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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.
That ought to keep those rabble out.
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.
I take it this isn't going to use the theory that complex cells evolved through convergent symbiosis between simpler single cell organisms.
I can't wait for this to be complete, I'm not so huge on alphas and betas.
As a time traveling mole-person with a passing interest in alpaca pedigree, possessing both a male and female set of genitals, I can say I am quite thrilled to have stumbled upon this news in my eyeball laser terminal o'news (ELToN). I will travel to this century within more or less a decade of accuracy, download a new computer relative to your timeframe's system specs, and feed it your datafiles.
I like it, most of the titans I see look washed out and amorphous.
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.
I always imagined the vehicles in red alert being made of putty.
Typically, when a technology advances, it becomes more cost efficient. If the firestorm were made to render some units or structures invulnerable without requiring some pain in the *** hardware to be installed throughout a base, I think that would be a great move.
Here's how I think it could work:
Activating the firestorm generator would render all of the structures (Possibly units as well) in a set radius around the generator invulnerable, as a trade-off, the structures within the protective zone become underpowered as the energy cost to bring the defense systems online is too high. The generator then has a cooldown of several minutes.
Another thought I had was that two mutually exclusive upgrades could be offered. One extends the maximum range and protects vehicles within the base, the second camouflages the structure somehow and kills enemy units within range when activated.
Alternatively, both abilities could be native but require the commander to choose which to activate when the cooldown completes. Meaning they share the same timer.
The murder pulse would of course be red.
Default morrowind walk anims?
OpenMW, I love you, but you gotta stop doin' that!
Not like the original Red Alert had much of a campaign in the way of triggers and plot.
This seems much more appropriate in that case, I thought that might be the case but didn't want to assume.
Something I forgot to add:
The use of the words "help", "victim", and "lovely" seem opposed to each other. The sentence would really give a better narrative if you chose it to convey that process was to be considered good or bad. If you want it to sound good, replace victim with patient.
If you want it to sound bad, replace help with force or something to that effect, keep victim, and change lovely to ghastly.
Alternatively, you could change it to sound, and I think this is the right choice for anything like CABAL, devious. "The Infector's Web Grenades will 'Compel' (or) 'Encourage' the 'Subject' to consider 'joining our efforts'."
If that's an AI adjutant like CABAL, I don't think it would use these inflections. "Send your infector /in there/" doesn't carry the same gravitas as "Send forth the infector." And "the events of today will haunt the enemy for years", really? How many years, two, maybe three? How about decades, centuries even.
Just plop "to come." after years and it instantly sounds better.
The use of the exclamation mark is misplaced as well. It's not a command, it's a statement, the exclamation mark makes it seem giddy instead of sinister.
Poll needs more options that reflect this.
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.
This is typically how agree vs disagree systems work. These votes are for a critical standpoint. If "C&C shouldn't have hitboxes" had garnered significant support, the devs would be encouraged to look at it and possibly reevaluate the decision.
I for one think it's a move in the right direction as tank battles will no longer consist solely of two tanks revving back and forth constantly in a futile attempt to not get hit. There's more /strategy/ to a game derived from a strategy franchise. Now I just wish there was something done with infantry so they weren't just bunnyhopping healthbars with different flavored guns.
So first step's been done, now we just need some mods that'll make that game earn its title.
I prefer procedural generation that makes use of handmade set pieces. For instance, Warframe's method. Alternatively, expansive procedural environments such as minecraft's with handmade landmark structures, such as pyramids and villages.
Modular turrets! It's never been utilized in too many games, but I love when it is.
I thought I saw voyager as like a size comparison or something.
Very nice dunes.
Wow, I never knew the plot until now, I just remembered Raiden as "That game with the awesome VTOLs where buildings come to life and try to kill you."
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.
Sorry to double post, but that coop mission sounds f'n amazing.
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".
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.
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.
The wolverine I remember walked like those windup toys with the legs.
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.
Is this a global repair, or higher volume repair radius? What makes it any better than standard war factory repair?
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?
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?