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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.
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.
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.
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.
This version of the Taurus looks p. great IMO.
EA might not like that, they might be okay with putting it up on Origin, though. Or maybe both?
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 really like that logo.
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.
I thought that was 6 players, with a larger landmass on either side instead of two islands.
I very much doubt this is the town in morrowind
"First I was a home, and now I popped up in these woods."
He could be really drunk.
I think that scanner effect coming from the turret could use some flickering or blinking, but looking great so far.
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.
Original map page: Planetminecraft.com
Original Author's posting: Planetminecraft.com
Again, credit the author. that means linking to their profile on whatever site you downloaded this from.
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.
Not to offend or anything, but by this point, what's the reason you're not using the RA2 version of the engine?
Both of the first two pages I clicked on had the name of the original author with a google search. This is inexcusable.
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.
But you have plenty of time to sit here hitting refresh watching ratings instead of trying to improve.
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.
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.
Yeah, I'm pretty sure the "Devil's Tongue" moniker specifically correlates to the burrowing feature.
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.
I love it, I can never build enough of these on those odd occassions I'm not playing Nod.
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.
I can't wait for this to be complete, I'm not so huge on alphas and betas.
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.
I thought I saw voyager as like a size comparison or something.
Very nice dunes.
I think he meant the original Op4.
The uploader is South African. An increasingly fundamentalist region of the globe.
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.
Not yet, likely, but assuming all the design goals are met, it could become something practical.
Why would tatooine be such a huge focus?
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.
I thought turrets were supposed to be voxels for that engine, not rendered sprites.
TODAY WE'RE COUNTING TO 50!"
"That's how many candles illuminate this room. Can you say ILLUMINATE?"
"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!"
Look out for zombie karate chop
No, they're techno labs, the only place where the bass is blasting louder than the cars driving through it.
Also, that's supposed to be an XM8, not exactly cutting edge.
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.
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.
Reminiscent of Vectorman.
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.
Both tracks are pretty chill and have a nice ambience.
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.
I forgot this was at one time a thing, I'm glad it is once more.
Look, they even started it for you here.
So I take it this sort of disables a structure.
Cleavage. It is the new standard issue.
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.
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.
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.
So, this being a mod, do these still need to be unlocked to access?
Yeah, the Renegade X team did a great job with their concept art.
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.
Thanks for posting this.
Good job as always, Aro. And other people I haven't heard of.
It does look a little more reminiscent of the classic mammoth...
I like the new look for the scorpion.
And... Well, everything
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.
I assume there will be shielding arrays or something, basically so that you're not pounding through entire ships in a matter of seconds.
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...
Typo? I think it's missing a U.
The body resembles the TD one, but the fuselage looks like TS's.
Looks like I can go even further now when I'm billygoating around.
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.
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.
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.
My sentiment exactly.
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.
No, you have to go the way they did with Batman on this one; bolt nipples.
This is great, Shadowgrounds needs more mods, it's too bad that every other one seems to have gone under.
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.
Try Number 3 in short sleeve?
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.
He's just angry because he can't write home.
Oh, this is awesome, I can hardly wait for this to download and install.
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.
Pretty solid, so far. I got a slight performance hit when enemies exploded, but nothing serious.
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.
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.
Sounds awesome, just what the doctor ordered.
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.
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.
Nice, I wasn't sure a design change could be pulled off, yet here I am proven wrong.
I swear I've seen this ingame before.
No, dude, that guy in the back is TOTALLY Japanese anti-tank infantry from RA3.
But seriously, nice design work.
No, those are the flat triangular ones with the caution stripes around them.
Do those northwestern bunkers imply garrisons?
Energy efficiency, it had none. I read that somewhere, don't remember where, intel file probably.
This looks perfect.
What an unexpected surprise. Glad to see this project is still going.
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.
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.
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.
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.
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.
Nice vid, as always. I was wondering if there might be a changelist available for viewing somewhere already, though.
Hmm, like a Stryker and a Bradley mixed together with wheels reminiscent of Aliens.
So would you equate this to mechwarrior or like Chromehounds, maybe?
Looks considerably more portable and mass-producible.
TBH, those knives don't look hewn from the teeth of sandworms.
You've got my attention.
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.
Wow, I was skeptical the probe model would come out looking nice, but the skin does it justice. Good job.
Assuming you actually get to build them near a base.
Good job, can't wait for the release.
Wow, a truly great job so far. I'm definitely going to set aside some time for this when it's done.
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.
Suffice to say, toning the red down a little on the infantry would do nicely.
Obsidian Conflict has the same font, lets all go over to their forums and start flaming.
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.
Good job on the Obelisk crystal, I know everyone was talking about modifying it before, but that right there looks right.
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.
Amazing, and I thought effects like that shown in the GDI base were only possible in newer Sage engine versions.
Right when my interest was re-sparked in DX due to the new trailer.
Daaaaaamn, this has inspired me to get working.
Wow, this looks pretty neat actually.
An ambitions project, but I'm impressed.
There's an idea, shorten them a bit and smack a couple gattling guns on those, and you've got a wolverine.
Any plans to upgrade to a newer SAGE engine? Generals hates my computer.
And, yes, excellent models, but textures would be great.
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.
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
Great, not only has my attention been called to an interesting mod, but free hammer resources too!
So it's voice chat and image display?
Another step towards originality.
A little late on commenting, but it's great.
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.
So a campaign mode?
Oh, cool squads of 4.
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.
Lesson1: Deutsch ist töll. Deutsch macht spass.
I dunno, don't really look like disks anymore...
Ich kann Deutsch Sprechen, aber nicht viel D:.
But, yes, waiting does usually entail a better final result.
Can't wait for a download.
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.
Btw, that was also a pun.
Ah, I see, and therefore causes the enemy to underestimate their strength...
1280x1024>Right Click>Set as Desktop Background.
Seems inefficient, having massive arm cannons you can only support by holding it up with the other arm...
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.
Don't argue with it, that's how it was made. They're just keeping the tradition.
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.
Good job on the muscular forearm bit, it makes sense with him having to lug around that bruiser all day.
Yeah, it seems kinda minimalistic. Maybe have them all at the normal positions but with the assault arrows pushing into the enemy territory.
I assume the dome is going to be geodesic in appearance like the old tech center.
At first it was a jumble of tech, but now I can see it clearly. It's pretty BA, keep up the good work.
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.
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.
I like the front on this one.
So, would the current in this room hurt the players that step on the veins?
It was a joke meant to comment on the detail, "Nice work though." should make that apparent.
What is it with tech engines and cyborgy bad guys?
Nice work though. Looks like that guy should take better care of his skin.
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.
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?
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.
Awesome, it does just what a teaser should!
Looks more like an unofficial expansion than a mod, that's good.
I'm curious on whether unlocks will tie into this.
EA actually supports third party game creation, so long as you don't sell it. Even then, if it was good enough, they'd probably be willing to allow it if they got some of the profit.
When the Reborn Team asked EA if it was okay to use the W3D engine and release Reborn for free, they replied with "Go for it, we love free advertising."
Most of the law suits EA is involved in are from employees suing them for unpaid overtime. A symptom of working at a company with such stringent release dates that they're willing to compromise quality just to ensure they're met.
Seeing as this is a mod and game development resource site, instead of complaining about how EA ruined your childhood, why don't you all take steps towards rebuilding the games the way you see fit, either through modding or starting from scratch. Of course you won't be able to sell it if it's based off of C&C, but it's great portfolio work and there's other ways you can make money should you need any to support the project.
Even if you were to just come up with concepts, it really is more conducive than complaining about something you won't change any time soon.
And remember, all developers(Whether they want the money or the art aspect) are receptive of CONSTRUCTIVE criticism. So putting down what you'd want in a new game would get better results than idle threats to EA, who I can assure you, won't listen to them.
We all know Renegade would be cooler if it wasn't under the time restraints EA put on it, but that's the beauty of a site like this, you get plenty of opportunity to do it yourself.
Neat how Red Tiberium is actually at the lower end on this one, and I like how everything is in keeping with the light spectrum.
I recall blue growing more often in colder and mutated environments. It's trivial, though, as nobody seems to have officially taken note of such behavior.
Not bad, I can certainly sense the feeling it will put into the game.
Too bad, I'd have payed more but I'm not getting more money until after this amazing deal. Oh, well, not like I can't donate on my own.
The second word is dawn...
Is the whole thing...
I've noticed similar mismatches with Nod and Scrin units, don't remember which, though.
I agree with this. Although House Ordos doesn't fit in with the rest of the mythos, I don't think it would be hard to angle them in with the rest of the factions that crop up throughout Dune.
I'd also like to see a conquest style gameplay mode where you can manage territories and organize assaults on new strategic locations on different planets in order to expand your empire. You know, so the logistics aspect isn't only handled on Arrakis. I'd say something like the Conquest Mode in Kane's Wrath, but spanning more than one world.
Off the top of my head:
I found the combat music in C&C 4 to be fitting(To the Death, The Harder They Fall), more specifically the sort of industrial/electronic percussion aspects alongside violin. While the vocals are decent, they complete the songs more in a 'good enough' way at times, I'd avoid anything sounding like the breakdown in To The Death(2:31-3:16).
Hate to sound like someone absolutely obsessed with Frank Klepacki, as many C&C fans are, but he does a good job with Ancient Presence from Universe at War. Youtube.com I think something to that effect would make great passive music for either faction.
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.
Are the feet gonna reposition while turning in the future? Hardly necessity, just a nice little bit of polish.
What's that about Source? The only link this has to Half-Life is this game's predecessor.
Hah! So it isn't really a carryALL is it?
But seriously, nice job, the props on it look relatively small, though.
Great job, now I can stand to use ground vehicles other than motor cycles, but I still feel like they are still a little awkward to drive.
Ohhh, I see. That makes sense, then. I thought it was just idling.
That's a lot of exhaust, maybe cut down distance of how far down it goes?
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.
There are Ion Storms, but seeing as base power and function are unaffected by even a close proximity storm, I think it's safe to say they'd put the same power/shielding tech in the MRLS. Not to mention, MRLS' could still fire when grounded, they weren't defenseless, despite their value being further diminished by the lack of air units to attack during a storm.
I'm so angry because I own a PSP, I don't think ANYONE ELSE should be able to play this. I'm gonna stop watching it for this outrage and send the dev team hate mail on a regular basis./sarcasm
Seriously, it's a Quake derivative, they don't need to recreate the game from scratch to get it working on the Wii, they'll progress all the same. Assuming it's not an April Fool's joke.
If it is, that's not cool, getting my hopes up with a well-made hoax vid.
I bet the mutants use it.
Neutral Capturable, I believe.
I don't think C&C 4 would have been considered so terrible if they had just called it what it was: A C&C themed MOBA designed by fisher price.
Also would have helped if it wasn't made according to a survey sent out to people who just bought Kane's Wrath.
So, Cruentus and Aboreus were present in the TS game files(As in the code, not actual .shps), but never saw the light of day, and this led to a lot of fan speculation on the topic, even whether it would be red or yellow, possibly even orange. As I recall, cruentus itself would have been unharvestable due to a lack of efficient industrial processing.
It was widely considered to exist in the universe as an extreme rarity, it had an appearance in Firestorm as a single recolored blue tiberium formation and was later used in C&C 4 for the research mechanic.
I just feel like it was established that larger formations tend to be more stable, hence the vinifera "trees" that were able to produce more tiberium even when the field had detonated.
It looks awesome, but I don't think you'd be able to give a new and interesting delivery method for a blue tiberium bomb.
I think if blue tiberium was carpet dropped into an area and then detonated, that'd be a neat delivery method, but I don't think it'd generate an explosion like that.
I'd say this is now a full-fledged mod instead of a patch.
Heh, I was just wondering about this yesterday.
Maybe add some other form of paygate than cats for research levels. Who's all that money going to?
Is it like a voodoo sacrifice for the elder gods to pass along forbidden knowledge, or something?
See, you just need to find a coder, and then hold their family hostage, or better, stick them in a cage. Or find one of those coder hobos, they'll be holding a sign "Will program for food".
I've picked up space engineers, but I'm still eagerly awaiting this, there's some features in this I just don't see being able to work in that game.
Emperor: Battle For Dune's explanation of Carryalls went against the lore as they were allegedly automated and un-manned in the games. The manual explicitly states that Thinking Machines are a taboo in the Dust Scout entry. Then again, the refinery and harvester were one in the same in the source material. Westwood probably just wanted a reason to make you build carryalls and 'advanced carryalls' separately.
The wolverine I remember walked like those windup toys with the legs.
Was going back through the images, I see I was negged for an objective assessment.
Well, now, you look ridiculous, anonymous user. You know who you are.
Is this a global repair, or higher volume repair radius? What makes it any better than standard war factory repair?
Well that's a weird thing to neg.
I suppose I should elaborate. A theory states that one method by which cells became complex and attained new organelles was by consuming incompatible bacteria, or being invaded by them. Over time a symbiotic relationship emerged which later became integral. It just seems more in-depth than cells picking and choosing random DNA they 'collect'.
I think a mechanic where one type of NPC bacteria with a particular trait made a habit of invading player made cells, and then the cells had to adapt to not be impacted negatively and incorporate the benefits of the new organelle would be interesting.
I take it this isn't going to use the theory that complex cells evolved through convergent symbiosis between simpler single cell organisms.
A couple of those bugs sound pretty serious, I think I'll hold off until the next snapshot or even release of the version. Sounds like they're getting close if they're starting to hammer out the existing bugs.
But why not use the full helmet for the nod troops? Those look kinda wonky.
The other ones didn't really need it, but the lack of shading really isn't doing these ones any good. But I suppose if you shade these ones, the others need it too.
Kinda... Digging pretty far back into the stockpiles for a plane like this, aren't they?
Valve doesn't care if their content is moved between source/goldsource games, but this is clearly lower poly, and thus not being a port.
I don't imagine mushrooms still spread while in those.
Something tells me we won't be seeing this on any titan maps.
Is it going to fire something more along the lines of an actual RPG in this, or still gonna lob a projectile?
I was always under the impression the RPG tower was originally supposed to serve the anti-armor and anti-air function like the old advanced guard tower, hence the name.
If you could manage to use the model they use in Sven Coop, it's actually pretty decent a quality model, about the same quality as the Gauss Gun's.
Yeah, it's actually more of a description of the scientist or the SEVA suit. They both have 'closed cycle air supplies' as I recall, and are built almost specifically for environmental hazards.
Compared to how the Ordos Mortar Infantry worked in Emperor: Battle for Dune, this appearance is a fitting one. The mortar infantry proved very weak by themselves, and were of course easy to destroy when under-supported. All the Ordos infantry looked the same, so the only real difference was their voice, which bore a distinctly younger or inexperienced quality.
I missed chromehounds, if you manage to outdo it, you win everything.
Any reason for the design change?
I think this is just about as good as the other one, just curious.
It's really hard to find these in any decent quality. Great job.
What arguments? Those'r facts. It'd be refreshing to see some original content for once.
Porting pre-existing content...
Okay, granted a simpler design for a rifle would be easier to clean and maintain, but more exposed moving parts means higher chance sand getting in and jamming it, which I admit probably won't be a problem if sandstorms aren't gonna be a prominent feature.
The weight he put on?
Well, there was a lot of work done, that's a plus, the em... Architecture isn't bad, and it doesn't appear too robotic in design.
The problems I have with it; Flat maps are a minor setback just because they don't require much creativity in dealing with irregular terrain. Personally, I'm not such a big fan of cities because if you're in a city on a server, there isn't much drive to explore and strike out on your own to fill necessities. Those are just personal preferences, so I can't say I have any real problem with this.
My idea for how ladders should work is a bit different. Collision would be necessary, but they could be placed free floating as long as some ladder had a block behind it for support at a point. Of course, if that block is removed, they'd all break.
Some of us don't know what this is from, or its relevance. By the looks of it, I'm guessing Kingdom Hearts. The shoulders are f'n weird, I'm not a KH fan, and I especially dislike cross-media recolors, so I think I'll let these be.
An actual description is ALWAYS a decent touch, I remember back in my Quake 2 days browsing through piles of models at the ol' Polycount. I'd be looking for models I liked, found Daleks, some superheros, Cyborgs, etc. I didn't know a thing about Johnny the Homicidal Maniac, but I found some related player models. Had I not read the descriptions, I would never have been able to remember where to get them when I later became a JTHM fan. Had that never happened, my friend that I showed them to would have never converted them to be compatible with Sven Coop 2.(numbers) something and, well, I dunno, some other stuff. My attention span is drifting elsewhere, so bleh.
I like that there is a hologram, but I'm not to fond of the idea of it just spelling something out constantly, maybe it should be a rotating cylinder marque display of a propaganda vid.
Oh, I thought it was an A, like it just spelled out Kane over and over, I didn't see the bottom portion of the logo due to transparency in the middle and being unobservant. This hologram is fine, disregard the above statement.
Yes, and you can get in on it by pre-ordering it from their site right now.
Is that gonna be a team specific feature, or is every faction gonna have it?
Soviets progressing to art deco? That IS science fiction!
I've seen too many frigg'n houndeye models, but this one seems to do the best justice.
And yes, I remember there were supposed to be some kind of whisker type things in the eye area.
Could use something, can't put my finger on it.
Maybe clean up a bit of the center, that dark ring looks kind of off.
I have to admit, compared to the others it lacks a certain quality, but I think that's a little much. I mean, it's still pretty cool.
It's got a kind of generals feel, but I think it goes along well with the theme.
First Aros ad, I'm getting a "Hey, kids, join today and get an AWESOME FREAK'N HELMET!" kind of vibe from it.
Pretty cool, all around. One question; Every unit on that team gonna be Russian? Doesn't really lend to the feel of it being a coalition, if so.
The best part about all of this is, aside from the player's gauntlets, the textures, models, and brushes don't look patently Source-ey, which I feel is a common issue. That bit I assume is a doorway could use some sprucing up. Maybe a couple inlaid lights and/or a serial number/door code thing(for example something like C-108).
My guess is a barracks. Tiny door for anything else.
Honestly, I forgot I was watching this. Not disappointed, though. Far from it.
Also, I admire your ability to use/stand using Zbrush.
Put a filter on the voice. It's passable as is, but I think you could make it a better fit by making him at least sound like he's in a heavy vehicle.
See, the best april fools posts are thinly veiled, yet still hard to determine. See, for the most part, minus the ikea thing and technobabbel, you could actually pull off a decent mod with those goals.
And yes, I agree, you've demonstrated a nack for modding. It wasn't anything revolutionary, but your mod was rather enjoyable. Sequels tend to only satisfy when premeditated, though. So I can understand if you still don't follow up this short but sweet mod.
No, no, no. You don't seem to get it. You say you're gonna start selling stupid cosmetic digital hats and you better start ****'n selling stupid cosmetic digital hats. If you don't there is no return for you. I want my GOTTDAMN TANKHELMET.
Explanations are nice, but if there's an ongoing case or a settlement being made, both parties are obliged to keep their mouths shut on the topic until it's over with, and even then sometimes the agreement involves that as a condition, too. By the sounds of it, this isn't as bad as EA's unpaid overtime scandal, so I'm not too inclined to do something that'll ultimately make the devs clam up and shut their doors to the community.
Stands out like a more of sore thumb in the typical theater of war, though. Could be worse colors... But why not a buggy? There's plenty of usable resources to choose from, or make your own. At least if this really is for ArmA.
Yeah, the whole leaking radioactive chemicals/coolant and age-cracked smokestacks weren't even a theme for the soviets, which means it should be even less so for a team that's supposed to be a fusion of Allied and Soviet design.
Maybe if those are parts of the structure damage phases, but that just seems like a gross overstatement of workplace hazards, that, lets face it, would debilitate their forces. Everything else is fine, I don't even have a problem with the skewed perspective on the radioactive symbol, but come on, leaking toxic glowing goo, WHILE running at full efficiency?
The contrast between the edges and the other surfaces makes it look kinda grungy.
I can't tell if being in that big bulky suit will increase or decrease a sniper's odds of survival. I want to say the latter, because it stands out more.
Seeing it IRL, I always thought it should have some sort of blade runner type feel to it.
That looks like it's getting there.
Actually, that having to be injured for heal spray to do damage sounds more like a feature than a bug. It implies some complexity.
My best guess is desaturate it a little, but I've never had to do color work with SAGE.
His name's Steve.
I dunno, I'd expect a SAM to take out an aircraft with a single missile, at least blow off a wing if your aircraft had one to speak of. That is, if realism is your thing. The countermeasure should count for something though if that was the case.
As I recall Flak wasn't that great at taking down missiles, but I guess it did alright against aircraft carriers.
You know how people begin worshiping things they don't understand in an attempt to assign meaning and find some understanding? Kind of like the ancient Greeks and lightning, this would be on of those instances. Honestly, I'm surprised this faction didn't exist already in Freelancer. Nice job.
I think the flying tickle monsters your teacher mentioned are a reference to the Nightgaunt, a race of creatures with a gargoyle like appearance, though lacking any facial features, that take flight at night in search of victims. Once located they swoop down and grab hold, tickling their quarry into submission to ease the task of dropping them into an abyss. They came from the H.P. Lovecraft's childhood nightmares, so you know it's good stuff.
My, my. The homeless in your country are well groomed.
Very nice, the paintjob's a little WH40k, but that suits just fine.
I'm trying to wrap my head around why its bone structure would appear to be carved stone, but it's pretty cool.
Ultimately, I think the removal of devour might be for the best due to a tendency to create rage-quits out of thin air, besides, why bother waisting the calories to consume a whole marine when the marine and entire nutritional value simply cease to be after a second?
Actually, you could probably bring it back as a corpse eating move, similar to the skulk's, but it would take time, like an anaconda engulfing fresh prey.
Sure, it's neat, but I've been seeing the bulked up gas station nozzle quite a bit in modern games.
That's just an 'outpost'?
I'd love to see what passes for a base.
They land to fire, right? Otherwise, I think the recoil would be insane.
I heard it's relatively simple to set up mocap systems, the only major problem being the space required. Would you say the cost doing it this way was better than what it would have taken to get something adequately set up yourselves?
Camouflage? More like conformoflage!
Come on guys, this soldier's obviously a pretty cool dude, trying to not get shot on sight is sooo yesterday.
I like the addition of speed holes on the breastplate and shoulder to make the wearer move faster.
Sonic weapons always seemed like a bad idea to me on Arrakis. As one of the many things that attract sandworms, using them on the open sands cannot end well for anyone in the area.
So, the reapers have always been anti-armor, but do you plan on maintaining the laser that particular version uses, or something else? Also, seeing as the lesser cyborgs will be armed with EMP, is there any plan to give the reapers the good old fashioned web launcher?
Frankly, I'm glad you went with the C&C 4 reapers instead of trying to create some from scratch, don't get me wrong, not saying you'd be bad at it, but I've seen too many hastily designed crawly spider things in my time... As for the textures, the typical quality I've seen in your mod has more than proven the quality.
I think a yellow or orange color would be more appropriate for the leaves, they look like they're dead already.
I've seen more, and taller too, of course we had to hand stack them for that.
Nice, before I read the description, I was going to ask if it was a rail gun. Now I've always wondered if a rail gun would have recoil, and I guess it would from the magnetic propulsion.
I like the the contrast between the streamlined left and bulky right side, and yet they still manage to blend together nicely.
Maybe you guys should add the DOF to Reborn, then.
Very nice. The model looks finished, as far as I can tell. Just on to the color scheme now.
Those can also produce spiders and skeletons, but only one monster type per block. According to a friend, you can mine them and when you place it, it will become a pig spawner.
Very nice, I like the one on the left because the one on the right is a little too yellow.
It's original, I can't think of anything bad about it to point out.
Or I could just type what all of the people that dislike this are thinking in an unflattering fashion. Something along the lines of:
"LERN 2 FOTOSHOP U DONT UZ ENUF LENZ FLAYR U NED XTRA LINZ & CHEVRONZ LYK TS LOGGO HAD"
I think it's just fine, and fits with the aesthetic of the mod quite nicely.
So it's like the transit hub, but you can pretty much place it anywhere.
Will any attempt be made to recover some of the functionality initially intended for the campaign when Renegade was first made public knowledge?
For example some ability to call in airstrikes, or at least tertiary objectives that will allow similar events to take place? Example: Take out the SAM and paint a laser target.
To be honest, I expected nothing more from you guys than a multiplayer remake, so just this is a pleasant, if not incredible surprise.
Very fitting Harkonnen design in general.
The only complaint I have: The AA guns look like they wouldn't be too stable. If you want to keep the barrels the same length, but agree with my thoughts, one compromise I can think of right away would be to move the barrels into the turret so that they are coming out the back, maybe with ammo belts extending to them. Or at least put something on the back so it looks like it has adequate counter-balance.
I love the realistic scaling of the vehicles.
Well, if it's not gonna have the scale of the wolverine, will it have the maneuverability? That's really the important aspect.
It's not working, I can see it.
Unlike the older one you see everywhere else, the bulk seems like it'll match the damage output.
Left looks better than the right, I hope that's what you were going for.
The turret on the Grizzly looks a little bulbous to me, but I can't think of an easy way to fix it.
With those massive airfoils, it feels like they should be spread out from the main body a little more. In fact, everything but the fuselage looks like it should have some space put between it, seems too compact for a bomber. But, altogether, not a bad model.
That thing supposed to achieve orbit?
Well, the HUD can be any color, really, it just needs some good ol' fashioned transparency. The actual visor looks pretty BA, though.
I like the new HUD, but it just feels so empty without anything at the top. Maybe stylize the score tracker? Visible weapon tabs across the top? I dunno, I just feel like it needs something up there.
Individually, they're just cool futuristic versions of normal everyday things(Excluding robotic arms). But altogether they give a nice description of what the mise en scene will be like.
I dunno, I think the best field effect to use would be the sonic barrier for at least a placeholder.
Is there going to be a secondary and primary? For example primary is buckshot, secondary is slug.
The darker texture really does make it look better. I was a little put off to it before by the large glowing yellow toes, but this is nice.
The toes seem a litle blocky, I'd say extrude the faces and then bevel them. Oh, and slant them all downward towards the outer edge.
I don't think they would... Bah, who am I kidding, this is RA2 we're talking about.
Looking at Alyx, I see that the shading is kinda texture based. And the wall to the right seems to be giving off more light than the openness on the other side.
The one thing that really bugs me after a while is that the NPC shading doesn't match the lift's shading. Alyx's arm on the lift's wall is much brighter than the dark background.
I was looking forward to the next build, but the former Westwood staff have really gotten stuck up since the full merger with EA. I don't even feel the same about Petroglyph, it seems the rigid community support attitude that was there in the beginning is gone now.
Maybe they'll come around in time, but nobody should expect you to work with broken tools.
How do us TFD users play this?