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Mr. Bean comes to mind. He really hated that car with the three wheels.
I'm pretty sure you could say aircraft have a backup system. EMP could work, but I think at most it would stall an aircraft(with such a system) for a couple seconds making it maybe spin a little or just dive and recover, disabling weapons and making the aircraft recover its target as well.
I give it an 8.
Maybe in a campaign while during a wave of enemies, but I don't see this as very fitting combat music unless you can have the dynamic music system detect when two crawlers are involved in the fight.
Splendid. But seeing them stacked against each other like this, it makes you realize GDI really does have vehicular supremacy in C&C 95. That is, until the stealth tanks the Nod commander sent out reveal and flank the base that the GDI commander so foolishly removed all of the units from.
It's not working, I can see it.
Recently I was thinking about the good old days of TS and how it felt to play it. Somehow, I don't think a 3D game will ever be able to match the feel and drum up the right nostalgia, but whether you achieve that or not, you guys are still doing a hell of a job making something awesome.
This is possibly the only occasion you could lose for using it. And yes, one of the only times you can lose at a poll.
What is it? By the name I assume it's something akin to Worms.
Honestly, I look at them like 3 choices, no 'weakness', 'strength', or 'tactical' element.
But if we're gonna get into the metaphysics of it, a hurled rock still hurts, regardless of the presence of paper. For the record, I voted for the one that hurts to be hit with the most. There was no reason for my decision.
The final is definitely the best.
Unlike the older one you see everywhere else, the bulk seems like it'll match the damage output.
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.
I'd say use a smoother gradient, but A. it probably won't matter, and B. I don't know if Renegade would support it.
Get some of that Halloween makeup to make the skin around the 'crystal' look kinda radiation burned, or scarred, or at least mildly irritated. Other than that, Bad ***.
Create a shortcut to C&C 3, but add -ui to the command line to get the Control Center to open.
As for GDI, I wouldn't do them any differently, other than whatever minor tweaks you see fit.
The Scrin on the otherhand have gone from the swamping, light rush team to a larger much more formidable force. I was able to defeat a balanced medium GDI AI with just a couple Defilers(I think, the artillery?) after destroying the outpost they shared with a Balanced Scrin AI with just a Mothership (Not the Planet Killer). The defenses were primarily AA, including Storm Columns. The Scrin's quantity of massive units doesn't help this point very much. Perhaps making each Scrin unit more dependent on others would be better. Think of the pairing of the Juggernaut and Sniper Team, or Stormriders and the Ion Storm ability. I'm just saying if the full strength of some Scrin units depended on the abilities of others, it might help balance out a bit more.
Playing as Nod, it seems a little easy to be overwhelmed at first, but once Nod has a Tech Center, it's just a matter of getting the right Obelisk placement.
Left looks better than the right, I hope that's what you were going for.
Is that thing that appears to be a syringe spewing blob involving the Tlailaxu?
Magnificent, my only wish; There was a larger version suiting 4 or even 6.
Better brush up on my Deutsch
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.
Don't argue with it, that's how it was made. They're just keeping the tradition.
The turret on the Grizzly looks a little bulbous to me, but I can't think of an easy way to fix it.
I was thinking more along the lines of afterburners.
Convenient AND trendy.
Can't wait to see the new, improved, mutated landscape in full.
I love it all, but the flame tanks look a little elongated, I can't really tell if it's just the scale comparison between them and the buildings that makes it look that way, though.
I'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.
Looks too long for an SMG
Only problem I see is the claw looks like it won't be able to reach beyond the vehicle's hull. That put aside, it reminds me of House Ordos from Emperor: Battle for Dune. I like the design.
Increased range, I assume it doesn't have a further reach than the laser turret, that'd be a problem. I don't like the mortar that much as I rarely encounter infantry past the very start of the game. As far as I'm concerned it will not be missed.
If it gets imbalanced, which I doubt, due to the wolverines being used in tandem, you might want to add a weak machine gun like the harvester's.
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.
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.
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.
A tribble in the center of a terran dominion emblem?
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.
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.
Rotate them out instead of running them all at once?
I used to think that was the place to go for mods, but I've seen more decent mods vanish there than I've seen great mods thrive, and that just will not do for an archivist like myself who borders on OCD in cases where peoples' creative works are at risk of being lost forever.
Everything made since DOOM uses hitboxes or "damage positions", man.
Actually, I was just thinking they should run three different versions of APB side by side with some diagnostic tools designed to record and report the hit data from the tanks to see if they actually effect player performance.
One of them would be using these new hit zones, one using the old, and one using a single hitbox system. Players don't know which one they're on, people collecting the data don't know which one they're collecting so it's double blinded.
I feel like the tread housing should match the mammoth on all of the tanks.
While I suppose it's good practice to attempt managing the tank in such a way to steer into incoming fire than twist away, I don't see it making that much of a difference in the long run.
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.
Invisible? No, I see them just fine, they're along the sides of the GDI units.
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.
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.
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.
DUDE, I LOVE CARIBOU!
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.
Isn't this the un-upgraded power plant?
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.
This screams something involving the storage of water to me.
Problem with these is that they don't look fast or predatorial, they look like grazing animals that you might not want to spook.
Yes, that's how they're typically described... and the size of a horse.
I'd love to play this, but I think I'm going to wait for them to finish preliminary updates.
It'd be neat if those worms ate blue tiberium fungus or weeds.
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.
The cockpit looks very opaque, other than that I have no gripes.
Steam has a feature called the Workshop, it allows for user created content and mods to be delivered through steam in conveniently packaged subscriptions.
Siiiiick, think you'll ever opt for workshop?
I think if just the helmet and color scheme changed, this wouldn't be plagiarism.
...And I mean a complete redesign for the helmet.
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.
You sure seem to expect a lot for something you aren't actually paying for.
Heh... HAH... I get it, tripod. Good one.
OH MY GOD, THANK YOU, FINALLY.
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.
I'm guessing this has plus mode or whatever the name of it is that incorporates Tiberian Sun features in mind.
Yeah, I like the thought of keeping things in line with the original intent, if somewhat modified to compensate for sensibility.
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.
Thought it looked a little top heavy in the render image, but ingame it looks fine.
I'm guessing you don't get to build any of that... Makes me wish you could.
At first I thought Bane was giving the intro speech.
"War, war never changes, batman."
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.
I kinda wish I could double track this.
Plan on fixing up the destruction meshes/textures for structures?
That was really the only thing that bothered me.
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.
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.
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.
I like your new HMLRS voxel.
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.
I think the wear and tear being a status indicator of condition would be a better idea.
I don't suppose there's a way to play a 2v2v2v2 on this without a randomly selected ally.
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.
Was too lazy to just rip them from the .mix, downloaded.
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.
Where do you order these?
I'd say give it an almost black trim, and then you don't need to worry too much about the differentiation.
That's like my favorite kind of map.
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.
Pardon I meant aspect ratio. Nobody actually ever used 16x9 as a resolution. I'm told 16x9 is the new standard aspect ratio.
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
Not the coziest atmosphere, but that's some decent living right there. And is that a kitchen bar?
Brothers, to arms! Minecraftskins.com (preview)
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)
"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.
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.
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.
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.
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."
I don't even try playing C&C3 online, I pretty much play on Hamachi exclusively.
Looks the same, but dirty, to me.
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?
"Hey, Jim, who'd win in a fight? Sniper, or a flamer?"
"Why do you ask... Oh.. ****..."
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.
That's great. It won't bother me by looking like an eyeball.
Assuming people follow this, it's a pretty good rule set.
Anyone know if Notch got Pistons into this update like he was planning?
Reminds me of Diamond Sword's floating temples in Tribes.
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.
It's still perfect.
I wondered if that function was maintained through C&C 3. Good job bringing it back.
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.
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.
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.
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.
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.
Either the perspective is wonkier than it looks at first, or that's supposed to be some form of ornithopter, not a heli.
I'd prefer a stenciled on Nod logo, but this is still pretty cool.
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?
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.
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.
His legs look exaggerated.
Yeah, this matches the look of the old C&C quite nicely.
It used to be lava, or water if you were in a floating island map.
That's camouflage, it makes others think that so they don't bother griefing it again.
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.
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.
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?
I assume it has a landing pad as opposed to being a place anywhere ability.
I assume it folds up the front portion when not using it?
Very nice, that would add some depth to late game harvesting.
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.
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.
And plus a fancy aerial grid.
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.
Maybe if you put a grill on front of the gasmask, like the Rocketeer, or the portion covering Darth Vader's mouth/nose.
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.
I'm interested, but after the reading I assume this is to remain private, correct?
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.
Hah! So it isn't really a carryALL is it?
But seriously, nice job, the props on it look relatively small, though.
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?
Turret seems a tad... Hueg
I like it, compact, yet still functional, unlike the KW equivalent(Compact part, not the functional part).
But will harvesters who have blue tiberium be able to drop it when they explode instead of just normal green?
I want to help, but I have issues with commitment. And when that's not around, an inflated ego.
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?
Can't wait for the release, but something feels off about the Titans in comparison to the turret...
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.
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.
This is looking great, I can't wait.
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.
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.
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.
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.
That's a nice touch of nostalgia.
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.
So it's based on westwood's old stuff, neat. I wasn't a huge fan of the movie, myself.
It is dead. See? It took 6 months to get a reply from someone who actually did some work for it.
Is it dynamic, or does the shadow still stay there once the map has been compiled?
Brutal, just like Spartans should be.
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.
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.
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.
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
Awesome, but I must say, I think a Headcrab would be a little harder to kill.
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.