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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?
The final is definitely the best.
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.
Magnificent, my only wish; There was a larger version suiting 4 or even 6.
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.
Can't wait to see the new, improved, mutated landscape in full.
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 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.
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.
Don't think I've ever seen an accurate representation of an HEV suit look quite so imposing.
I think the problem with vehicles in the zone was blowouts frying the electronics, so as long as people power off their vehicles beforehand, shouldn't be a problem.
Frankly, I'd love to see the RenX team complete what Westwood couldn't in their design plans for the original.
Too bad you can't get EA to sign off on letting you have the frostbite engine, but that might end up in them mandating you offer microtransactions, or paying real money for vehicles.
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.
Much of the drama could be avoided with some minimum of effort contacting the original author, and failing that, notifying potential recipients of the files that an effort was made but came up empty.
Great looking Disruptor.
Does the AI still prioritize the host?
I wonder if we can bring sunedit 2k here, too. That was a decent utility, but it may bring a flood of low-quality mods with it.
If you really want these in here, I think your best option is to not have them take the place of the iconic Tiberium Fiend, and instead represent a new and different creature entirely.
I think it could use more "lifeless machine" in the face.
I find this highly suspect. The legitimate TS/FS download, uploaded by EA to fileplanet, is much larger and compressed.
And still available Fileplanet.com(Full-Game)
Will the player be able to scale or build on these formations? Perhaps create some sort of pulley system from the top to the base?
I'd say moreso for an intentionally misleading and entirely unrelated picture.
Especially when the creator has images and even a video demonstrating this.
If you mean "Can I play on the same side as AI" Typically, no. Not in Tiberian Sun derivative games, however with the DTA launcher, I believe this becomes a distinct possiblity.
Oh man, I just remembered, Sven Coop is why I got Steam in the first place.
I think it's safe to say they're not going to provide support for pirated copies as they cannot account for the variables that presents. Also, other reasons.
Who would neg this?
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.
Sorry to say, all this made me want to do is play RA2, not renegade.
I'd venture to say because it falls more under the category of mapping than modding.
Some items just need a "use" function, it opens up a slew of possibilities, aside from deployables(Quad Damage, anyone?).
I hope an "activate" key makes its way into the inventory system by the time it's out.
You mean to say it's no longer twitch team arena shooting with no real tactical element other than aiming at a hitbox?
I was just watching mythbusters... I'd love to see a trebuchet built out of a cherry picker.
I always think of Cabal and Yuri as two sides of the same coin. I think Cabal's tech should always feature an organic component, although the core defender lacked this, to that end, I believe the best addition to the defiler's design would be a brain, or mass of brains, in a big transparent tank. Either suspended below the cannons, or attached to the base.
It harkens back to Cabal's name, and implies the inspiration borrowed from Dune in C&C's origins.
Also, I'm completely unserious.
Beautiful job, all around superb.
I might suggest fading the logos a bit to make them look less pristine, but that's not really an issue.
Minor gripe, I believe the word is "piqued" not peeked.
Glad to hear infantry combat won't be as bunnyhop friendly. I was going to suggest taking a look at PlanetSide 2 for a decent system, but no need, sounds like it's gonna work out just fine without making vehicles OP as a result of the planned changes.
Not bad, looks like it has a bit of a beer gut, though.
Might I suggest some sort of afterburner upgrade that gives the avatar cliff jumping, or a short radius jump jet option similar to zone troopers?
Also, what's the point of giving it a free hand? Will it still plug in upgrades it steals from units with it?
And to me, lasers seem better as anti-armor and plasma as anti-personnel. Plasma makes quick work of anything flammable caught in the blast radius, it would literally melt exposed skin and do it in a relatively large radius. Meanwhile, a laser could relatively easily be kept focused on a tank's vulnerable portions, like the ammo stocks or fuel tanks.
Tiberium research lab is a little on the huge side.
Know if there's a way to automate switching to 16 bit color before starting up a windowed TS game? I hate having to go through the menu to change it to and from that constantly.
Screw that, best ANYTHING for NV. Heck, it's better than NV.
There's a ton of production value going into this, I wish more games payed this much attention to detail nowadays.
I used to be such a big fan of half tracks, I wondered why every vehicle wasn't one.
So, it's powered by a couple of D-Cells. That's cool, I guess.
But where do the slugs go?
Gabe probably wouldn't type like that. Maybe this declaration of a hoax is a more elaborate hoax being perpetrated by a party who doesn't want to see Sven Coop's rise to monetary success. I say you insist and take this further until we find out the real perpetrator behind the injustice of not letting you cash in.
If this represents the Nod mission I think it does, I managed to sacrifice only light infantry to keep my incinerators healthy enough to get up close and personal. Once the line was broken I had clear access to the Nod base and used the air support to mop up. The image would probably look a bit different if that were the basis. But it looks nice, as always.
I meant keeping the same size and look but adding a bay. I've got a refinery about 20 miles out of town so I know they can be and usually are huge, but they usually accomidate more than one vehicle too. I think in contrast to the stark TS appearance it would be a fitting change to show that GDI has at least advanced some, at least in regards to Tiberium Harvesting operations.
I'd say make the stacks on the powerplants taller cuz refineries dwarf them. Tech center used to be the tallest building, as I recall, now it's not so imposing next to those massive refineries. Have you considered maybe giving them multiple harvester bays and giving them several smaller capacity harvesters? I think that would make the change in scale balance out a little better.
Wow, looks great, but one question. What's up with the jet intakes?
It's no secret that they've been sharing ideas between eachother, but I hardly think this qualifies as something based on terraria, I very much doubt it will be a late-game region in minecraft. Now, underground jungles, then that would definitely be a terraria thing.
Looks fine to me, I'd say this passes. I mean the consistent use of brick isn't the best looking, but I've seen far worse here.
I'm not fond of the rings, myself. Might I suggest a helix?
Alright, I didn't quite get the plan the first run through it.
As for Kane, well, he backs up his 'crazy' with results, but I guess you don't figure that out unless you can stomach all of C&C 4. Up until that point nobody knows what he's up to and there aren't any real clues. Also, it's 4 attempts if you count the firestorm incident, seeing as he was in control of CABAL the whole time. Now there's a dead horse of a faction that hasn't been beaten enough yet, eh?
Personally, I favor Nod's playstyle with early game harrasment, stealth, and late game pounding, and ultimately the only thing that matters to me is the preservation of that ability. I know some people like them just for aesthetic or plot reasons, I like those too, but you know, glowing tread hubs do not a stealth tank make.
I can tell you're pretty with it on the ethics and doctrine of each faction and I've just had a feeling since I started watching this that they were somehow gonna see a big change(Aside from units) in order to compensate for the relative disarray caused by the addition of that many other factions. Your post has put me at ease however.
Battletech seems a decent fit for RTS gameplay, and I'd like to see it done, my only foreseeable issue with it is that it might be confusing if you have two madcats on different teams, but the fact that they don't really look too similar in profile probably makes it work out.
IMO, they should act more like terror drones and attach to their targets disable motion and weapons and deal some DoT until removed by weapons fire. Maybe have some visible cue to the commander that a visceroid is attempting to devour the unit.
Still hella lulzy if it's true though.
There are still voluntary cyborgs, of course once they're cyborgs it doesn't matter if they wanted to be or not, they're a part of the CABAL network.
So, are you going to include all three types of crawlers with their respective specializations? Maybe have them bolster nearby common unit types with a passive buff as well? Or just the Offense as a mobile WF with guns?
You could give each commander the option of choosing one of the three crawler types, letting them excel with a particular category. Offense could buff friendly ground forces, support could rearm/repair friendly air away from base, and defense could provide minor auto-repair to base structures and overcharge obelisks or give structures a low level shield depending on faction.
Yeah, what makes a yellow wavey stasis cone not a viable option?
The allies' color looks a little washed out, but its still easily distinguishable. Everything else looks great.
As for the music, was that just a selection for the vid, or are C&C4's Nod tracks what we can expect to hear, at least early on? I like the music, but I don't know if it's the best fitting.
Anyone check that image for encrypted messages? Like the kind soviet spies used, encoded in the image file.
Self repairing creeper proof bridge, nice.
I like the design.
Well, there's a place for this kind of stuff, I don't want to discourage a new poster, especially because it sounds like this particular upload is really something, but I think all non-mod/texture content should be redirected to the MC community page. This is because there will be other users who think their maps are as good as this one and should be allowed too, but they're not so you get into a fairness battle. I think it best to thank the uploader, but ask him politely to take it down and put it up in the minecraft community group.
Ah, Nod, always out to achieve favorable outcome.
These are all pretty much perfect.
Can't believe I read/watched all of this and wasn't reminded of the weather controller all throughout.
Dude, frigg'n sweet. I like the overall scorpion motif, seeing as it's better executed than the original.
The missile looks like it barely fits in the actual silo portion. I know the caution colors are the edge of the lift that's supposed to bring it up, but I don't think even soviets would pack things in that tightly.
I stand by my statement on the other image that all in all, I like the look on this better than the actual RA2 one, but if the tweak can be made, I think you should do it.
The only thing I can think about now is this.
Scrin:"Yes, assault us all you want, your bullets are no match for our sentient razorblade swarms, eat plasma discs inferior bein...OHSHI... ARROWS! OUR ONE TRUE WEAKNESS, HOW DID YOU KNOW!?"
Anywho, I suspect something like UAW hidden in the plot here.
No doubt it's a good job, but it got just me wondering if just because you can make a fully faithful recreation of RA2, should you? I mean, there are lots of features I'm glad came around since then, like multiple build queues, open/drone repair stations, and targeted unit abilities.
I never used supply depots except to kill pesky terror drones, other than that, they were too much of a hassle and probably ended up costing more than just cycling out units. Enter C&C 3's automated repair drones, I made use of them from the very beginning, they took very little micro than sorting through a triage process trying to get the most damaged units operable before you had to use them. Basically, what I'm saying is the structure is obsolete as it was made according to the engine's standards, but it could still be used as with the soviet crane in RA3, except not a grinder, of course. If there was a way to make damaged vehicles within a radius just automatically drive through it, I'd say go with that, but as it is, I think it's just another roadblock to buying a new MCV.
Slip was a temporary name, currently, by the looks of it, Notch is leaning towards 'The Core'.
I will track this, as it seems a legitimate new take on a familiar game instead of a clone.
On the language stuff, that can be expected, English is very likely a second language to them. So it can be expected that there would be grammar and spelling errors. As for using screen names as character names, yeah, it bugs me when people do that, but lots of half-life mods do that these days. It's kinda like how there were those coconut monkey ads in They Hunger, it only serves to chop up the immersion.
As an homage to MGS, it's decent, but you're right, the glaring bugs are a problem that need fixing. I stand by my previous statement that I think the fixes would be better served in some form of sequel instead of just remaking this one.
But how does it look with really uneven terrain, like a slope?
So basically we can't order it over steam to get alpha access, but we need to download it over steam if we want alpha access? Wouldn't it just be easier and more secure to put it on steam?
Are your offense class units going to have the same 'blue crate' thing going for them like in C&C 4, or are you going to be doing something else for their special ability?
I'd say just take a look at the old Titan leg designs, both sets look awkward. I think the main problem is they don't look like they could support the chassis standing at attention like that.
Will there be re-visitation of CABAL's Genesis Pit?
Ooooh, Mr. InternetToughGuy, gonna beat me up for trying to offer constructive criticism.
I don't care about karma, I'm saying what has to be said.
Even Cell shading would be better than this, and I'm positive Generals can support at least some facsimile, HL1 can and Generals has a better renderer. It isn't hard to add lines, cracks, and machine holes. Don't sacrifice the visual quality of the models. All the edges appear jagged because you're staunchly determined not to add any detail that might otherwise take the eye off of the geometry. The hovercrafts look like pancakes with skirts and engines, horrible contrast to scenery, but I can tell the model is of some quality. The gunboat and aegis are an exception only because they have so many smaller colored components on it, but don't think adding polies is an easy way out because that will SEVERELY hit game performance, which is a luxury the older Sage engine doesn't have.
If you ask anyone with model and detail work under their belt, they'll say "This isn't a 'look', it's laziness." I'm not telling you to make it look like RA3, which some saw as too cartoony, just make it look like they aren't all vacuform plastic. Otherwise, you have nothing over the C&C Allstars mod other than the fact that you're still active.
As a temporary thing this is fine. Otherwise, you might as well dabble in removing the current renderer from the source because it wastes performance.
Honestly, textures should be first on your list for visual detail, not particles.
Sorry I had to be so harsh, but I hope you don't plan on boasting this in a work portfolio, nobody would take it. If you plan on joining a field other than game design, then disregard this entirely.
Consider adding your friend who wants to work on the textures to the team, not making him add a different version, and I guarantee you'll go further. A few lines and color hues won't destroy the cartoony style you're going for.
Think I'm wrong? Hold a poll.
Off the top of my head:
I found the combat music in C&C 4 to be fitting(To the Death, The Harder They Fall), more specifically the sort of industrial/electronic percussion aspects alongside violin. While the vocals are decent, they complete the songs more in a 'good enough' way at times, I'd avoid anything sounding like the breakdown in To The Death(2:31-3:16).
Hate to sound like someone absolutely obsessed with Frank Klepacki, as many C&C fans are, but he does a good job with Ancient Presence from Universe at War. Youtube.com I think something to that effect would make great passive music for either faction.
You guys know you can play this in L4D2, right?
I don't like how the gas mask/nose piece thing has a concave indentation.
Other than that, which it's more my problem with it, I guess, just the messed up elbow, and everything else is fine.
But can you make it change based on game conditions? I think the clouds should become more solidified during an Ion Storm, maybe around the time of the initial warning, adds to the atmosphere.
Yes, I think the introduction of an elecricity based weapon warrants different treatment altogether. I suggest looking into some possible status induced effects that can at least improve the survivability of a marine, if not the combat effectiveness. But hey, we're all just a bunch of raving fans.
I like both, this one has a more TS feel, which is still my favorite C&C. The other is like the future of the Mammoth Mk. II, just without as much armor, the internal stuff looks more vulnerable, etc.
Amazing. I wouldn't have thought that renegade would support Carryalls.
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?
There is a half-life 2 rts, however it lacks a story line and it's a minimod for Garrysmod. It's called HRTS the units are Vortigaunts as medics, rebels with RPG's, CP with pistol, Soldiers/prison guards with smg/shotgun(respectively), Elites with Pulse RIfles, G-man demolitionists, Dropships, and Hunter Choppers