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For the record, when I said "I took a class for this." I meant that to say something along the lines of "Christ, people can actually pay money to be taught about colors at a college level." Not as an argument from authority.
Taking another look at it, I think the problem, at least that I have, is with the shadow, it makes the unit seem more amorphous than it is because it seems to blend together with it.
Something that comes to mind for Nod in the snow is the old snowmobile chase scene trope with the paramilitary guys in full winter gear with grease guns.
Best example I could find on short notice is from a "newer" Bond flick. (Aren't they all?)
Alternatively, there's an episode of Archer featuring such a scene.
But I digress, something's gotta give. The problem is that dark colors tend to bleed together in a light environment, especially in poor lighting. It's color composition 101, literally, I took a class for this.
More important than color for distinguishing units, however, is the ability to tell the "silhouette" apart. As long as it looks characteristically distinct in profile, you're good.
Nod's snowmobile looks good, but I might recommend brightening the grey portions a bit. IMO, the contrast makes it look very dark compared to the white terrain it's going to be traveling over.
For other changes, consider creating a half-track version of the Nod Buggy/other wheeled vehicles? Bringing the grey more in line with Nod's old style from C&C Gold might be beneficial overall.
Were these models and textures a winter camo would be an easy change to the textures, but I understand voxels are quite different.
Is that a shout out to RA2?
Wow, some whiteknight thinks they're helping by negging benign critical comments.
Well, it's good to see you got this particular hurdle out of the way early on, I know some games out there don't even bother with any sort of gender dimorphism or just don't have women because it doubles the workload on character design.
Time to work on the new SatAM cartoon, Tiberium Friends.
I choose the stealth tank in the foreground.
Does this confirm that building is going to be grid based?
That ought to keep those rabble out.
A little late to the party just now, but if this is gonna be a unit cameo, I suggest some use of complimentary color, it's gonna be hard to make out the titan from the background in that tiny frame.
So first step's been done, now we just need some mods that'll make that game earn its title.
It might be prudent to make a list of known bugs and unimplemented features to help testers discern what qualifies as something deserving a report.
Only kinda... I'd say there's something else wrong here.
That's plenty visible, I'm more worried about allied infantry, they'll have more muted colors typically.
Actually, I didn't think it needed changing, but I'm using 1920x1080, so they might have just been more visible to me?
Yeah, when I got UT3 it didn't recognize my videocard so it set my resolution to 8x6, not 800x600, 8x6. Unreal engine is capable of running on some pretty low end computers.
This truly is a first for TW, I believe.
I dunno, I just can't see any modern day RTS capturing the feeling of this song.
My only concern is that wall of text ingame, I wonder if briefing vids are a possibility...
They wouldn't even have to be live action.
Also, surprised GDI isn't going to try capturing it.
There's some value in staying off of steam, however. Something I've seen as a recurring problem with steam is that it splinters the community. A large sum of people who buy the game through steam may never even know that there is a place to go to talk about minecraft. Furthermore, they have a certain disconnect on relevant points of interest.
I'm like that with terraria, I don't know a damn thing going on in the community because I never had a vested interest when I bought it on steam, now everything I know about it is old news.
Suddenly the Steam forums become those peoples' only outlet and you get other users who've been to the curse network forum lording it over steam users and calling them idiots for not going there for answers to their questions first.
The whole thing becomes a mess, but it's sort of a non-issue seeing as so many games do this already and the resulting communities, although somewhat insular, adapt.
The steam workshop is just a microcosm of the exact same issue.
Maybe these should be used for the menu buttons?
Yeah, needs a re-upload.
Well, whatever, I just thought a little more diversity would help achieve your guys' tag line up there.
The larger portion of the game, at least if you plan on having species able to explore space, is going to essentially be based on science fiction, to my knowledge we haven't managed to even conceive of efficient space travel due to resource limitations.
Scientific accuracy is great in the real world, where using it properly yields informative results every time, but in developing videogames you wanna set a threshold for suspense of disbelief as well. If Frank Herbert was worried about insulting his readers' intelligence, he would have stopped writing Dune when he got to the part about a cinnamon-like drug that makes its users prescient and near immortal, especially if he had already thought up the part about how it's made.
I'm not trying to defend aquatic races specifically, I'm making sure you really want to go against your apparent design goal. I could always type up a slippery slope speech about the dangers of conceding to strict logic alone in creative works, but those are only good for a quick chortle.
Besides, I'm having fun bouncing these ideas back and forth. Who said they would be average human sized? I'm sure we're only this big because it has benefited us through our history as a species. Furthermore, how could we have gone this long without mentioning blowholes? In thinking about concessions for gills, I forgot there were mammalian sea creatures.
You only really need enough water to fill the "gill capacity" and keep the creature in question hydrated.
The primary function of the water in the breathing process of any aquatic organism is to "cut" the air so as not to drive the organism's respiratory system into shock. This means, they just need enough water to absorb the proper amount of air before introducing it to their system. Gills are optimized to filter breathable air from water, the water is then discarded.
Water isn't bonded to carbon as oxygen is when we expel it from our bodies, so it's still viable after having passed a creature's respiration cycle, it just needs to be filtered and replenished. Both of these tasks are easily accomplished, filtration occurs naturally with little more than common dirt and aerating the water is accomplished whenever bubbles are present. There's no need to carry a fresh supply of compressed water everywhere they go, if anything they'd be carrying around an air supply to keep their water breathable.
The aforementioned plastic can of course then be used to create a "fishbowl helmet" as well as other components necessary for a pressure suit.
Pretty f'n sweet.
Good point, the size/provision works, but it looks really flimsy in that exposed section of pipe. Not like that matters much, all it takes is one C4 anyways...
Nod advanced power plant looks a little longer than it needs to be.
Never noticed how frigg'n massive the "secret" shrine is. Could probably see that thing from orbit.
Pretty sure it's a joke. Hitting something like that with a weapon would just be wonky mechanic-wise. The massive legs clipping through stuff would undo quite a bit of polish they've put on this since release, too.
You might not be able to do much, but don't act like this doesn't affect you. Nobody will come away from this for the better if these bills happen except the rich ******** trying to pass it, not like they need the extra money. The least you could do is make sure everyone you know knows about it and tell them to do the same.
That's what some people say about everything past v 1.8 of the beta, but they still play it religiously. Besides, it's their game, it's not like that's going to diminish it.
Maybe a glow should be visible? Or some kind of lightning bolt/ion storm effect? It'd look cool, IMO.
Well, Nod already has 'houses' And more than just Black Hand and Marked of Kane. Each region of the globe is under the command of a member of the inner circle, each in charge of their own sub-faction within Nod. All of their followers and underlings swear allegiance to Kane first and their leader second. The reason why the Brotherhood fractures so easily is that Kane sort of becomes more of a concept than a person, and those people then decide that they obey their perception of what Kane stands for rather than Kane himself. Nod's tradition of ascension by assassination is only a motivational factor to keep commanders loyal, and tends to hurt the brotherhood when Kane goes off taking his occasional dirt naps courtesy of GDI's R&R(Rockets and Railguns) department.
I think you're better off introducing clans separately and keeping Nod and GDI true to Nod and GDI. Frankly, I think battletech wouldn't work so well with the C&C instant base dynamic(Just add credits!) They seem better suited to squad building style gameplay, like designating a landing zone, ordering mercs, and protecting your commander unit. Afterall, nobody bats an eye at the fact that Avatars can be mass produced and maintained as easily as standing next to a WF, where part of what makes battletech battletech is that you need to manage your mechs, pay your lance mates their dues, and repairs come out of your pocket.
Clans team up now and then, right? I'd say just give them one big faction and IS their own. Then you could have their structures come from orbital drop or something, and the units can be dropped off at a landing pad by a dropship, or they can just come out of one big ship that lands and acts like a war factory.
My final point to place on the chopping block, If Nod becomes the clans, why would they stop worshiping Tiberium based technology in favor of lasers and god emperors?
I'd still love it if a renegade mod managed to get rid of the hopping around style gameplay in favor of something more tactical, but that'd need some serious map editing.
Looks fine to me. Decreasing some of the blood wouldn't hurt, but I don't think it would be any worse just leaving it either. I think all it needs is the right sounds and you'd probably achieve appropriate terror levels with either amount of blood spatter.
Tin hats? Constructive criticism has nothing to do with aliens or paranoia. I think I speak for almost everyone here when I say the point is this: Instead of taking this item design directly from the original creator's sample, who you made amply sure to mention is not yourself, you could have actually designed a more efficient version of it yourself and thus the only credit due to this other player would be for showing you the basic idea of it. That's part of the spirit of Minecraft, innovation and improvement, if you see something you think is neat, you take it, perfect it to suit your needs, and voila, you have something unique.
Kane's plans lead to divination, anyone who falters delays humanity's betterment and brings shame to the Brotherhood. Kane has seen beyond our meager time and knows what must be done, so have faith in his word, brothers.
Looks to me like coast lines will need their own biome to supplement this, I don't think deserts belong in the middle of a body of water unless they can convey a tropical appearance.
This brings a question to mind, I know it's not listed or officially planned but have you considered NAC getting an objective based vehicle such as the Goliath, or some kind of counter?
Sounds awesome, the news and the new page policy.
Fan-Freak'n-Tastic. They look perfect. Are they getting any visible upgrade components?
I'd actually play firearms if it had dinosaurs.
This is perfect.
I always imagined these skittering around on the vehicle and in the undercarriage removing components and de-welding things. These really do fit the old gremlin myth quite well.
Gotta say I like the cleaner look. That makes this perfect, IMO.
In a world rife with OverClocked Remix quality music, one mod on a mission will raise the bar. This (release tbd), buckle up for the ride of a life time. CNC Fallout; coming to a filehost near you.
Jeffman Get !!
My experience supports this, One GDI squad vs one Nod squad, both with full health, always ends in GDI making short work of Nod, but two Nod vs one GDI tends to ensure the survival of at least some of the members of both Nod militant squads.
Scrin infantry are high-micro. You're supposed to make ample use of the teleportation ability the commando has for them to be effective. Your addition of a transport isn't made useless by this, though, it opens up doors to people who would otherwise never make use of such an ability by providing a suitable alternative.
Finally, the Black Hand of Nod shall extend its reach into the world of Minecraft.
Awesome, the Bradley comes to mind, but it looks different enough from an APC.
Very nice, but Goober has a point, the contrast draws all the attention to the launchers and not the tank. While I'm not worried about this interfering with my playing, I can only assume it'll be gnawing at the back of my mind every time I see one. Not much change is necessary, just darkening it a shade or two should be enough. Besides, a stealth tank shouldn't be wholey reliant on cloaking tech to stay unseen, if it's instantly noticeable the second it's visible, that doesn't help the tank much. But it's all just a matter of suspense of disbelief.
Protip: Cthulhu's only weakness is boats to the stomach.
How do you have a fake ghast? As far as I know flying NPC's don't exist, and there's definitely testers of the newer features, so that wouldn't make this false, but not entirely completed. However, everything in there's a little too smooth for it to be authentically generated.
Also, yeah, if this is gonna have a scanner on it, perhaps some kind of visible element?
According to Vega, Kane made it. But who knows, he was hopped up on eyecandy at the time.
Great models. If you didn't already plan to, I'd break up the flatness of the surfaces with some techno clutter; pipes, vents, general doodads, that sort of thing. Of course I've got no idea if your texture will fill that role, so in which case, disregard this.
Flashback you say? Hmmm, I may be inclined to check this out.
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 ***.
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.
Everything but the powerplant needs a size upgrade. Judging by the scale, the silo in the front of the refinery is about as tall as a player, I think it should be 1.5 to 2 times the player's height if that's a helpful size comparison. I'm judging this by the size of the door on the old refinery.
Are the support pads still a feature?
Makes me think of a more serious Metal Slug.
Seeing as the mod has a 10 and only three votes I detect foul play. I think I'd see more votes for if it really is that good.
Focus on scripted events, one would expect a story about Dr. Kleiner to be somewhat whimsical with a heavy dose of dark humor.
Epic. I knew there was a reason I bought UT3.
You better not drop this mod.
You, my friend, have picked up a torch of which you cannot drop. Your hand will cramp, it may blister, heck, it may stiffen up, but you do not give up on this project. You are not allowed to.
I havn't seen enough FPS's based on the first C&C in entirety. Renegade was half C&C half TS.
I've picked up space engineers, but I'm still eagerly awaiting this, there's some features in this I just don't see being able to work in that game.
Wow, I was just thinking about DTA today and hankering for some C&C.
It'd be neat if those worms ate blue tiberium fungus or weeds.
Hate to say it, I can't really get behind any remixes for AOI, except for the one from Kane's Wrath. But for what it's worth, this is better than the other attempts I'm familiar with.
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.
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.
Emperor: Battle For Dune's explanation of Carryalls went against the lore as they were allegedly automated and un-manned in the games. The manual explicitly states that Thinking Machines are a taboo in the Dust Scout entry. Then again, the refinery and harvester were one in the same in the source material. Westwood probably just wanted a reason to make you build carryalls and 'advanced carryalls' separately.
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.
I love it, I can never build enough of these on those odd occassions I'm not playing Nod.
The wolverine I remember walked like those windup toys with the legs.
These dunes would make Shai-Hulud jealous.
Was going back through the images, I see I was negged for an objective assessment.
Well, now, you look ridiculous, anonymous user. You know who you are.
The cockpit looks very opaque, other than that I have no gripes.
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.
Is this a global repair, or higher volume repair radius? What makes it any better than standard war factory repair?
Did someone say Robusst? *Prepares a toolbox*
Very Nice! I expected a facsimile of the original, not what I see here.
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.
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.
Well that's a weird thing to neg.
I suppose I should elaborate. A theory states that one method by which cells became complex and attained new organelles was by consuming incompatible bacteria, or being invaded by them. Over time a symbiotic relationship emerged which later became integral. It just seems more in-depth than cells picking and choosing random DNA they 'collect'.
I think a mechanic where one type of NPC bacteria with a particular trait made a habit of invading player made cells, and then the cells had to adapt to not be impacted negatively and incorporate the benefits of the new organelle would be interesting.
You sure seem to expect a lot for something you aren't actually paying for.
I take it this isn't going to use the theory that complex cells evolved through convergent symbiosis between simpler single cell organisms.
I don't think C&C 4 would have been considered so terrible if they had just called it what it was: A C&C themed MOBA designed by fisher price.
Also would have helped if it wasn't made according to a survey sent out to people who just bought Kane's Wrath.
So, Cruentus and Aboreus were present in the TS game files(As in the code, not actual .shps), but never saw the light of day, and this led to a lot of fan speculation on the topic, even whether it would be red or yellow, possibly even orange. As I recall, cruentus itself would have been unharvestable due to a lack of efficient industrial processing.
It was widely considered to exist in the universe as an extreme rarity, it had an appearance in Firestorm as a single recolored blue tiberium formation and was later used in C&C 4 for the research mechanic.
I just feel like it was established that larger formations tend to be more stable, hence the vinifera "trees" that were able to produce more tiberium even when the field had detonated.
It looks awesome, but I don't think you'd be able to give a new and interesting delivery method for a blue tiberium bomb.
I think if blue tiberium was carpet dropped into an area and then detonated, that'd be a neat delivery method, but I don't think it'd generate an explosion like that.
I'd say this is now a full-fledged mod instead of a patch.
Heh, I was just wondering about this yesterday.
Maybe add some other form of paygate than cats for research levels. Who's all that money going to?
Is it like a voodoo sacrifice for the elder gods to pass along forbidden knowledge, or something?
See, you just need to find a coder, and then hold their family hostage, or better, stick them in a cage. Or find one of those coder hobos, they'll be holding a sign "Will program for food".
A couple of those bugs sound pretty serious, I think I'll hold off until the next snapshot or even release of the version. Sounds like they're getting close if they're starting to hammer out the existing bugs.
But why not use the full helmet for the nod troops? Those look kinda wonky.
The other ones didn't really need it, but the lack of shading really isn't doing these ones any good. But I suppose if you shade these ones, the others need it too.
Kinda... Digging pretty far back into the stockpiles for a plane like this, aren't they?
Valve doesn't care if their content is moved between source/goldsource games, but this is clearly lower poly, and thus not being a port.
I don't imagine mushrooms still spread while in those.
Something tells me we won't be seeing this on any titan maps.
Is it going to fire something more along the lines of an actual RPG in this, or still gonna lob a projectile?
I was always under the impression the RPG tower was originally supposed to serve the anti-armor and anti-air function like the old advanced guard tower, hence the name.
If you could manage to use the model they use in Sven Coop, it's actually pretty decent a quality model, about the same quality as the Gauss Gun's.
Yeah, it's actually more of a description of the scientist or the SEVA suit. They both have 'closed cycle air supplies' as I recall, and are built almost specifically for environmental hazards.
Compared to how the Ordos Mortar Infantry worked in Emperor: Battle for Dune, this appearance is a fitting one. The mortar infantry proved very weak by themselves, and were of course easy to destroy when under-supported. All the Ordos infantry looked the same, so the only real difference was their voice, which bore a distinctly younger or inexperienced quality.
I missed chromehounds, if you manage to outdo it, you win everything.
Any reason for the design change?
I think this is just about as good as the other one, just curious.
It's really hard to find these in any decent quality. Great job.
What arguments? Those'r facts. It'd be refreshing to see some original content for once.
Porting pre-existing content...
Okay, granted a simpler design for a rifle would be easier to clean and maintain, but more exposed moving parts means higher chance sand getting in and jamming it, which I admit probably won't be a problem if sandstorms aren't gonna be a prominent feature.
The weight he put on?
Well, there was a lot of work done, that's a plus, the em... Architecture isn't bad, and it doesn't appear too robotic in design.
The problems I have with it; Flat maps are a minor setback just because they don't require much creativity in dealing with irregular terrain. Personally, I'm not such a big fan of cities because if you're in a city on a server, there isn't much drive to explore and strike out on your own to fill necessities. Those are just personal preferences, so I can't say I have any real problem with this.
My idea for how ladders should work is a bit different. Collision would be necessary, but they could be placed free floating as long as some ladder had a block behind it for support at a point. Of course, if that block is removed, they'd all break.
Some of us don't know what this is from, or its relevance. By the looks of it, I'm guessing Kingdom Hearts. The shoulders are f'n weird, I'm not a KH fan, and I especially dislike cross-media recolors, so I think I'll let these be.
An actual description is ALWAYS a decent touch, I remember back in my Quake 2 days browsing through piles of models at the ol' Polycount. I'd be looking for models I liked, found Daleks, some superheros, Cyborgs, etc. I didn't know a thing about Johnny the Homicidal Maniac, but I found some related player models. Had I not read the descriptions, I would never have been able to remember where to get them when I later became a JTHM fan. Had that never happened, my friend that I showed them to would have never converted them to be compatible with Sven Coop 2.(numbers) something and, well, I dunno, some other stuff. My attention span is drifting elsewhere, so bleh.
I like that there is a hologram, but I'm not to fond of the idea of it just spelling something out constantly, maybe it should be a rotating cylinder marque display of a propaganda vid.
Oh, I thought it was an A, like it just spelled out Kane over and over, I didn't see the bottom portion of the logo due to transparency in the middle and being unobservant. This hologram is fine, disregard the above statement.
Yes, and you can get in on it by pre-ordering it from their site right now.
Is that gonna be a team specific feature, or is every faction gonna have it?
Soviets progressing to art deco? That IS science fiction!
I've seen too many frigg'n houndeye models, but this one seems to do the best justice.
And yes, I remember there were supposed to be some kind of whisker type things in the eye area.
Could use something, can't put my finger on it.
Maybe clean up a bit of the center, that dark ring looks kind of off.
I have to admit, compared to the others it lacks a certain quality, but I think that's a little much. I mean, it's still pretty cool.
It's got a kind of generals feel, but I think it goes along well with the theme.
First Aros ad, I'm getting a "Hey, kids, join today and get an AWESOME FREAK'N HELMET!" kind of vibe from it.
Pretty cool, all around. One question; Every unit on that team gonna be Russian? Doesn't really lend to the feel of it being a coalition, if so.
The best part about all of this is, aside from the player's gauntlets, the textures, models, and brushes don't look patently Source-ey, which I feel is a common issue. That bit I assume is a doorway could use some sprucing up. Maybe a couple inlaid lights and/or a serial number/door code thing(for example something like C-108).
My guess is a barracks. Tiny door for anything else.
Honestly, I forgot I was watching this. Not disappointed, though. Far from it.
Also, I admire your ability to use/stand using Zbrush.
Put a filter on the voice. It's passable as is, but I think you could make it a better fit by making him at least sound like he's in a heavy vehicle.
See, the best april fools posts are thinly veiled, yet still hard to determine. See, for the most part, minus the ikea thing and technobabbel, you could actually pull off a decent mod with those goals.
And yes, I agree, you've demonstrated a nack for modding. It wasn't anything revolutionary, but your mod was rather enjoyable. Sequels tend to only satisfy when premeditated, though. So I can understand if you still don't follow up this short but sweet mod.
No, no, no. You don't seem to get it. You say you're gonna start selling stupid cosmetic digital hats and you better start ****'n selling stupid cosmetic digital hats. If you don't there is no return for you. I want my GOTTDAMN TANKHELMET.
Explanations are nice, but if there's an ongoing case or a settlement being made, both parties are obliged to keep their mouths shut on the topic until it's over with, and even then sometimes the agreement involves that as a condition, too. By the sounds of it, this isn't as bad as EA's unpaid overtime scandal, so I'm not too inclined to do something that'll ultimately make the devs clam up and shut their doors to the community.
Stands out like a more of sore thumb in the typical theater of war, though. Could be worse colors... But why not a buggy? There's plenty of usable resources to choose from, or make your own. At least if this really is for ArmA.
Yeah, the whole leaking radioactive chemicals/coolant and age-cracked smokestacks weren't even a theme for the soviets, which means it should be even less so for a team that's supposed to be a fusion of Allied and Soviet design.
Maybe if those are parts of the structure damage phases, but that just seems like a gross overstatement of workplace hazards, that, lets face it, would debilitate their forces. Everything else is fine, I don't even have a problem with the skewed perspective on the radioactive symbol, but come on, leaking toxic glowing goo, WHILE running at full efficiency?
The contrast between the edges and the other surfaces makes it look kinda grungy.
I can't tell if being in that big bulky suit will increase or decrease a sniper's odds of survival. I want to say the latter, because it stands out more.
Seeing it IRL, I always thought it should have some sort of blade runner type feel to it.
That looks like it's getting there.
Actually, that having to be injured for heal spray to do damage sounds more like a feature than a bug. It implies some complexity.
My best guess is desaturate it a little, but I've never had to do color work with SAGE.
His name's Steve.
I dunno, I'd expect a SAM to take out an aircraft with a single missile, at least blow off a wing if your aircraft had one to speak of. That is, if realism is your thing. The countermeasure should count for something though if that was the case.
As I recall Flak wasn't that great at taking down missiles, but I guess it did alright against aircraft carriers.
You know how people begin worshiping things they don't understand in an attempt to assign meaning and find some understanding? Kind of like the ancient Greeks and lightning, this would be on of those instances. Honestly, I'm surprised this faction didn't exist already in Freelancer. Nice job.
I think the flying tickle monsters your teacher mentioned are a reference to the Nightgaunt, a race of creatures with a gargoyle like appearance, though lacking any facial features, that take flight at night in search of victims. Once located they swoop down and grab hold, tickling their quarry into submission to ease the task of dropping them into an abyss. They came from the H.P. Lovecraft's childhood nightmares, so you know it's good stuff.
My, my. The homeless in your country are well groomed.
Very nice, the paintjob's a little WH40k, but that suits just fine.
I'm trying to wrap my head around why its bone structure would appear to be carved stone, but it's pretty cool.
Ultimately, I think the removal of devour might be for the best due to a tendency to create rage-quits out of thin air, besides, why bother waisting the calories to consume a whole marine when the marine and entire nutritional value simply cease to be after a second?
Actually, you could probably bring it back as a corpse eating move, similar to the skulk's, but it would take time, like an anaconda engulfing fresh prey.
Sure, it's neat, but I've been seeing the bulked up gas station nozzle quite a bit in modern games.
That's just an 'outpost'?
I'd love to see what passes for a base.
They land to fire, right? Otherwise, I think the recoil would be insane.
I heard it's relatively simple to set up mocap systems, the only major problem being the space required. Would you say the cost doing it this way was better than what it would have taken to get something adequately set up yourselves?
Camouflage? More like conformoflage!
Come on guys, this soldier's obviously a pretty cool dude, trying to not get shot on sight is sooo yesterday.
I like the addition of speed holes on the breastplate and shoulder to make the wearer move faster.
Sonic weapons always seemed like a bad idea to me on Arrakis. As one of the many things that attract sandworms, using them on the open sands cannot end well for anyone in the area.
So, the reapers have always been anti-armor, but do you plan on maintaining the laser that particular version uses, or something else? Also, seeing as the lesser cyborgs will be armed with EMP, is there any plan to give the reapers the good old fashioned web launcher?
Frankly, I'm glad you went with the C&C 4 reapers instead of trying to create some from scratch, don't get me wrong, not saying you'd be bad at it, but I've seen too many hastily designed crawly spider things in my time... As for the textures, the typical quality I've seen in your mod has more than proven the quality.
I think a yellow or orange color would be more appropriate for the leaves, they look like they're dead already.
I've seen more, and taller too, of course we had to hand stack them for that.
Nice, before I read the description, I was going to ask if it was a rail gun. Now I've always wondered if a rail gun would have recoil, and I guess it would from the magnetic propulsion.
I like the the contrast between the streamlined left and bulky right side, and yet they still manage to blend together nicely.
Maybe you guys should add the DOF to Reborn, then.
Very nice. The model looks finished, as far as I can tell. Just on to the color scheme now.
Those can also produce spiders and skeletons, but only one monster type per block. According to a friend, you can mine them and when you place it, it will become a pig spawner.
Very nice, I like the one on the left because the one on the right is a little too yellow.
It's original, I can't think of anything bad about it to point out.
Or I could just type what all of the people that dislike this are thinking in an unflattering fashion. Something along the lines of:
"LERN 2 FOTOSHOP U DONT UZ ENUF LENZ FLAYR U NED XTRA LINZ & CHEVRONZ LYK TS LOGGO HAD"
I think it's just fine, and fits with the aesthetic of the mod quite nicely.
So it's like the transit hub, but you can pretty much place it anywhere.
Will any attempt be made to recover some of the functionality initially intended for the campaign when Renegade was first made public knowledge?
For example some ability to call in airstrikes, or at least tertiary objectives that will allow similar events to take place? Example: Take out the SAM and paint a laser target.
To be honest, I expected nothing more from you guys than a multiplayer remake, so just this is a pleasant, if not incredible surprise.
Great job, now I can stand to use ground vehicles other than motor cycles, but I still feel like they are still a little awkward to drive.
Neutral Capturable, I believe.
Very fitting Harkonnen design in general.
The only complaint I have: The AA guns look like they wouldn't be too stable. If you want to keep the barrels the same length, but agree with my thoughts, one compromise I can think of right away would be to move the barrels into the turret so that they are coming out the back, maybe with ammo belts extending to them. Or at least put something on the back so it looks like it has adequate counter-balance.
I love the realistic scaling of the vehicles.
Well, if it's not gonna have the scale of the wolverine, will it have the maneuverability? That's really the important aspect.
It's not working, I can see it.
Unlike the older one you see everywhere else, the bulk seems like it'll match the damage output.
Left looks better than the right, I hope that's what you were going for.
The turret on the Grizzly looks a little bulbous to me, but I can't think of an easy way to fix it.
With those massive airfoils, it feels like they should be spread out from the main body a little more. In fact, everything but the fuselage looks like it should have some space put between it, seems too compact for a bomber. But, altogether, not a bad model.
That thing supposed to achieve orbit?
Well, the HUD can be any color, really, it just needs some good ol' fashioned transparency. The actual visor looks pretty BA, though.
I like the new HUD, but it just feels so empty without anything at the top. Maybe stylize the score tracker? Visible weapon tabs across the top? I dunno, I just feel like it needs something up there.
Individually, they're just cool futuristic versions of normal everyday things(Excluding robotic arms). But altogether they give a nice description of what the mise en scene will be like.
I dunno, I think the best field effect to use would be the sonic barrier for at least a placeholder.
Is there going to be a secondary and primary? For example primary is buckshot, secondary is slug.
The darker texture really does make it look better. I was a little put off to it before by the large glowing yellow toes, but this is nice.
The toes seem a litle blocky, I'd say extrude the faces and then bevel them. Oh, and slant them all downward towards the outer edge.
I don't think they would... Bah, who am I kidding, this is RA2 we're talking about.
Looking at Alyx, I see that the shading is kinda texture based. And the wall to the right seems to be giving off more light than the openness on the other side.
The one thing that really bugs me after a while is that the NPC shading doesn't match the lift's shading. Alyx's arm on the lift's wall is much brighter than the dark background.
I was looking forward to the next build, but the former Westwood staff have really gotten stuck up since the full merger with EA. I don't even feel the same about Petroglyph, it seems the rigid community support attitude that was there in the beginning is gone now.
Maybe they'll come around in time, but nobody should expect you to work with broken tools.
How do us TFD users play this?