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I kind of wish I kept up to date, I used to tinker in SunEdit2k and found out how to do it using that. It's certainly possible, but I just wish I could share that insight.
Will these be player operated by remote terminal, or something more interesting like NPC support units?
Where's the documentation on the different game modes?
Seriously, that madness is kind of a big deal in the changeover to FS.
Simple remedy is to concoct a secondary plot element explaining that a corps of mutant warriors named their group/class in honor of the storied sniper.
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.
For a start, I think all commodities would be charged at a premium, that being said, ammunition could get smugglers a lot of money or at least be worth their weight in artifacts.
It certainly wouldn't make sense for there to be an ammo shortage in a relative warzone that has a high value to black markets around the world, no. But I don't think it'd be too cheap. Afterall, each bullet could mean one less customer in a semi-closed ecosystem like the zone.
I think you've got the right idea.
The sound has certainly progressed, and I like the new direction, although it might be more appropriate to call it a course correction as it maintains that same feel, but sounds better refined.
The expression used to describe this is "holding the product hostage." I don't believe that was intended, but that's what it is.
I'd be very surprised if any enthusiasm spurred by votes lasted for long let alone if this mod finally saw completion because of votes alone.
I'd guess these fall under a new tier.
I think this game really needs a foundation structure or terrain sculpting tools.
Maybe adjustable scaled slabs in disk or square shape with convenient locations for stairs to be attached around the edges and are always oriented "up right". I keep running into these problems of finding a moderately decent location to build, but the ground is never as level as I need it to be.
This version of the Taurus looks p. great IMO.
EA might not like that, they might be okay with putting it up on Origin, though. Or maybe both?
So, I'll just say this. When I first played Tiberian Sun, my first exposure to C&C, I had a marginal idea of what I was doing. I felt the simple UI left a lot to be explained, and I needed to reference the manual A LOT.
The second GDI mission introduced the MCV and I missed the bit about setting up a base when they delivered an MCV for me to deploy. It wasn't until I quit the mission, started a new game the next day, and read the manual when I was told to deploy it that I understood the feature.
That being said, the deploy icon is available from a hot bar, and mousing over it gives you a tooltip assuming you haven't turned that off, I say go for it. The icon for the drone platform you show here looks to describe the intended action fully.
As for the purifier, it's a prototype of the avatar, so I think you could explain it being slower pretty easily, this also helps infantry keep up with it. The black hand on the other hand is basically made of rage and flamethrowers which I think would make it hard to explain why the flames might be weaker.
I really like that logo.
Nod: Shadow Teams, Enlightened, Black Hand(Not tib troopers), Commandos
GDI: Snipers, Zone infantry, Commando
Scrin: Shock Troopers, Cultists, Mastermind, Prodigy
You could add engineers to that, they're typically considered minesweepers in C&C's legacy of mods.
Stealth vehicles should ALWAYS be revealed when running over infantry.
I thought that was 6 players, with a larger landmass on either side instead of two islands.
I very much doubt this is the town in morrowind
"First I was a home, and now I popped up in these woods."
He could be really drunk.
I think that scanner effect coming from the turret could use some flickering or blinking, but looking great so far.
Furthermore, there's nothing that explicitely makes this a "nazi" city.
"Our city's style is typical of the 19th and early 20th centuries, showing our re-interpretation of neo-classical/gothic/byzantine/renaissance, Beaux-Arts and Modern Style. Our main source of inspiration would be Paris, but we also took ideas from New York, Chicago, Vienna, London, Berlin, Brussels, Venice, Florence, Rome..."
And the original uploader is, once again, French.
Original map page: Planetminecraft.com
Original Author's posting: Planetminecraft.com
Again, credit the author. that means linking to their profile on whatever site you downloaded this from.
It seems like more work adding features the RA2 engine already has. Most of the pre-existing Tiberian Sun content such as SHPs, Voxels, and other sprites work in RA2's engine, it's just that the default RA2 content looks cartoony, so really graphical settings aren't an issue. Furthermore, RA2 has native support for 1920x1080 and if I recall, doesn't require you to switch to 16 bit mode to run in a window.
Not to offend or anything, but by this point, what's the reason you're not using the RA2 version of the engine?
Both of the first two pages I clicked on had the name of the original author with a google search. This is inexcusable.
I'm guessing you're right on all counts. I thought the 'altitude map' might be some sort of dynamic graph for a second. I hope the player is required to survey that entire area before just knowing this, though.
And as long as the method for finding water ingame isn't dousing, or some other kind of crystal gripping nonsense, this is shaping up to become one of my favorites.
But you have plenty of time to sit here hitting refresh watching ratings instead of trying to improve.
Great, you've made it look at least as good as ME2, now we just need a mod to make it play as well as ME2.
It's a tough call for me, I like the look of this, but I like being able to tell a unit's team and faction at a glance. The more iconic units are less of an issue, but the rifle squad could be easily mistaken for a wounded fanatic squad, as well as some other potential infantry issues. I guess it's not a big deal, that.
Yeah, I'm pretty sure the "Devil's Tongue" moniker specifically correlates to the burrowing feature.
Really, it does.
I'd love to see the C&C community band together and get their own RTS/FPS hybrid engine going, it could use classic C&Cs as a template for a lot of features like terrain , environments, and construction, and well, Renegade didn't really break any new ground, let's be honest. I think a C&C FPS would play better if it wasn't like UT with all the rampant bunnyhopping.
I love it, I can never build enough of these on those odd occassions I'm not playing Nod.
Other games have been a lot further along than the concept materials phase and been cancelled for this reason.
Considering this would be a free fan-made mod, I don't think the rights holders could turn it down unless they used content developed by the rights holders. I suspect they just decided to take this in their own direction with an IP loosely based on Dune rather than have a game loosely based on its existing IP.
I can't wait for this to be complete, I'm not so huge on alphas and betas.
Yes, quite refreshing that light tanks now stand a better chance when going head to head.
Although, I don't know if two hits is that great, I think the fire rate doesn't allow the tank the opportunity to turn away in time.
I thought I saw voyager as like a size comparison or something.
Very nice dunes.
I think he meant the original Op4.
The uploader is South African. An increasingly fundamentalist region of the globe.
Even in C&C 4, Nod relied on drilling instruments to move their command centers as opposed to outfitting the mobile command centers with drilling apparatus themselves.
I mean, sure we all like to pretend C&C 4 doesn't exist, but it happened, and it kind of makes sense not to have one of your most important units go trailblazing and only use pre-installed infrastructure.
Not yet, likely, but assuming all the design goals are met, it could become something practical.
Why would tatooine be such a huge focus?
I remember the vulcan and RPG had a pretty smooth turn anim, they'd even rotate when in range of artillery blasts. Artillery, of course had an SHP base and a full rotational cannon. Tick Tanks, I'm not too sure about, but seemed to have a full range of rotation including the ability to tilt up and down. I think SAM turrets are the only others I can think of, and those were definitely SHPs.
I thought turrets were supposed to be voxels for that engine, not rendered sprites.
TODAY WE'RE COUNTING TO 50!"
"That's how many candles illuminate this room. Can you say ILLUMINATE?"
"MORGAHK! That silly Morgahk! Quick, how did Morgahk say the word wrong?"
"That's right! he began it with an E and not an I! Good job!"
Look out for zombie karate chop
No, they're techno labs, the only place where the bass is blasting louder than the cars driving through it.
Also, that's supposed to be an XM8, not exactly cutting edge.
Has more of an Aliens (The movie) vibe to it, which I guess is fitting considering the massive shift in perspective it was gonna have.
Their reproductive method is hermaphroditic is it implies bearing both male and female genitalia, but earth worms which have only one gender and are hermaphroditic, for example, are all homosexual. Contrary to popular belief, hermaphroditic reproduction in most creatures requires two to mate, plants on the other hand can reproduce asexually.
Sexual reproduction refers to instances where two individuals of a species are involved or required for fertilization, asexual reproduction is when a single plant/animal/microorganism may fertilize itself.
IMO, having genders in games with a chat feature encourages cybering, which should never happen on pub servers. Besides, player skins let people get by just fine.
Reminiscent of Vectorman.
What I'm saying is feel free to use some of your own creativity in how you set up wildlife. I'm sure some people will want to have terrestrial limitations applied at every turn, but others might be hoping for some alien environments.
I'd imagine a race would need to be "technologically amphibious" before proceeding to space, anyhow. Fluid is considerably heavier than gas, and that species would be susceptible to 'the bends' in lower pressure environments.
For surface expansion, I'd imagine it would be achievable at its base stage early on. They could build a tube under-water, perhaps out of masoned and sealed limestone or what have you, and then push it up and out over the shoreline. This race would want to use pumps and maybe water mills to keep artificially constructed water ways aerated enough to breathe.
They could also have access to industrial plastics as soon as refining oil is a viable option. So an aquatic race isn't necessarily at a disadvantage in tech, it's just a different approach. I'll touch on relevance in a later post.
Both tracks are pretty chill and have a nice ambience.
Without elaborating too much, guiding a Coral's growth might work for building materials, as well as genetically modifying corals to use different materials to build. And if an engineered organisms, like Coral, build themselves out of a less than beneficial material, natural selection isn't a problem as long as it's being cultivated properly.
I forgot this was at one time a thing, I'm glad it is once more.
Look, they even started it for you here.
So I take it this sort of disables a structure.
Cleavage. It is the new standard issue.
Are we talking about RA:APB specific components, or general DX9? I'd think most people would already have the latter.
I hope this doesn't hurt the chances of eventually having an official desura release.
I think this could use, at the very least a new texture, the matte grey is sort of off-putting. Only other critiques are that it looks like it might be a little long for being called a carbine, but that's probably due to the stock's length, and that looks like a low capacity mag for something that's essentially a smaller version of an assault rifle. The barrel's certainly short enough for the carbine classification, the sight looks pretty good.
Why does an assault rifle need a bipod? Why would technology two million years into the future require external moving parts, aside from the trigger, to function? Sure, thinking machines may be outlawed, but electronics exist in other forms in the Dune universe. Look at hunter killers and 'thopters.
So, this being a mod, do these still need to be unlocked to access?
Yeah, the Renegade X team did a great job with their concept art.
Small tends to mean map size because that directly contributes to the length of the map. Gamemode has some effect, but you'll find smaller defense maps tend to be shorter as well. Alpha_Man seems to know what he means and that right there is an indication of a general problem.
Truth is, you could get a lot worse reviews, we're talking about a guy who seems to have actually downloaded the f'ing map and post his comments on it after testing it. He has a valid point; If there isn't anything to it, no adventure, no reason to care about why you're there, what is the point of downloading it? And what's the most amazing part about that single sentence critique? It was done without any personal attacks on the author or swearing at all. Sorry, but it falls in the ranks of constructive criticism, an opinion is an opinion. Criticism is only worthless when it contains no content at all describing that user's problem with the map. Don't be so dramatic about something like this, your whiteknighting is needed elsewhere, Phipe.
Consider this, Alpha_Man:
If you like this particular map so much, but it's too small for a satisfying mission, consider making it a centerpiece in a larger map. At that point, the map becomes your own with featured work by the creator of that section. Having something to base your work on will tend to keep the aesthetic from shifting more than you'd like and give you a handy reference for the Hammer Architecture.
Thanks for posting this.
Good job as always, Aro. And other people I haven't heard of.
It does look a little more reminiscent of the classic mammoth...
I like the new look for the scorpion.
And... Well, everything
With what little information your summary gives, I think this actually sounds like it could be decent, but I'm crazy for anything remotely cyberpunk, so there's that...
Anyways, good luck, I'm gonna keep track of this.
I assume there will be shielding arrays or something, basically so that you're not pounding through entire ships in a matter of seconds.
Well, I meant it's suitable for 16x9 resolutions, so the logo doesn't squash or stretch. But yes, it's 1600x900, and I should have probably mentioned that...
Typo? I think it's missing a U.
The body resembles the TD one, but the fuselage looks like TS's.
Looks like I can go even further now when I'm billygoating around.
It takes quite a distance to realize what sort of range tesla weapons have. It reminds me of my main problem with them; When a shot connects, it doesn't stick on the target if it moves, so it gives the illusion that it didn't hit.
OP nothing, compared to a sniper team it's not. As far as I know, snipers don't decloak and take more than a single hit from the weakest weapons to kill.
Isn't it negated by the buffeting of the blades and being audible from miles away?
Sounds like it should be using a Dyson Air Multiplier instead of Props.
My sentiment exactly.
Should I be surprised you guys are doing a freak'n great job right off the bat? Probably not. I see you appreciate a G36, I'm all over that.
No, you have to go the way they did with Batman on this one; bolt nipples.
This is great, Shadowgrounds needs more mods, it's too bad that every other one seems to have gone under.
I've seen it done in a working fashion before, they had to code around the old method for it. The mod that had it was pretty simple, but that part astonished me.
Try Number 3 in short sleeve?
I know this question is older than time itself, but can we ever hope to see an official(Developed by the APB team) campaign for this, single or multiplayer?
Again, I know this was on the drawing board really early in dev, and then dropped. But those bot maps just don't do the capability of this justice.
He's just angry because he can't write home.
Oh, this is awesome, I can hardly wait for this to download and install.
Assuming I knew how to do any of this, I'd have set it up so the pillbox's damage drops off drastically around 80 so the rocket infantry can still get hit but it's not lethal.
Pretty solid, so far. I got a slight performance hit when enemies exploded, but nothing serious.
Wow, pretty rad. I could imagine this turning into some kind of stationary bunker for a defense bonus, too, like a reckoner. Thought I'd throw it out there, even though it's not supposed to be like that.
Particle effects, maybe? I don't know if C&C 3 supports 3D particles, but that could be a way to have small tiberium lifeforms.
Sounds awesome, just what the doctor ordered.
If only this had some kind of dynamic accuracy system to prevent bunnyhopping. No offense, but Renegade's bad for that reason. It's saddening that such a well designed mod suffers for the sake of keeping that engine around. I went back to it recently for nostalgia, but whenever I played in one of the non-coop servers there was always someone insisting on showing me that skill consists of how quickly you press spacebar + A/D and how long you fire before having to reload. On top of this, actually playing tactically is discouraged due to the lack of cover and abundance of wide open spaces.
Maybe as a damage effect, I don't think the structure would be mass produced if every single one had a toxic spill like that. Not to mention, civilian press would have a field day both on the environmental implications and on safety of the soldiers going out on the frontlines.
Well, that's if you're going for semi-realism, all that would have to be accounted for. Besides, this is a concept, concepts change over time.
Nice, I wasn't sure a design change could be pulled off, yet here I am proven wrong.
I swear I've seen this ingame before.
No, dude, that guy in the back is TOTALLY Japanese anti-tank infantry from RA3.
But seriously, nice design work.
No, those are the flat triangular ones with the caution stripes around them.
Do those northwestern bunkers imply garrisons?
Energy efficiency, it had none. I read that somewhere, don't remember where, intel file probably.
This looks perfect.
What an unexpected surprise. Glad to see this project is still going.
Nice, but could we see a shot from a different perspective? I can't tell if it's one of the wings that's longer or if there's a second projecting portion beneath the ship.
My only problem I've ever had with the marine resource structure is that it looks like it can just up and walk away, yet never does.
Because capturing the structure with an engineer is actually harder when you take into account that the player has more forewarning to sell the superweapon, the engineer isn't very stealthy, and base defences won't fire on the super weapon the second it's hijacked like they would if another player just took complete control of it.
This is what I took from what you just said;
The chameleon will be able to temporarily take control of another player's super weapons. I'd suggest a 20 second timer so the attacking player has to fire the weapon within those 20 seconds to actually use the weapon, and the weapon has to reset its charge period whether it was fired or not after those 20 seconds. This may sound unbalanced, but it's actually good for the victim because it means the person using the spy can't just spam spies to keep the weapon under their control for the duration of the charge period.
I think it's grey because there's a different base color for faction colors than used in FA. I might be wrong, but it's a guess.
Nice vid, as always. I was wondering if there might be a changelist available for viewing somewhere already, though.
Hmm, like a Stryker and a Bradley mixed together with wheels reminiscent of Aliens.
So would you equate this to mechwarrior or like Chromehounds, maybe?
Looks considerably more portable and mass-producible.
TBH, those knives don't look hewn from the teeth of sandworms.
You've got my attention.
The tiberium looks a little thinly spread, might wanna see about placing them closer together, and I assume you guys will create a decent looking interior for the AAPC. Other than those two things, great job, I can't wait to try this out.
Wow, I was skeptical the probe model would come out looking nice, but the skin does it justice. Good job.
Assuming you actually get to build them near a base.
Good job, can't wait for the release.
Wow, a truly great job so far. I'm definitely going to set aside some time for this when it's done.
Widescreen resolutions don't allow the battlefield control to be established in the first GDI mission. If you start it on a different res, then save, and continue playing from there, it should work.
Suffice to say, toning the red down a little on the infantry would do nicely.
Obsidian Conflict has the same font, lets all go over to their forums and start flaming.
The plot is as thick as a cell wall(biological, not prison). The simple gameplay seems to harken back to the days of Sega Genesis.
I like it.
Good job on the Obelisk crystal, I know everyone was talking about modifying it before, but that right there looks right.
Wait, how do you make wire? That red stuff on the ground just looks like a thermite(I dunno, that's what it's called on the wiki) trail, not an actual cable. Also, I couldn't figure out buttons. But pressure plates were easy.
Amazing, and I thought effects like that shown in the GDI base were only possible in newer Sage engine versions.
Right when my interest was re-sparked in DX due to the new trailer.
Daaaaaamn, this has inspired me to get working.
Wow, this looks pretty neat actually.
An ambitions project, but I'm impressed.
There's an idea, shorten them a bit and smack a couple gattling guns on those, and you've got a wolverine.
Any plans to upgrade to a newer SAGE engine? Generals hates my computer.
And, yes, excellent models, but textures would be great.
So I take it the plot will either stray towards 'Forgotten' territory(lol at my pun) Or pretty much stay the same...
I can't foresee any other plot outcome unless you guys have a hell of a twist planned.
It should be able to do non-DOS too. As I recall the difference was between Setup.exe and install.exe, or something like that. 'Course not familiar with the German version, myself.
Oh, and in before anyone says something about an ISO being here, it's legal, EA released the English version for free.
You can download them at Commandandconquer.com
Great, not only has my attention been called to an interesting mod, but free hammer resources too!
So it's voice chat and image display?
Another step towards originality.
A little late on commenting, but it's great.
The vocal snippets annoyed me when I heard them in the original, it wouldn't be bad if it was just the one time in the beginning of the song. Other than that, it's pretty good.
That's my two cents, take it or leave it.
So a campaign mode?
Oh, cool squads of 4.
I like where this is going, but the stacks on the power plant and the radar dish don't quite fit The Brotherhood's low profile style. I think the dish could at least be sized down a little, and maybe the stacks have a little darker coloration.
Lesson1: Deutsch ist töll. Deutsch macht spass.
I dunno, don't really look like disks anymore...
Ich kann Deutsch Sprechen, aber nicht viel D:.
But, yes, waiting does usually entail a better final result.
Can't wait for a download.
Wow, I can't wait. But I always thought of a C&C 3 style shooter as one where the other infantry would be bots in your squad that you can order to take cover somewhere or run with you.
Btw, that was also a pun.
Ah, I see, and therefore causes the enemy to underestimate their strength...
1280x1024>Right Click>Set as Desktop Background.
Seems inefficient, having massive arm cannons you can only support by holding it up with the other arm...
That's a free market economy for you, one second someone's selling you meds, the next, they're plowing through your sweet ride with a tank. And then they sell you more meds because they broke your neck and they're the only company that makes the stuff you need for the operation.
Don't argue with it, that's how it was made. They're just keeping the tradition.
I'm sure TD redux's was just made to emulate the original. From what I've seen of later SAGE engine builds (C&C 3) it's able to use the TS method.
This mod makes me wish I could still run Generals, but I always get issues with starting it up after the first run.
Good job on the muscular forearm bit, it makes sense with him having to lug around that bruiser all day.
Yeah, it seems kinda minimalistic. Maybe have them all at the normal positions but with the assault arrows pushing into the enemy territory.
I assume the dome is going to be geodesic in appearance like the old tech center.
At first it was a jumble of tech, but now I can see it clearly. It's pretty BA, keep up the good work.
The cartoonish effect is achieved by the large, yet somewhat short barrels. At least they are portrayed that way in the isometric view, the side and top view indicate it differently.
Too bad there's no SSM's in this, then. You'd need Inkvine Catapults or Cobra Artillary to fill that role, and my guess is it won't be too unbalanced as far as that's concerned.
I like the front on this one.
So, would the current in this room hurt the players that step on the veins?
It was a joke meant to comment on the detail, "Nice work though." should make that apparent.
What is it with tech engines and cyborgy bad guys?
Nice work though. Looks like that guy should take better care of his skin.
Who said anything about Grayshot? This is "The Myriad".
Sounds interesting enough, it's on my watch list. Singling one or two people is kinda done though. But hey, if you want a stable plot that's probably the best way to go about things.
I like the new look, it retains the old brutishness that Quake 2 had, but adds some sophistication. And does that shoulder mounted flood light mean you're gonna be having flashlights in this?
It's a tournament mod, when you see the "bunch of cool stuff" it's actually all for different factions, it's a dynamic player generated story. The outcomes of each officially held battle are documented into the story of the mod.
Awesome, it does just what a teaser should!
Looks more like an unofficial expansion than a mod, that's good.
I'm curious on whether unlocks will tie into this.
I've got to agree with this, unless they were both made uncrushable by tier 1 units and only enlightened were mind control resistant.
I just realized the primary cybernetics facility has an open air surgery.
While I harbor no illusions about CABAL believing in the use of petty humanitarian "Ethics" or "Anesthetics", I suspect atmospheric contamination, or other unwelcome variables, such as stray munitions from pathetic Luddite human resistance may irreparably contaminate cybernetics production.
I'unno, kinda reminds me of House Ordos from Dune. They had hover tanks too.
Heh, I was just wondering about this yesterday.
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.
Shouldn't it be "Wings of an Angel"?
Refineries should be set to 2000 again, I can offer some reasons as to why, but I don't think I should need to explain why.
it could probably be easily remedied by only allowing the AI to build them after a certain structure has been made, it should be some structure that marks the end of base expansion.
I don't think setting it to sell structures would be great considering they'd probably start selling vital ones by mistake.
Invisible? No, I see them just fine, they're along the sides of the GDI units.
Dude skipped ahead to now.
For us what was 5 days was one hour for him.
I do believe that cements this as the definitive RA1 remake, now too.
Aiming looks like a real pain in this build. I think you'll need to smooth out the motion so your tank doesn't jolt whenever it hits uneven terrain, and you'll probably need to allow them to alter their pitch.
Looks like he's had a few too many.
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.
Not sure if I interpreted it entirely accurately, and I sometimes use strange diction for an english speaker.
I typed up a bit of a clarification on the description, I like the sound of this, gonna reinstall SC1 and try it out.
Yeah, naming's hard. Not a bad map, not many original works get posted here.
Now all it needs is that crater effect to appear underneath it when it deploys.
IMO, this'd be better with structural grids
Companies like to embellish their importance by making things seem impossible without their say so. It always comes down to a few resourceful coders, or that company eventually caving in to pressure.
This page was posted 2 months after the IGN article, I don't see what the date has to do with it. That is, unless you're presuming I'm aware of some other article in which they rescinded that statement, which I have not found.
Ign.com Uhhh, guys, BF2, 2142 and BC2 are gonna be fine.
It's always sad to see a mod slip through the cracks, but frankly I didn't even know I was watching this until I got this in my inbox.
Indeed, this one is superior.
I can think of a way to make gates and walls work with each other in TW, but they're really not necessary anyways, and I can't exactly fathom how complex the coding behind them would be.
These are great, I had almost forgotten about C&C, I haven't played it in so long. Stuff like this reminds me why I've stuck with it.
After reading more comments, I like the idea of making the mini-obelisk attack air, it would only be able to attack a single aircraft at any given time, so that right there means it won't be too OP. I suggest making it attack with the beam cannon's sustained fire, so the aircraft is given a slight chance if it's quick enough. It also makes for awesome visuals.
I WANT THAT.
Looks like a mini-obelisk on the back...
I'm sure that wishful thinking won't be there once it's textured.
After reading some other posts, I notice that not-quite-Nod feeling. I think it comes from the legs. Not saying the spindly old style legs would support the weight of those cannons, but they've almost got a distinctly GDI look. My suggestion: Those armor plates on the hip and shin, round out the corners more, give them a rounder profile.
Nice vid, but the soundtrack implies to me that you're gonna be going with jukebox(plays track after track) style music instead of dynamic(Fades select tracks in and out depending on screen action)
Before reading the description, I was preparing to say "Wow, looks like an updated version of a Half-Life 1 map."
Can you show us some cool server mods next?
Awesome, I never said anything about it, but I'm glad I won't get spammed anymore.
On the Purifier, I'd say scale down the height of the torso armor, that adds to the stiffness of the look. The head can stay, but I don't think it'd work out with the look unless it was given a sort of turret based rotation or scanned around from time to time.
As for animations, you've probably already got some planned, but remember, the predecessors had a full range of movement with their legs, not just forward and back, and the tripple jointing which was to help with all-terrain functions. The animations never showed sidestepping or backpedaling, so I don't think you'll need to worry about that, and it looks like you've got the lower leg joint in there, and I'm pretty sure I can see where the knee joint is too.
The arms are fine, I kinda wish there was a hand on at least one, but I know the purifier wouldn't need one as it's sole purpose is to shoot lasers and torch stuff.
I like it, but now it seems to dwarf the actual cannon.
I can't wait, this is going to be awesome. One question though, I'm not complaining, but aren't those crate textures from Quake 2? Like Dark_Raver9 said?
It'll be nice to play a game where there are teams, meaning you have allies. I couldn't play Doom 1 or 2 too much at a time because I would just get a feeling like 'damn, do I have to kill everything I see? Isn't at least something on my side?" But nope.