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Comment History  (990 - 1020 of 1,215)
Jeffman12 Dec 31 2014, 3:53pm says:

Might consider giving upgrade modules an "ammo" slot with the ability to stack infinitely so that they are "consumed" when collected, this would prevent people from exploiting the infinite upgrade glitch.

+1 vote   media: v7 Interactivity
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 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 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 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 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 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 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 Aug 30 2014, 4:17am says:

I really like that logo.

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


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 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 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 Jun 18 2014, 4:00am replied:

He could be really drunk.

+1 vote   media: Characters - Night
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 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 May 22 2014, 1:26pm replied:

Original map page:


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

Original Author's posting:

+2 votes   download: Futuristic city
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 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 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 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 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 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 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 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 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 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 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 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 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 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 Jun 19 2013, 2:16pm says:

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

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

Very nice dunes.

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

I think he meant the original Op4.

+4 votes   media: Pit Drone
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 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 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 Feb 20 2013, 11:23am says:

Why would tatooine be such a huge focus?

+2 votes   media: FS Campaign Galaxy Map 05
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 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 Nov 18 2012, 9:23pm says:


"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!"

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

Look out for zombie karate chop

+9 votes   download: Infected Scientist and Barney (New)
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 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 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 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 Jul 27 2012, 2:10pm says:

Reminiscent of Vectorman.

+2 votes   media: Twisted Insurrection OST - Killing Fields
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 May 21 2012, 12:38pm says:

Both tracks are pretty chill and have a nice ambience.

+2 votes   media: Space Theme
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 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 Apr 10 2012, 12:51pm replied:

Look, they even started it for you here.

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

So I take it this sort of disables a structure.

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

Cleavage. It is the new standard issue.

+6 votes   download: Barniel as Female Assassin
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 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 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 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 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 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 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 Nov 8 2011, 2:10pm replied:

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

+1 vote   media: New mammoth tank?
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 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 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 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 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 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 Sep 3 2011, 2:39am says:

Hot damn.

+2 votes   media: Vulture Final, With 3ds render no texture
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 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 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 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 Jul 25 2011, 12:23pm replied:

My sentiment exactly.

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


+1 vote   media: SM64 concept board #1
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 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 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 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 May 5 2011, 1:43pm says:

Try Number 3 in short sleeve?

+3 votes   media: US Soldier Shirt Design
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 Apr 12 2011, 2:59pm says:

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

+8 votes   media: Vulcan Cyborg (Promotional Sketch)
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 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 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 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 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 Feb 21 2011, 1:00pm replied:

Sounds awesome, just what the doctor ordered.

+1 vote   article: New Videos, Full Seamist Playthrough, And Pillbox!
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 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 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 Jan 30 2011, 12:05pm says:

I swear I've seen this ingame before.

+1 vote   download: sc_Propanic Part 1
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 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 Jan 25 2011, 10:41pm says:

Do those northwestern bunkers imply garrisons?

+3 votes   media: Nod Challenge Preview
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 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 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 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 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 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 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 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 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 Dec 9 2010, 11:52am says:

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

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

Looks considerably more portable and mass-producible.

+3 votes   media: [DEVASTATOR MK2
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 Nov 9 2010, 4:00pm says:

You've got my attention.

+1 vote   game: November
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 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 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 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 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 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 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 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 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 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 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 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 Jun 14 2010, 8:29pm says:

Daaaaaamn, this has inspired me to get working.

+1 vote   media: Unity Spring 2010 Highlight Reel
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 Jun 5 2010, 10:20pm says:


+1 vote   media: GDI Mobile EMP
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 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 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 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

+1 vote   download: Command & Conquer Alarmstufe Rot Allied
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 May 11 2010, 10:07pm says:

So it's voice chat and image display?

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

Another step towards originality.

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

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

+2 votes   media: Time Bomb B1
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 May 4 2010, 2:20am says:

So a campaign mode?
Original, right?

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

Oh, cool squads of 4.

+2 votes   media: Nod Awakened
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 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 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 Apr 5 2010, 7:21pm says:

Can't wait for a download.

+1 vote   mod: Saints Row 2 Handling Mod
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 Mar 9 2010, 3:00am says:

Very atmospheric.

Btw, that was also a pun.

+3 votes   media: C&C 3: The Forgotten
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 Jan 7 2010, 2:26pm says:

1280x1024>Right Click>Set as Desktop Background.

Thanks, bro.

+2 votes   media: Nod Wall Wallpaper
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 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 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 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 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 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 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 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 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 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 Jun 11 2009, 3:57am says:

I like the front on this one.

+1 vote   media: Revamped Nod Recon Bike
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 May 10 2009, 11:56pm says:

Looks good.

+1 vote   media: C&C 3: The Forgotten Infantry Trailer - May 2009
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 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 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 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 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 Apr 13 2008, 7:26pm says:

Awesome, it does just what a teaser should!

+2 votes   media: Asylum - Teaser
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 Apr 1 2010, 8:24pm says:

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.

0 votes   article: Solitude: Update #36
Jeffman12 Mar 26 2010, 7:45pm says:

I bet the mutants use it.

+1 vote   media: Unknown
Jeffman12 Mar 26 2010, 7:44pm says:

Neutral Capturable, I believe.

+2 votes   media: Artillery Emplacement
Jeffman12 Mar 26 2010, 2:20am says:

No mention of Steam in that whatsoever. I assume this method will work for it though, as Steam's issue is caused by not going through the same EXE one would assume you'd use.

But I have yet to get a graphical enhancement mod to work with my Steam version, played most of TNM, though.

+1 vote   article: Improving Deus Ex's Graphics With Mods
Jeffman12 Mar 25 2010, 1:14am says:

They're still called MCV's in C&C 4.

And, no, C&C 4 isn't a C&C 3 'Mod', not even in an insulting joke fashion. C&C 4 used an updated RA3 engine, that's like saying RA3 is a C&C3 mod, which is a Generals mod, and Generals is an Emperor: Battle For Dune mod.

If the model ends up looking half as good as that drawing, Kudos.

+4 votes   media: Nod Defense Crawler-Unpacked
Jeffman12 Mar 18 2010, 1:16am says:

Looks good, for the record, I enjoyed the C&C 4 single player greatly, but I loves me the classic RTS feel.

Yeah, the video's felt kinda corny, but I liked the story regardless.

+1 vote   mod: C&C: Tiberian Eclipse
Jeffman12 Mar 17 2010, 3:08am says:

Looks like one angry robot.

+1 vote   article: TAR render release
Jeffman12 Mar 17 2010, 3:06am says:

Very fitting Harkonnen design in general.

+1 vote   media: Carthag walls
Jeffman12 Mar 7 2010, 4:38am says:

That white shape is kinda... I dunno, looks out of place.

+1 vote   media: TS_RiverCanyon WIP 2
Jeffman12 Feb 5 2010, 2:00pm says:

When can we expect to see the Preorder available on Steam?

+1 vote   article: Spark Engine Questions and Answers #1
Jeffman12 Jan 20 2010, 1:55am says:

You guys know you can play this in L4D2, right?

+2 votes   article: Noesis Interactive releases open beta for custom L4D campaign "Fort Noesis"
Jeffman12 Jan 19 2010, 7:27pm says:

Doesn't seem very ergonomic... And I've always wondered why an energy weapon has a stock, there's no kick...

+1 vote   media: Volt Autorifle
Jeffman12 Jan 19 2010, 2:23am says:

Nice, are these gonna be VTOL like the orca, or standard forward flight units with a strafing attack?

+1 vote   media: Sidewinder Concept Art
Jeffman12 Jan 18 2010, 3:56am says:

I press shift+f12, but don't notice any changes. Nor does my game look any better. And my video card is on the list of ones that support this.

+1 vote   download: Deus Ex ENB Series *Latest*
Jeffman12 Jan 18 2010, 3:11am says:

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.

+2 votes   article: Twisted Insurrection Janurary Update
Jeffman12 Jan 15 2010, 3:19pm says:

I could see someone exploding when shot with a 50 cal or larger, but if the few infantry that died in the flames exploded from it, that's kind of... odd.

+1 vote   media: Death Effects
Jeffman12 Jan 13 2010, 12:48am says:

Is this to be something you'd host on a ded server for persistent PVE/PVP, or more like a gamemode you'd set a time limit and a map list on?

+1 vote   mod: Tribes 2: Birth of Legend RPG
Jeffman12 Jan 7 2010, 2:19pm says:

Reminds me of the TS cutscene where the lasers blast apart the wolverines.
So this replaces the Elite beams, or the Scrin beams?

+1 vote   media: Laser
Jeffman12 Jan 7 2010, 2:14pm says:

Turret seems a tad... Hueg

0 votes   media: preddies
Jeffman12 Jan 7 2010, 2:13pm says:

I like it, compact, yet still functional, unlike the KW equivalent(Compact part, not the functional part).

+2 votes   media: Supportfield an Wraiths
Jeffman12 Jan 7 2010, 2:11pm says:

Well, if it's not gonna have the scale of the wolverine, will it have the maneuverability? That's really the important aspect.

+2 votes   media: GDI Wolverine
Jeffman12 Jan 7 2010, 2:09pm says:

But will harvesters who have blue tiberium be able to drop it when they explode instead of just normal green?

+1 vote   media: TibExplosion
Jeffman12 17hours 58mins ago says:

I kinda feel like those yellow plants should uproot and move occasionally (maybe to get closer to the tiberium?) and when units get near they hastily take root again.

Iunno, just spitballing, may be too much.
They'd also probably need some defense mechanism if rooted and you try to kill them with fire. But I know that's not how plants currently work in the TS engine.

+2 votes   article: Weekly Bulletin 25/1/2014
Jeffman12 Dec 31 2014, 1:44pm says:

There's a distinct disadvantage to having long protrusions coming off of your head, typically, this is applied to helmet design, but in this case it'd still be an issue. One could hypothetically grab the end of one of those protrusions and have an easier time of snapping their neck, granted, the attacker would need to move more, but that gives them a major weakness if attacked from behind.

That being said, length of their... spurs? Could indicate combat prowess as a form of combat boast, better warriors wouldn't need to trim them so short, or they could be used to indicate status in some form of social hierarchy.

+2 votes   article: New Character Designs
Jeffman12 Dec 9 2014, 12:13am says:

A tribble in the center of a terran dominion emblem?

+6 votes   media: A new Faction arrive's
Jeffman12 Nov 19 2014, 12:28pm replied:

The 'wings' were put in simply to achieve an aesthetic, I believe it's used on any unit with a laser weapon to refer to the obelisk. in Twilight, the Cyborg Commando has a 'terminator mode' when it's destroyed that allows it to capture a vehicle.

+2 votes   article: Need Your opinion 4
Jeffman12 Nov 14 2014, 12:40am says:

I can think of a couple simple yet appropriate nature names.

Arachnid or Camel Spider
The names fit Nod's theme. When equated with the desert, most spider relatives are thought to be quick and decisive as opposed to their slow and methodical temperate/domestic counterparts.

I'd have said scorpion, but I feel it'd be thematically inappropriate as a scorpion is supposed to deliver stings and then endure its prey's defense until the poison runs its course. Not ideal for a fast attack tank, more appropriate for a heavy tank. It's also fairly unoriginal due to its use in C&C 3, many C&C mods, and Halo.

Cheetahs are another easy one, they need to be fast in order to live another day. This also hearkens back to the Panzer, and other tanks named for well known big cats.

Thunderbolts are fast, strong and dissipate quickly, but that may be more fitting for something equipped with an energy weapon, or the weapon itself.

Dust storms may also be an evocative mental image, but I doubt you'd want to get any more cryptic by calling this unit a haboob, that just sounds silly.

Anywho, I believe I've given enough examples of qualitative naming procedure so that even if one of my suggestions aren't used, the method may help influence the decision process.

+3 votes   media: Nameless T3 Nod Tank
Jeffman12 Sep 30 2014, 11:33am replied:

Rotate them out instead of running them all at once?

+1 vote   media: Heavy Tank armor allocation
Jeffman12 Sep 30 2014, 12:53am replied:

I used to think that was the place to go for mods, but I've seen more decent mods vanish there than I've seen great mods thrive, and that just will not do for an archivist like myself who borders on OCD in cases where peoples' creative works are at risk of being lost forever.

+2 votes   article: Weekly Bulletin 25/09/2014
Jeffman12 Sep 29 2014, 11:46pm replied:

Everything made since DOOM uses hitboxes or "damage positions", man.

Actually, I was just thinking they should run three different versions of APB side by side with some diagnostic tools designed to record and report the hit data from the tanks to see if they actually effect player performance.

One of them would be using these new hit zones, one using the old, and one using a single hitbox system. Players don't know which one they're on, people collecting the data don't know which one they're collecting so it's double blinded.

+1 vote   media: Heavy Tank armor allocation
Jeffman12 Sep 29 2014, 11:24pm says:

I feel like the tread housing should match the mammoth on all of the tanks.

While I suppose it's good practice to attempt managing the tank in such a way to steer into incoming fire than twist away, I don't see it making that much of a difference in the long run.

+1 vote   media: Heavy Tank armor allocation
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 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 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 May 29 2014, 3:49pm says:

Population limit should totally be based on a limiting factor, but I'd say it's better as a soft limit. For instance, the amount of housing/utilities you can provide.

+3 votes   article: Update 0.68
Jeffman12 May 15 2014, 8:51pm replied:

That's not entirely accurate. There were a few mashup mods that just used existing TS content and plopped them into RA2 for "nod vs soviets vs GDI vs allies" scenarios. According to the above post, the terrain is the issue, but I've seen classic TS infantry and structures used in RA2, the only problem is they look like stick figures compared to everything else. Voxels are somewhere between model and pixels. Having dealt with them before, I can say RA2's only difference with them is that it provides a higher "resolution" to work with.

0 votes   media: WIP Map Testing
Jeffman12 May 10 2014, 6:02pm says:


+3 votes   media: When you see it....
Jeffman12 May 8 2014, 12:20pm replied:

Yeah, if EA sold the rights for C&C to Microsoft, I'm sure we'd have heard of it before they decided to announce reviving a beloved franchise.
Kane lives in death.

+3 votes   article: Microsoft is reviving a well loved strategy game franchise
Jeffman12 Apr 25 2014, 9:37pm says:

Isn't this the un-upgraded power plant?

+2 votes   media: Upgraded GDI Powerplant
Jeffman12 Feb 5 2014, 11:33am replied:

Granted, it doesn't appear as functional water storage, not without tanks, which again, I agree would fit best underneath the building. But the shape and 'dock poles' it's built on just overwhelmingly make me think of something like a cistern or purification plant.

+1 vote   media: new building types on the way
Jeffman12 Feb 1 2014, 11:39pm says:

This screams something involving the storage of water to me.

+1 vote   media: new building types on the way
Jeffman12 Jan 31 2014, 10:11pm replied:

Problem with these is that they don't look fast or predatorial, they look like grazing animals that you might not want to spook.

+3 votes   media: Tiberian Fiend
Jeffman12 Jan 29 2014, 1:51pm says:


+1 vote   media: more of the new walls
Jeffman12 Jan 29 2014, 1:33pm replied:

Yes, that's how they're typically described... and the size of a horse.

+5 votes   media: Tiberian Fiend
Jeffman12 Dec 31 2013, 12:38pm says:

I'd love to play this, but I think I'm going to wait for them to finish preliminary updates.

+1 vote   article: [Fallout: Project Brazil] BETA 1.3.0 RELEASED!
Jeffman12 Nov 18 2013, 4:48pm says:

It'd be neat if those worms ate blue tiberium fungus or weeds.

+2 votes   article: Meet the Twisted Insurrection Tiberian Friendlies
Jeffman12 Nov 4 2013, 11:08pm says:

I feel I should clarify, they are still going to make a new C&C, it's just not going to be a pay to win MMO.

+2 votes   article: Renegade Alert Throwback Event
Jeffman12 Oct 7 2013, 6:30pm says:

The cockpit looks very opaque, other than that I have no gripes.

+1 vote   media: Nod Banshee
Jeffman12 Sep 7 2013, 8:05pm replied:

Steam has a feature called the Workshop, it allows for user created content and mods to be delivered through steam in conveniently packaged subscriptions.

+1 vote   article: Exoplanet:First Contact was Greenlit!
Jeffman12 Sep 5 2013, 9:42pm says:

Siiiiick, think you'll ever opt for workshop?

+1 vote   article: Exoplanet:First Contact was Greenlit!
Jeffman12 Sep 2 2013, 12:21am says:

I think if just the helmet and color scheme changed, this wouldn't be plagiarism.

...And I mean a complete redesign for the helmet.

+1 vote   article: Power Armor UGSOC Released
Jeffman12 Aug 24 2013, 1:24pm replied:

They're also pointless if not an access point for any enterprising bandit looking for a ladder.

And this is just a minor nag, almost infinitesimally so, but unless you plan to have multiple possible models for the gate, using visibly distinct components calls into question the exact rarity of the materials used. I'm of course looking at the struts by which the gate is to be suspended. Mainly because they're bent and look like they were simply salvaged, not constructed with their new role in mind. And let's face it, even a low tech settlement would be able to do some simple degree of smithing.

I can actually think of a couple designs that use the exact same shape as this gate, but I think they'd only be fitting if you got to choose how the gates function, and they got refitted accordingly.

+2 votes   media: New design for level 1 walls
Jeffman12 Aug 20 2013, 7:44pm replied:

You sure seem to expect a lot for something you aren't actually paying for.

+2 votes   article: Microbe Stage Concept Animation
Jeffman12 Aug 17 2013, 4:15pm says:

Heh... HAH... I get it, tripod. Good one.

+1 vote   media: Strider body
Jeffman12 Jul 4 2013, 1:43pm says:


Christ, I am so tired of bunnyhopping and tapdancing, I'm glad this can finally be qualified as a game that favors tactics over twitching.

Yes, I am atheist, yes I just used dat **** in vain, yo.

+4 votes   article: Hitzones & Infantry Elaborated
Jeffman12 May 23 2013, 1:47pm says:

I'm guessing this has plus mode or whatever the name of it is that incorporates Tiberian Sun features in mind.

+2 votes   media: Island Raiders (2-3)
Jeffman12 May 21 2013, 1:53am replied:

Yeah, I like the thought of keeping things in line with the original intent, if somewhat modified to compensate for sensibility.

+2 votes   media: Refurbished Firehawk
Jeffman12 May 20 2013, 1:19pm says:

Well, the old role was interceptor/bomber. Maybe it can take on the role of the A-10 of C&C95 and offer support power bombing runs and/or support power air coverage? Both, maybe.

+3 votes   media: Refurbished Firehawk
Jeffman12 Apr 30 2013, 10:46pm says:

Thought it looked a little top heavy in the render image, but ingame it looks fine.

+1 vote   media: GDI Titan reskin by Keksz
Jeffman12 Apr 28 2013, 3:55pm says:

I'm guessing you don't get to build any of that... Makes me wish you could.

+1 vote   article: New Screens of Alpha 10
Jeffman12 Jan 14 2013, 1:23am says:

At first I thought Bane was giving the intro speech.

"War, war never changes, batman."

+2 votes   article: [Fallout: Project Brazil] Release Date Snag Thanks to Hollywood
Jeffman12 Sep 5 2012, 6:01pm says:

Looks great, but I don't think it looks distinctly Nod with all that dust in the foreground. Basically, it could be mistaken for another sci-fi motorcade. GDI's has the benefit of looking really distinct despite the obscuring factor, also it just seems more visible.

+1 vote   media: Promotional Nod wallpaper
Jeffman12 Aug 28 2012, 12:40pm says:


+1 vote   media: Exosuit Revealed!
Jeffman12 Aug 21 2012, 1:15am says:

I kinda wish I could double track this.

+4 votes   article: Results from the indiegogo money
Jeffman12 Aug 18 2012, 6:28pm says:

Plan on fixing up the destruction meshes/textures for structures?

That was really the only thing that bothered me.

+2 votes   media: CnC3: Tiberian Apocalypse - Gameplay snippets.
Jeffman12 Aug 18 2012, 5:38pm says:

Some of those seem a tad oversized. I don't mean the large carriers and what I presume are spacecraft, I mean those vehicles resembling MBT's, unless of course those are actually some kind of artillery guns, then they're the right size.

+2 votes   media: Scale
Jeffman12 Jul 28 2012, 1:45am says:

Yeah, the range is agreeable. I wanna say the effect shouldn't have such hard edges, though, but I'm not sure how you could fix that.

+4 votes   media: Screenshots. Screenshots everywhere.
Jeffman12 Jul 16 2012, 1:19am says:

So, I know networked computing is a thing, have you guys looked into that? I'd gladly devote my unused system resources to getting a chunk of the work done.

+2 votes   article: [Project Brazil] Worldspace Video and Voiced Characters
Jeffman12 Jul 5 2012, 1:10am says:


+4 votes   media: GDI M-28 "Mammoth" Heavy Tank render
Jeffman12 May 21 2012, 12:31pm says:

I like your new HMLRS voxel.

+2 votes   download: The Dawn of the Tiberium Age v1.1113
Jeffman12 May 18 2012, 10:51pm says:

I was beginning to wonder if it was just called a gauss gun because that's a sci-fi weapon name that gets thrown around. While I know the real thing doesn't look this awesome, thanks for not just making it look like a laser.

+1 vote   media: Gauss & Egon
Jeffman12 Apr 11 2012, 12:20am says:

I think the wear and tear being a status indicator of condition would be a better idea.

+2 votes   media: Weapons WIP
Jeffman12 Apr 2 2012, 12:42pm says:

I don't suppose there's a way to play a 2v2v2v2 on this without a randomly selected ally.

+2 votes   media: Dante's Desert (2-8)
Jeffman12 Feb 28 2012, 11:21pm says:

One thing I never understood about star wars weapons was why they looked like they had a huge heatsink, but had no place to safely use as a grip. I know it's just aesthetics, and changing it would probably be a form of blasphemy if not just unnecessary, but I just wondered if anyone else had thought that.

+1 vote   media: EE-3 Blaster Carbine WIP
Jeffman12 Feb 27 2012, 7:08pm says:

Was too lazy to just rip them from the .mix, downloaded.

+2 votes   download: Twisted Insurrection: Original Soundtrack V.2
Jeffman12 Feb 27 2012, 3:52pm replied:

I don't know about the other people, but I skipped the DX 9.0c installation because I had installed it already to go along with other commercial games. I was asking because it never occurred to me at the time that certain required components, namely the ones games would insist on installing, wouldn't be universal between games. Thanks for the explanation.

+1 vote   article: Bogus Desura Installations
Jeffman12 Jan 18 2012, 12:42pm says:

Where do you order these?

+2 votes   media: I know you want it..
Jeffman12 Dec 27 2011, 4:00pm says:

I'd say give it an almost black trim, and then you don't need to worry too much about the differentiation.

+1 vote   media: HQs and Properties
Jeffman12 Dec 6 2011, 4:07pm says:

That's like my favorite kind of map.

+3 votes   media: Outlying Locality [2-6]
Jeffman12 Nov 23 2011, 1:20pm says:

For a while there the sniper team had two different infantry types, the spotter had the standard G10 assault rifle with a scope on it, his presence essentially doubled the actual sniper's firing rate. If one of the infantry died and you selected the now single sniper or spotter, they would say "My partner is dead!" in a panicked voice. I believe this was later reversed and the squad was made into two snipers with the full length firing rate.
Just saying, it has been done, but for some reason wasn't seen as fitting.

I wish more infantry squads had mixed roles. Good job.

+1 vote   media: Scrin Mastermind Squad
Jeffman12 Oct 31 2011, 1:14am replied:

Pardon I meant aspect ratio. Nobody actually ever used 16x9 as a resolution. I'm told 16x9 is the new standard aspect ratio.

+1 vote   media: Nod-Order In Chaos 16x9
Jeffman12 Oct 26 2011, 1:40am replied:

This is pretty simple, and yeah, it could have used a lot less blocks. Probably has a low cobble generation rate due to the piston just going back and forth. constantly

+1 vote   download: automatic piston cobble gen schematic
Jeffman12 Oct 18 2011, 11:34pm says:

Not the coziest atmosphere, but that's some decent living right there. And is that a kitchen bar?

+1 vote   media: Employee Quarters
Jeffman12 Oct 6 2011, 9:00pm says:

Brothers, to arms! (preview) (DL)
Show your loyalty to Kane and join the Minecraft cell!
(feel free to edit/redistribute the skin, I also gave some parts to the creator of skinedit, so customize it there too)

+2 votes   article: PEACE THROUGH POWER!!
Jeffman12 Sep 6 2011, 2:55pm replied:

"The future has imploded into the present. With no nuclear war, the new battlefield are people's minds and souls. Server administrators are the new governments. Computer generated worlds are the new frontiers. Though there is better living through science and chemistry, we're all becoming cybrogs. The pickaxe is the new "cool tool" and though we say "all cobblestone should be free", it is not. Diamond is power and currency in the virtual world we inhabit, so mistrust authority. Minecrafters are the true rebels, minerculture is coming in under the radar of ordinary society. An unholy alliance of the tech world, and the world of organized dissent. Welcome to the cybercorporation. Crafterpunks." -Edited Billy Idol's Cyberpunk intro monologue.

+4 votes   media: Food and Experience GUI graphics
Jeffman12 Aug 24 2011, 12:51pm says:

When the soviets got there, they found that the allied base was no longer present, but in its place, they found a small card noting a forwarding address in Switzerland.

+8 votes   media: Pipeline Attack
Jeffman12 Aug 6 2011, 2:10am replied:

VC Diamond, I use that, my recording studio is my poorly insulated room, I use a $25 Gamecom headset from plantronics. Still, it comes out better than most user voiced character mods for Fallout.

+1 vote   media: Yuri EVA
Jeffman12 Aug 4 2011, 6:29pm replied:

Just sounds like some guy making his voice deep otherwise.
The filter they used for the RA1 EVA, though, that was simple yet well done.

+1 vote   media: Yuri EVA
Jeffman12 Jul 10 2011, 11:40am says:

Ah, big friendly inviting barrel colors just saying "Hey, Jeffman, pick us up and throw us at someone. We won't mind if you shoot us, that happens in combat."

+2 votes   media: More Screens!
Jeffman12 Jun 26 2011, 11:36pm says:

I don't even try playing C&C3 online, I pretty much play on Hamachi exclusively.

+4 votes   article: Current State
Jeffman12 May 26 2011, 11:46am says:

Looks the same, but dirty, to me.

+1 vote   media: Art style adjustments
Jeffman12 May 26 2011, 10:47am says:

I won't have to lie in front of a bulldozer to keep it from plowing a bypass through my home after I've downloaded this, will I?

+3 votes   game: Incursion
Jeffman12 May 17 2011, 9:48pm says:

"Hey, Jim, who'd win in a fight? Sniper, or a flamer?"
"Why do you ask... Oh.. ****..."

+5 votes   media: Nod Mission 5 Promotional Sketch
Jeffman12 May 17 2011, 10:05am says:

See, if it was a burrowing vehicle, or any bit armored, if it could ram vehicles, thus splitting them in half, or even burst through walls the same way,the name would make more sense to me... As is, no offense, it seems kind of the opposite of a penetrator. Catch my drift? Of course that's only after reading the description.

+1 vote   article: Video update - Penetrator
Jeffman12 May 9 2011, 11:04pm says:

That's great. It won't bother me by looking like an eyeball.

+2 votes   media: Pustules Vote Result
Jeffman12 May 4 2011, 3:02am says:

Assuming people follow this, it's a pretty good rule set.

+4 votes   article: ModDB page rules
Jeffman12 Apr 20 2011, 3:24am says:

Anyone know if Notch got Pistons into this update like he was planning?

+1 vote   article: Minecraft Beta 1.5, and some thoughts on this (Notch's) blog
Jeffman12 Apr 13 2011, 4:13am says:

Reminds me of Diamond Sword's floating temples in Tribes.

+2 votes   download: Paradise v1.0
Jeffman12 Apr 12 2011, 1:08pm says:

Is the hospital not going to have a helipad on it in favor of the mapper placing one somewhere nearby on the map or something? Poorly worded question, but I think it gets the point across.

+3 votes   article: April 11th Update
Jeffman12 Apr 11 2011, 1:18pm says:

It's still perfect.

+1 vote   media: Nod Banshee
Jeffman12 Apr 1 2011, 5:40pm says:

I wondered if that function was maintained through C&C 3. Good job bringing it back.

+3 votes   media: ShellMap Progress
Jeffman12 Feb 19 2011, 1:50am replied:

Yeah, zerg totally weren't based off of the Tyranids from Game Workshop's WH40K or anything. And lord knows, James Cameron used his time machine to go into the past and tell himself to make the Alien series because of Blizzard.

+7 votes   article: NS2 Build 163 released
Jeffman12 Feb 1 2011, 12:30pm replied:

I lol'd.

These're great, I'll have to cap a GDI structure or two to try them out.
That's something I never understood. Why would the infantry sent to me(Supposedly from the Philadelphia) be willing to shoot their fellow infantrymen also dispatched from the same orbital station? Either way, works for me.

+3 votes   media: GDI Drop Pod
Jeffman12 Jan 30 2011, 5:49pm says:

Is each obelisk going to have a mini-complex underneath, or is that just some kind of tunnel network that'll be linking all of the base structures together?

Nobody's in charge of the content quality put into a pre-alpha, they generally aren't open to the public anyways. Opinions don't matter for placeholders.

+2 votes   media: Obelisk 3D
Jeffman12 Jan 30 2011, 12:04pm says:

Looking good, my only suggestion is to give them a little more scatter, maybe even not have them drop in unison but a little bit of time between each one's touchdown if possible.

+6 votes   media: GDI Drop Pod
Jeffman12 Jan 14 2011, 2:14am says:

If I were to compare this to the original, in strictly 2D terms, and despite this being entirely based off of it, this one's much better.
The old one made me think it was coated with roof shingles, but this really makes the intended look work for it.

+2 votes   media: Soviet Nuclear Missile Silo
Jeffman12 Jan 7 2011, 4:00am says:

Either the perspective is wonkier than it looks at first, or that's supposed to be some form of ornithopter, not a heli.

+1 vote   media: Renders and Concepts
Jeffman12 Jan 7 2011, 3:57am says:

I'd prefer a stenciled on Nod logo, but this is still pretty cool.

+2 votes   media: Renders and Concepts
Jeffman12 Jan 5 2011, 8:25pm says:

I may have a new favorite infantry.
I'm skeptical that there's a decent way to make the snipers feel like it's punching a hole in the armor, though. Maybe on target hit make sparks or shrapnel come off, and on rare misses a dirt plume perhaps?

+3 votes   media: GDI Heavy Sniper
Jeffman12 Jan 3 2011, 10:59pm says:

I can make it out enough. But that's a good plan, low definition tends to make it look more alien because it's harder to understand exactly how it looks.

+3 votes   media: Work in Progress: Devasator Warship
Jeffman12 Jan 2 2011, 1:13pm says:

What's the point of the jets other than suppressing other jets? It doesn't strike me as a practical battlefield asset as I'm sure it will either make the gunships pointless to pilot(if they aren't removed) or can't be balanced against the gunship's ability to lock on while stationary.
Secondly, I can really only see these working on the larger maps, like Verdun, Shuhia Taiba(Spelling?), and of course the one shown.

I guess my question is, how is this going to be more than just a cross between gunship, drop pod, and cruise missile?

Also, just throwing something out there, what if instead of a shield some aircraft had a temporary cloaking ability, which would of course have to mask a heat signature.

+3 votes   media: EU Jet - Cockpit Test
Jeffman12 Dec 21 2010, 4:46pm says:

Woo! *Bought*

+2 votes   article: Merry Gorgemas!
Jeffman12 Dec 14 2010, 1:22am says:

His legs look exaggerated.

+1 vote   media: SAS Commando and.....?!?!?
Jeffman12 Dec 7 2010, 9:45pm says:

Yeah, this matches the look of the old C&C quite nicely.

+3 votes   media: Nod Base in Hell Valley
Jeffman12 Nov 13 2010, 12:09pm says:

It used to be lava, or water if you were in a floating island map.

+2 votes   media: Is this meant to be ?!
Jeffman12 Nov 9 2010, 11:12pm replied:

That's camouflage, it makes others think that so they don't bother griefing it again.

+6 votes   media: Weirdest house design in history of minecraft
Jeffman12 Oct 22 2010, 12:11pm says:

This keeps sounding better and better. Like you're taking all the good parts from the originals and combining them with the intended fallout 3/NV experience. Best of luck porting your assets, I eagerly await your mod.

+2 votes   article: [Project Brazil] A World Map and Updates
Jeffman12 Oct 13 2010, 4:18pm says:

I like how they're actually more visible around the edges. There's some definition and they don't just look like a crystalline mass.

+2 votes   media: Tiberian Apocalypse stuff
Jeffman12 Sep 13 2010, 1:17am says:

Very nice, you've captured that balance between making all the structures look good with eachother and with the terrain.
Also, does the beast master herd only consist of fiends? Or do you get to choose the composition by summoning other tiberium creatures through abilities like the mechapede?

+3 votes   media: Know Your Army: Forgotten Units and Structures
Jeffman12 Aug 23 2010, 9:56pm says:

I assume it has a landing pad as opposed to being a place anywhere ability.

+2 votes   media: GDI Heavy drop pod
Jeffman12 Aug 15 2010, 1:22pm says:

I assume it folds up the front portion when not using it?
Great work.

+1 vote   media: GDI Harvester
Jeffman12 Aug 14 2010, 11:29pm replied:

Very nice, that would add some depth to late game harvesting.

+3 votes   media: More devilish Tiberium experiments.
Jeffman12 Jul 5 2010, 10:49am says:

Sort of hard to make out the detail on the mech thing. From what I can see of the train due to the overlapping, it's kinda bland.

+2 votes   media: GDI Convoy
Jeffman12 Jun 27 2010, 8:32pm says:

Helpful word of advice, you should sign your work more often, that way people won't be able to steal it and take credit for it so easily.

+2 votes   media: ghost ship
Jeffman12 Jun 18 2010, 10:14am says:

And plus a fancy aerial grid.

+1 vote   media: ULP City Scape by ~ Pete
Jeffman12 Jun 17 2010, 1:53am replied:

Big green crystals that leech the minerals out of the ground and mutate all forms of life it doesn't kill.
Not realistic, but fun.

You've never seen a jerry-rigged APC before? About time someone watched Road Warrior.

+13 votes   media: Mutant Bus
Jeffman12 Jun 10 2010, 11:15am says:

Maybe if you put a grill on front of the gasmask, like the Rocketeer, or the portion covering Darth Vader's mouth/nose.

+1 vote   article: Blog 180
Jeffman12 Jun 5 2010, 4:07pm says:

I don't like the legs or the cage on the end of the barrels. That makes up probably 50% of this model. I like the other stuff about it though, like the stabilizer.

+1 vote   media: GDI Juggernaut Deployed
Jeffman12 May 12 2010, 3:27am says:

I'm interested, but after the reading I assume this is to remain private, correct?

+1 vote   mod: ProcyonHook
Jeffman12 May 8 2010, 9:05pm says:

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.

+4 votes   article: The Tiberium Odyssey.
Jeffman12 Apr 20 2010, 12:05pm says:

Hah! So it isn't really a carryALL is it?

But seriously, nice job, the props on it look relatively small, though.

+1 vote   media: GDI Carry-All
Jeffman12 Apr 10 2010, 9:02pm replied:

Ohhh, I see. That makes sense, then. I thought it was just idling.

+1 vote   media: effect for new bison/ox-transport
Jeffman12 Apr 10 2010, 2:06pm says:

That's a lot of exhaust, maybe cut down distance of how far down it goes?

+1 vote   media: effect for new bison/ox-transport
Jeffman12 Dec 28 2009, 3:54am says:

The final is definitely the best.

+2 votes   media: Nod Tiberium Refinery - Overview
Jeffman12 Dec 25 2009, 7:34pm says:

Needs to be a little more random, back in TS and FS, the tiberium wouldn't necessarily destroy every crystal in the field, one would explode, then set off another piece, those detonations would in turn damage another crystal set that would then explode, but in the end, some would still be left over, albeit, in a sorry state. Granted, Tiberium Fields typically had more Tiberium to begin with than in C&C3, and the crystal patches weren't as massive in TS.

+1 vote   media: Progressively exploding blue tib. fields.
Jeffman12 Dec 2 2009, 3:21pm says:

Magnificent, my only wish; There was a larger version suiting 4 or even 6.

+2 votes   media: Arden River Revisited (2)
Jeffman12 Nov 30 2009, 2:38am says:

Wait, let me get this straight, you have the ability to spawn base prefabs in game without relighting the scene through the map editor? Downright amazing.

As far as suggestions go, I suggest a sustained beam weapon as a defence turret. Think the laser pointer, but it does damage.

+1 vote   mod: Total Warfare Mod 2 : Advanced Warfare
Jeffman12 Nov 19 2009, 12:35pm says:

Can't wait to see the new, improved, mutated landscape in full.

+2 votes   article: Behold! the Technology of Peace!
Jeffman12 Nov 18 2009, 9:54pm says:

Nostalgic, yet new. I see the webbed portion between the claw/wing things as optional, I don't think it will affect it strongly either way.(By webbed, I don't mean the texture, I mean the drawn out center part)

Only thing I think would make it better would be curving the thruster/engine thing around the base model more.

With the slow speed of the banshee in Tiberian Sun, I think a speed enhancement as an upgrade is a good idea.

+2 votes   media: Nod Banshee
Jeffman12 Oct 25 2009, 11:15pm says:

I want to help, but I have issues with commitment. And when that's not around, an inflated ego.

+1 vote   article: Enlist in the Global Defence Initiative!
Jeffman12 Oct 21 2009, 3:01am says:

Oh, nice, so the engineers are going to travel in teams? I wondered how that'd play out. But how will it be handled if one of the engineers is killed? Or if the squad is cut down to just one? Will they be any less effective? Like take longer to capture/repair the building, or if you add multi-engineer, only damage the building instead of capture it?

+1 vote   media: Nod Engineer
Jeffman12 Oct 21 2009, 2:57am says:

Can't wait for the release, but something feels off about the Titans in comparison to the turret...

+2 votes   media: GDI Communications Centre
Jeffman12 Oct 17 2009, 4:30am says:

I like the idea, but on the other hand, I don't like the thought of having to beat people out of my corporation's system on a regular basis. You should have some sort of currency system, so that people can invest money into their corp, and then you can buy things with the corp's account, like stations and gates. That way, instead of someone having to pool cash and pay, the corp just has a money pool.
Maybe add a trade feature so that corporations can declare a primary export, then establish automated trade with other friendly corporations. I have a couple more ideas along those lines, but I won't bog you down right now.

If this picks up, I think I'll offer to host for it, regardless of whether you take my suggestions.

+1 vote   article: OLG Mission Statement
Jeffman12 Oct 17 2009, 2:17am says:

You've really captured a feel appropriate for a blend of C&C 95 and Tiberian Sun, while keeping a look that doesn't appear dated. Do you plan on making a single player campaign? I'd like to know, I feel it would be able to capture the distinct feel TS did.

+3 votes   article: Media update
Jeffman12 Aug 25 2009, 5:55pm says:

This is looking great, I can't wait.

+1 vote   media: GDI Refinery WIP
Jeffman12 Aug 21 2009, 12:33am says:

That's awesome, I see you guys don't plan on forgetting your roots any time soon. That's also some great incentive for people to get into the modding scene, I know I'm gonna broaden my knowledge of Lua for this. I'd pre-order it now, but I'd rather have it linked to my Steam account.

+2 votes   article: Modding Q&A
Jeffman12 Jul 30 2009, 12:57am says:


+1 vote   media: Renegade X Summer '09 Trailer
Jeffman12 Jul 30 2009, 12:55am says:

I think the thickness is fine, but it seems a little bland. Maybe add a slight warble or pulsing that they show in the pre-rendered cutscenes. Of course, this is perfectly acceptable as is.

+1 vote   media: Disruptor effect.
Jeffman12 Jul 25 2009, 11:26pm replied:

I'd say stay away from the hexagonal crystals anyway. I don't even think they really fit with the Tiberian Sun theme. The places that became red zones in that were almost tropical, the large oppressive tiberium plateau formations kind of detract from that feel.

+1 vote   media: Stuff
Jeffman12 Jul 23 2009, 2:40am says:

Will it actually stun the enemy? I think this would be a great defense against Skulks, who typically just tear through the first marine they see, if it has even the slightest paralysis effect. If I may, I'd suggest it drains the stamina bar for a second. You know, if you guys still have the stamina bar implemented. A stun feature like that would probably only work effectively on the smaller targets.

+2 votes   article: Knife + Pistol = Taser?
Jeffman12 Jul 16 2009, 1:26pm says:

That's a nice touch of nostalgia.

+2 votes   media: Selection boxes
Jeffman12 Jul 16 2009, 1:25pm says:


+1 vote   media: Work in progress V-42 Dropship reskin.
Jeffman12 Jul 16 2009, 1:19pm says:

Very nice.
I was worried about the thickness of the trails, but on second inspection it looks like that's just the result of overlapping rocket trails.

+1 vote   media: New FX for the SAM's
Jeffman12 Jul 4 2009, 12:37am says:

So it's based on westwood's old stuff, neat. I wasn't a huge fan of the movie, myself.

+1 vote   article: DAW News Update 09-02: With great power...
Jeffman12 Jun 3 2009, 12:34pm says:

It is dead. See? It took 6 months to get a reply from someone who actually did some work for it.

+1 vote   mod: Phantasy Quake Online
Jeffman12 May 9 2009, 2:10pm says:

Is it dynamic, or does the shadow still stay there once the map has been compiled?

+1 vote   media: Fixed biasing on shadows
Jeffman12 May 9 2009, 2:03pm says:

Brutal, just like Spartans should be.

+1 vote   media: Banshee Boarding Animation
Jeffman12 Apr 12 2009, 1:09pm says:

Isn't there a danger that both teams may end up too similar, though?

I'd assume that the maps wouldn't necessarily be limited to only 6 points, it would start to seem kinda linear in that case. If a mapper were to include more points than 6, say 8, would the Marines and Aliens be limited to only building on 3, still? I would assume so, as there's not much purpose to letting there be more if 3 fills out the tech tree.

+2 votes   article: Marine "Power Grid" design
Jeffman12 Feb 24 2009, 1:16pm says:

Pretty compelling story, however, if I may, a few tips. Be very thorough with the proofreading. Typos like "cknocked" don't hurt the understandability of the piece, but really stutter the mental imagery and suspense of disbelief.
"Only now he felt really down" is a great way to word it, except for the use of the word down. Down really underplays the sense of doom a Freman warrior would feel at the mortal damaging of a stillsuit, for them, it's almost shameful. It's more of a slang/vernacular word. Try some other words in its stead like "defeated" or make it a noun "the defeat". That's just an example, but other than those two things, this is truly superb writing, I doubt I've seen anything like it with any other mod. I'd go so far as to say this writing is better than the stories that come along with most games these days, even.

+1 vote   article: Sand, steel and blood…
Jeffman12 Jan 30 2009, 3:18pm says:

They look cool, but they also look a little similar to the zone trooper. Maybe if they were closer to the ones that were gonna be in Tiberium before EA placed it in the circular file.

+1 vote   media: Tiberium Essence v1.3
Jeffman12 Dec 4 2008, 12:22am replied:

Love that show.

But wow, it's been so long, I forgot this was on my watch list.

+1 vote   article: Unforseen Consequences
Jeffman12 Oct 31 2008, 3:58pm says:

Dance dance dance dance dance like a robot

+2 votes   member: Jeffman12
Jeffman12 Jun 5 2008, 12:55pm says:

Awesome, but I must say, I think a Headcrab would be a little harder to kill.

+1 vote   media: Cat-Life PAW BETA
Jeffman12 Mar 26 2007, 8:16pm says:

People DO improve in abilities over time, just you don't have a status bar that shows it. Seeing as games tend to be major let downs when they have no status bar, I don't think they'll do it without one. But it can still be great or better if they pull it off.

+1 vote   game: DARK NIGHT
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