2010, 12:44am says:

Any plans to upgrade to a newer SAGE engine? Generals hates my computer.
And, yes, excellent models, but textures would be great.

+1 vote   article: New Invasion Confirmed Demo Released!
Jeffman12
Jeffman12 May 22 2010, 12:42am says:

So I take it the plot will either stray towards 'Forgotten' territory(lol at my pun) Or pretty much stay the same...
I can't foresee any other plot outcome unless you guys have a hell of a twist planned.

+1 vote   article: Introducing Black Zones
Jeffman12
Jeffman12 May 20 2010, 11:37am says:

It should be able to do non-DOS too. As I recall the difference was between Setup.exe and install.exe, or something like that. 'Course not familiar with the German version, myself.
Oh, and in before anyone says something about an ISO being here, it's legal, EA released the English version for free.
You can download them at Commandandconquer.com

+1 vote   download: Command & Conquer Alarmstufe Rot Allied
Jeffman12
Jeffman12 May 17 2010, 8:49pm says:

Great, not only has my attention been called to an interesting mod, but free hammer resources too!

+1 vote   article: Spring Media and Community Tool
Jeffman12
Jeffman12 May 11 2010, 10:07pm says:

So it's voice chat and image display?

+1 vote   media: Click21 - Demo ScreenShot
Jeffman12
Jeffman12 May 10 2010, 3:18pm says:

Another step towards originality.

+2 votes   media: Twisted Insurrection - New Logo
Jeffman12
Jeffman12 May 7 2010, 3:12pm says:

A little late on commenting, but it's great.

+2 votes   media: Time Bomb B1
Jeffman12
Jeffman12 May 7 2010, 2:56pm says:

The vocal snippets annoyed me when I heard them in the original, it wouldn't be bad if it was just the one time in the beginning of the song. Other than that, it's pretty good.
That's my two cents, take it or leave it.

+2 votes   media: Re-Act On Instinct
Jeffman12
Jeffman12 May 4 2010, 2:20am says:

So a campaign mode?
Original, right?

+2 votes   media: A Sign of Things to Come
Jeffman12
Jeffman12 Apr 23 2010, 5:54pm says:

Oh, cool squads of 4.

+2 votes   media: Nod Awakened
Jeffman12
Jeffman12 Apr 20 2010, 12:02pm says:

I like where this is going, but the stacks on the power plant and the radar dish don't quite fit The Brotherhood's low profile style. I think the dish could at least be sized down a little, and maybe the stacks have a little darker coloration.

+1 vote   media: Nod Artillery
Jeffman12
Jeffman12 Apr 8 2010, 4:28pm says:

Lesson1: Deutsch ist töll. Deutsch macht spass.

I dunno, don't really look like disks anymore...

+2 votes   media: Neuer Effekt für Plasmadisk-Upgrade
Jeffman12
Jeffman12 Apr 6 2010, 9:59pm says:

Ich kann Deutsch Sprechen, aber nicht viel D:.
But, yes, waiting does usually entail a better final result.

+2 votes   article: TWA 1.6
Jeffman12
Jeffman12 Apr 5 2010, 7:21pm says:

Can't wait for a download.

+1 vote   mod: Saints Row 2 Handling Mod
Jeffman12
Jeffman12 Mar 23 2010, 12:23am says:

Wow, I can't wait. But I always thought of a C&C 3 style shooter as one where the other infantry would be bots in your squad that you can order to take cover somewhere or run with you.

+4 votes   article: Blog 5
Jeffman12
Jeffman12 Mar 9 2010, 3:00am says:

Very atmospheric.

Btw, that was also a pun.

+3 votes   media: C&C 3: The Forgotten
Jeffman12
Jeffman12 Jan 7 2010, 9:07pm replied:

Ah, I see, and therefore causes the enemy to underestimate their strength...

+1 vote   media: Nod Cyborg March Wallpaper
Jeffman12
Jeffman12 Jan 7 2010, 2:26pm says:

1280x1024>Right Click>Set as Desktop Background.

Thanks, bro.

+2 votes   media: Nod Wall Wallpaper
Jeffman12
Jeffman12 Jan 7 2010, 2:23pm says:

Seems inefficient, having massive arm cannons you can only support by holding it up with the other arm...

+2 votes   media: Nod Cyborg March Wallpaper
Jeffman12
Jeffman12 Jan 7 2010, 2:22pm says:

That's a free market economy for you, one second someone's selling you meds, the next, they're plowing through your sweet ride with a tank. And then they sell you more meds because they broke your neck and they're the only company that makes the stuff you need for the operation.

+4 votes   media: GloboTech vs GDI vs Nod
Jeffman12
Jeffman12 Nov 25 2009, 7:58pm says:

Don't argue with it, that's how it was made. They're just keeping the tradition.

+1 vote   media: Atreides Minotaurus
Jeffman12
Jeffman12 Nov 18 2009, 10:20pm says:

I'm sure TD redux's was just made to emulate the original. From what I've seen of later SAGE engine builds (C&C 3) it's able to use the TS method.

This mod makes me wish I could still run Generals, but I always get issues with starting it up after the first run.

+1 vote   article: Tiberian Sun Redux Update #7
Jeffman12
Jeffman12 Nov 14 2009, 5:41pm says:

Good job on the muscular forearm bit, it makes sense with him having to lug around that bruiser all day.

+1 vote   media: Rocket Officer
Jeffman12
Jeffman12 Jul 28 2009, 2:37am says:

Yeah, it seems kinda minimalistic. Maybe have them all at the normal positions but with the assault arrows pushing into the enemy territory.

+2 votes   article: Blog #80
Jeffman12
Jeffman12 Jul 18 2009, 7:48pm says:

I assume the dome is going to be geodesic in appearance like the old tech center.

+1 vote   media: GDI Mech Port
Jeffman12
Jeffman12 Jul 18 2009, 4:04am says:

At first it was a jumble of tech, but now I can see it clearly. It's pretty BA, keep up the good work.

+1 vote   media: Final version of the Mammoth MKII
Jeffman12
Jeffman12 Jul 16 2009, 1:31pm says:

The cartoonish effect is achieved by the large, yet somewhat short barrels. At least they are portrayed that way in the isometric view, the side and top view indicate it differently.

+1 vote   media: Aggressor Tank
Jeffman12
Jeffman12 Jun 21 2009, 3:43am says:

Too bad there's no SSM's in this, then. You'd need Inkvine Catapults or Cobra Artillary to fill that role, and my guess is it won't be too unbalanced as far as that's concerned.

+1 vote   media: Sandy Pass Update
Jeffman12
Jeffman12 Jun 11 2009, 3:57am says:

I like the front on this one.

+1 vote   media: Revamped Nod Recon Bike
Jeffman12
Jeffman12 May 27 2009, 8:43pm says:

So, would the current in this room hurt the players that step on the veins?

+2 votes   media: Concept art
Jeffman12
Jeffman12 May 10 2009, 11:56pm says:

Looks good.

+1 vote   media: C&C 3: The Forgotten Infantry Trailer - May 2009
Jeffman12
Jeffman12 Feb 3 2009, 7:18pm replied:

It was a joke meant to comment on the detail, "Nice work though." should make that apparent.

+1 vote   media: Marauder Technician Concept
Jeffman12
Jeffman12 Jan 30 2009, 3:21pm says:

What is it with tech engines and cyborgy bad guys?
Nice work though. Looks like that guy should take better care of his skin.

+1 vote   media: Marauder Technician Concept
Jeffman12
Jeffman12 Jan 30 2009, 3:10pm replied:

Who said anything about Grayshot? This is "The Myriad".

Sounds interesting enough, it's on my watch list. Singling one or two people is kinda done though. But hey, if you want a stable plot that's probably the best way to go about things.

+1 vote   article: The Myriad
Jeffman12
Jeffman12 Dec 11 2008, 12:09pm says:

I like the new look, it retains the old brutishness that Quake 2 had, but adds some sophistication. And does that shoulder mounted flood light mean you're gonna be having flashlights in this?

+1 vote   media: Misc Concept Designs
Jeffman12
Jeffman12 Oct 31 2008, 3:57pm says:

It's a tournament mod, when you see the "bunch of cool stuff" it's actually all for different factions, it's a dynamic player generated story. The outcomes of each officially held battle are documented into the story of the mod.

+1 vote   article: Conflict-2142 update
Jeffman12
Jeffman12 Apr 13 2008, 7:26pm says:

Awesome, it does just what a teaser should!

+2 votes   media: Asylum - Teaser
Jeffman12
Jeffman12 Dec 16 2006, 2:06am says:

Looks more like an unofficial expansion than a mod, that's good.
I'm curious on whether unlocks will tie into this.

+1 vote   mod: 22nd Century Warfare
Jeffman12
Jeffman12 Sep 8 2014, 7:10pm replied:

I've got to agree with this, unless they were both made uncrushable by tier 1 units and only enlightened were mind control resistant.

+2 votes   article: Need Your opinion 2
Jeffman12
Jeffman12 Sep 4 2014, 12:51pm replied:

Phonics.

+1 vote   media: Hooked Beast
Jeffman12
Jeffman12 Sep 2 2014, 2:33am says:

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.

+2 votes   media: Cabal T2 base
Jeffman12
Jeffman12 Aug 26 2014, 4:06am replied:

I'unno, kinda reminds me of House Ordos from Dune. They had hover tanks too.

+1 vote   article: Bionite: Origins REV 3.0 released
Jeffman12
Jeffman12 Aug 22 2014, 9:30pm says:

Heh, I was just wondering about this yesterday.

+1 vote   article: Thrive v0.2.3 Released!
Jeffman12
Jeffman12 Aug 19 2014, 3:41pm says:

Looks great.

+2 votes   article: Need Your opinion 1 Completed
Jeffman12
Jeffman12 Aug 16 2014, 1:21pm says:

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.

+3 votes   media: Improved AI walls
Jeffman12
Jeffman12 Jul 31 2014, 10:34pm says:

Shouldn't it be "Wings of an Angel"?

+1 vote   mod: Evolutions: Real Time Strategy Evolved
Jeffman12
Jeffman12 Jul 31 2014, 10:30pm says:

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.

+1 vote   mod: Kane's Wrath Unofficial Patch 1.04
Jeffman12
Jeffman12 Jul 27 2014, 12:48pm replied:

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.

+1 vote   media: Fixed GDI AI walls
Jeffman12
Jeffman12 Jul 16 2014, 1:03pm replied:

Invisible? No, I see them just fine, they're along the sides of the GDI units.

+1 vote   media: 3 Days Remaining...
Jeffman12
Jeffman12 Jul 14 2014, 6:29pm replied:

Dude skipped ahead to now.

For us what was 5 days was one hour for him.

+4 votes   media: 5 Days Remaining...
Jeffman12
Jeffman12 Jul 9 2014, 12:01pm says:

I do believe that cements this as the definitive RA1 remake, now too.

+1 vote   media: A Path Beyond
Jeffman12
Jeffman12 Jul 9 2014, 12:00pm says:

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.

+1 vote   media: Pre-Aplha Teaser
Jeffman12
Jeffman12 Jul 6 2014, 12:38pm says:

Looks like he's had a few too many.

+4 votes   media: beer. Just beer
Jeffman12
Jeffman12 Jul 5 2014, 9:42pm replied:

Oh, but haven't you heard? It's from a popular horror mod... and skinned in mspaint... To be fair, it's like that in the mod.

+2 votes   download: David Leatherhoff Models (Fixed) Playermodel
Jeffman12
Jeffman12 Jul 3 2014, 5:12pm replied:

Thanks!

+1 vote   mod: StarCraft: Burning Ground
Jeffman12
Jeffman12 Jul 3 2014, 2:53am replied:

Not sure if I interpreted it entirely accurately, and I sometimes use strange diction for an english speaker.

+1 vote   mod: StarCraft: Burning Ground
Jeffman12
Jeffman12 Jul 2 2014, 5:59pm says:

I typed up a bit of a clarification on the description, I like the sound of this, gonna reinstall SC1 and try it out.

Docs.google.com

+1 vote   mod: StarCraft: Burning Ground
Jeffman12
Jeffman12 Jun 24 2014, 10:50pm replied:

Yeah, naming's hard. Not a bad map, not many original works get posted here.

+4 votes   download: My Minecraft World (Vardenfell)
Jeffman12
Jeffman12 Jun 22 2014, 4:35am says:

Now all it needs is that crater effect to appear underneath it when it deploys.

+2 votes   media: Tick Tank art pass
Jeffman12
Jeffman12 Jun 19 2014, 4:20pm says:

IMO, this'd be better with structural grids

+1 vote   mod: DUNE20XX
Jeffman12
Jeffman12 Jun 14 2014, 2:29pm replied:

Companies like to embellish their importance by making things seem impossible without their say so. It always comes down to a few resourceful coders, or that company eventually caving in to pressure.

+2 votes   article: Gamespy Shutdown Solutions
Jeffman12
Jeffman12 Jun 14 2014, 2:25pm replied:

This page was posted 2 months after the IGN article, I don't see what the date has to do with it. That is, unless you're presuming I'm aware of some other article in which they rescinded that statement, which I have not found.

+1 vote   article: Gamespy Shutdown Solutions
Jeffman12
Jeffman12 Jun 13 2014, 2:53pm says:

Ign.com Uhhh, guys, BF2, 2142 and BC2 are gonna be fine.

+1 vote   article: Gamespy Shutdown Solutions
Jeffman12
Jeffman12 Mar 29 2012, 12:50am says:

It's always sad to see a mod slip through the cracks, but frankly I didn't even know I was watching this until I got this in my inbox.

+1 vote   article: It has been a wonderful ride
Jeffman12
Jeffman12 Nov 11 2011, 9:42pm says:

Indeed, this one is superior.

+1 vote   media: GDI M-28 Mammoth Railgun upgrade
Jeffman12
Jeffman12 Sep 30 2011, 1:29am says:

I can think of a way to make gates and walls work with each other in TW, but they're really not necessary anyways, and I can't exactly fathom how complex the coding behind them would be.

These are great, I had almost forgotten about C&C, I haven't played it in so long. Stuff like this reminds me why I've stuck with it.

+1 vote   media: GDI Component Tower
Jeffman12
Jeffman12 Apr 7 2011, 1:38pm replied:

After reading more comments, I like the idea of making the mini-obelisk attack air, it would only be able to attack a single aircraft at any given time, so that right there means it won't be too OP. I suggest making it attack with the beam cannon's sustained fire, so the aircraft is given a slight chance if it's quick enough. It also makes for awesome visuals.

+1 vote   media: Nod Avatar heavy walker *updated*
Jeffman12
Jeffman12 Apr 7 2011, 1:30pm says:

I WANT THAT.

Looks like a mini-obelisk on the back...
I'm sure that wishful thinking won't be there once it's textured.

After reading some other posts, I notice that not-quite-Nod feeling. I think it comes from the legs. Not saying the spindly old style legs would support the weight of those cannons, but they've almost got a distinctly GDI look. My suggestion: Those armor plates on the hip and shin, round out the corners more, give them a rounder profile.

+1 vote   media: Nod Avatar heavy walker *updated*
Jeffman12
Jeffman12 Mar 26 2011, 11:16pm says:

Nice vid, but the soundtrack implies to me that you're gonna be going with jukebox(plays track after track) style music instead of dynamic(Fades select tracks in and out depending on screen action)

+2 votes   media: NATO Construction Osprey
Jeffman12
Jeffman12 Mar 5 2011, 10:16pm says:

Before reading the description, I was preparing to say "Wow, looks like an updated version of a Half-Life 1 map."

+2 votes   media: OF2 - Broken Communication
Jeffman12
Jeffman12 Feb 2 2011, 12:29pm says:

Can you show us some cool server mods next?

+1 vote   article: Mods - A selection of the most popular mods!
Jeffman12
Jeffman12 Nov 15 2010, 4:27pm says:

Awesome, I never said anything about it, but I'm glad I won't get spammed anymore.

+1 vote   article: ModDB media submission
Jeffman12
Jeffman12 Jul 20 2010, 12:23pm says:

On the Purifier, I'd say scale down the height of the torso armor, that adds to the stiffness of the look. The head can stay, but I don't think it'd work out with the look unless it was given a sort of turret based rotation or scanned around from time to time.
As for animations, you've probably already got some planned, but remember, the predecessors had a full range of movement with their legs, not just forward and back, and the tripple jointing which was to help with all-terrain functions. The animations never showed sidestepping or backpedaling, so I don't think you'll need to worry about that, and it looks like you've got the lower leg joint in there, and I'm pretty sure I can see where the knee joint is too.

The arms are fine, I kinda wish there was a hand on at least one, but I know the purifier wouldn't need one as it's sole purpose is to shoot lasers and torch stuff.

+1 vote   article: Videos, Concepts, and more
Jeffman12
Jeffman12 Jun 22 2009, 12:52pm says:

I like it, but now it seems to dwarf the actual cannon.

0 votes   media: Tiberium Essence v 1.4 media
Jeffman12
Jeffman12 Feb 6 2007, 12:08pm says:

I can't wait, this is going to be awesome. One question though, I'm not complaining, but aren't those crate textures from Quake 2? Like Dark_Raver9 said?
It'll be nice to play a game where there are teams, meaning you have allies. I couldn't play Doom 1 or 2 too much at a time because I would just get a feeling like 'damn, do I have to kill everything I see? Isn't at least something on my side?" But nope.

+1 vote   game: Torment
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