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