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If it's at all possible, you should have the trees randomly placed at the start of the map. I'm not sure if they're counted as objects or as map geometry, but it would be something to look into in the unlikely event that someone memorizes the location of every last tree. The only other thing you'd need to do is set triggers for places trees shouldn't 'grow'.
The point is moot, but Samus had gene therapy to make her better suited to the Zebe's harsh environment when not wearing the battle armor. The armor can be called cyborg or cybernetic as it has organic components, but that is so that the user doesn't need any direct augmentation to interface properly.
The texture work on the buildings is turning out better than I expected, but it still looks kinda stretched in some parts. As for the Inkvine catapult, that looks really nice. Too bad I'm not much for Harkonnens.
Rob Zombie isn't really for RTS's, unless the RTS is about Doom, that is (Consult me before taking that awesome idea, I'll probably support it).
Anyways, while any kind of industrial mix (not flat industrial) is good for RTS's in general, most fitting of all would simply be Warfare, it's from C&C, and it works with C&C. It kinda fits with the frantic pace of the video too.
I suspect this was made to troll. I lol'd.
Sounds like a great alternative for the superpowers. And it's nice to see that a mammoth rush is stoppable.
After seeing TWA dropped due to the lack of EA's support, I hope the same thing won't happen here. This is the only other currently working monumental mod I'm aware of, and frankly, the only one I feel deserves a place on my hard-drive. I hope things go without a hitch for this mod.
Looks nice, a further blend of the scrin technology and human engineering.
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.
The specter is the perfect Nod unit, but if you stealth the beam cannon, more power to you. Also, while I agree it was ridiculous to cost so much with some of those super powers, I think giving them such an effective upgrade actually makes them worth the price. That is, unless they have a substantial cooldown now.
As for the mammoth's, nice touch. In all previous games they of course had rockets that could be used for AA, but they were never really great at hitting until C&C 3 came along.
Tiberium stuff: I think the Tiberium incinerator is a great idea, it really suits GDI. And the Scrin's ability to heal in it was long missing, I might suggest cutting down on the number of repair drones they get from their war factory structure to two, though.
I also think it's great you're keeping the game balanced without making every team identical save the armor-damage ratio.
One more thing, I think the cloaking of Saboteurs and Beam Cannons should be researched at the Secret Shrine.
You guys should add a Nod campaign... Unless you don't really intend to add single player, but I hope you do.
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.
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.
Weren't they also considering a CABAL faction for TT? It'd be cool to see a fourth faction, but, it's your mod and CABAL might jeopardize the canon you're going for. Especially as it seems Nod's gonna be using Cyborgs.
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 have to say, I like all the music but I'm not sure Space Echo or Flight would be fitting for the gameplay style. Not to say they aren't good, I'd venture to say I like those two the most. I just can't imagine the situation that it would be used in with an RTS, unless it was air to air/Space combat maybe?
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?
Wow, looking good, it seems a little beefy though.
Actually, I was referring to the Heavy Weapons Guy saying "it costs $400,000 for me to fire weapon for 12 seconds!" But you got the joke, and that's what matters.
It costs 4,000,000 dollars to fire this weapon for 12 seconds.
Love that show.
But wow, it's been so long, I forgot this was on my watch list.
Dance dance dance dance dance like a robot
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.
I miss the way blue tiberium used to explode and cause a devestating chain reaction.
Makes me think of a more serious Metal Slug.
I was very disappointed by the lack of Tiberian Sun content from Tiberium Wars. They offered a cheap cockamamie excuse for the discontinuation of the Mammoth Mark II, then shortly followed it up with an even less economical MARV. The fact that you have to make a special structure just to build one unit makes the Mk. II more favorable. While EALA did a good job, sometimes I wonder if they have the right ratio of former Westwood employees to EA zombies. What's worse is they don't even offer any information to the apparent extinction of Tiberian Fiends, veinholes, or floaters. You never encounter the better organized, although somewhat decentralized after the death of their leader, forgotten mutant group. While the Mutant Hovels almost pay them some homage, they only allow you to "hire" little bands of marauders.
Cyborgs were understandably absent from Nod's arsenal in TW, after the shock of CABAL's uprising it would be a taboo, their resurgence in KW was exciting, yet disappointing due to their lack of Tiberium absorption, let alone their lack of immunity to it. This mod arouses my interest yet also gives me great expectations, I hope to see at least the more reasonable of those expectations met. Good job so far, and good luck on what is to come.
Damn that was a lot of typing.
Speaking of APC's, Nod's Reckoner is pretty neat, I'd like to see what could be done with it, I wonder what this would be like in KW.
Great work so far, I love what you're doing with it. I can't seem to install it in the manner you mentioned though, the game loader doesn't seem to load the mods folder. Maybe it's because I'm using Vista?
I'm pretty sure they're creative enough to get their own.