Hello everyone! My name is Curtis, but my nickname that I kept since I was 8 is "Mac". I am a big fan of sci-fi and anything to do with technology and space. When time permits, I love playing games... If I had to choose which style of gaming is my favorite, I couldn't say. I would put RTS, 1st-person, and RPG as the top 3, but I suppose that covers a good percentage of all the games! What I also really like to do on my spare time is create maps for pc games, mainly for the C&C series but sometimes for the AoE series - I can thank RA95 for this map-building addiction! I don't have any experience with modding, though. Lately (as in the last few years, off & on, when I have time) my time for playing has been devoted to building maps for C&C3;. Why this game? Because this game has a such an awesome mod that I have great respect for and thoroughly enjoy... It's called: Tiberium Essence.

Comment History  (0 - 30 of 165)
.Mac.
.Mac. - - 165 comments @ TE2 Cabal ingame base23

"What if the awesome "Citadel" is just T2 Radar? :D "

Yeah soon after I sent my previous message I realized then it had to be radar, so I believe you're right :D And it looks great as such!

Good karma+2 votes
.Mac.
.Mac. - - 165 comments @ TE2 Cabal ingame army23

This might be a controversial idea, because people have been used to it after so many years, but I think it would be a great idea so please hear me out :D ...

Carnius, now that you've made the Cabal faction, have you considered possibly moving Nod's Avatar mech to Cabal? Just the design, but with a Cabal paint job. Visually, it always felt like a "mini" version of the Core Defender so it makes sense that Cabal would have this instead of Nod (after all, why would Nod design something which reminds them of that devastating tragedy anyway?). And maybe name it the "Core Aggressor" or something? Nod has always been more hit-n-run anyway, so maybe a new design for Nod's Avatar could be something like this? Pinterest.com Something still big and mech-like but a little more low-profile and fitting for Nod (and of course keeping the "Avatar" name, sounds, and current upgrade abilities).

And then perhaps those giant vehicles on tracks that we see here in this image (which I imagine are currently set as Cabal's tier 3 vehicle) could be a Tacitus Archive vehicle?

What are some thoughts about this?

Good karma+7 votes
.Mac.
.Mac. - - 165 comments @ TE2 Cabal ingame base23

Everything looks fantastic, Carnius! Incredible work as always!

I wonder what that new cool citadel-looking tower is? It must be the tier 3.5 structure, or still deciding which design to have as the Tech Center? Love the current design you chose for the power plants instead, though - reminds me of the Matrix ;)

The only thing I might suggest is I think it would be awesome to have a hologram of Cabal's head (perhaps around the size of that Tiberium silo there?) emitting above the Cabal Core structure, proudly overseeing his army of death - It really would be the "cherry on top" :D (and it makes sense the Core can also provide a boost to all Cabal units, similar to the new Overseer, but probably a larger radius)

Good karma+5 votes
.Mac.
.Mac. - - 165 comments @ Wild Animal Park

Sorry man for the much-belated reply, but even still it isn't available yet. I was planning to release this and others just shortly after the Tiberium Essence Forgotten update, but certain bugs must first be addressed for the maps to play as intended (for example: the big red-zoned tib deposits appear to have an issue), so hopefully for the much-awaited CABAL update.

Good karma+1 vote
.Mac.
.Mac. - - 165 comments @ Grand Canyon

This reply is way-way overdue, but thank you very much Redeemer!

Yeah I guess growing up with the classic games where maps then were almost always asymmetrical, which often resulted in interesting gameplay and strategies, is what caused me to enjoy and prefer those map types. Kind of like life, each of us makes do with the cards we're dealt :)

I think symmetrical maps are also good, especially for those more competitive matches, but even still I'd try to find ways to make it not a complete mirror of itself. So whether I'm stomping an opponent or if they're stomping me, haha, I like having things be visually interesting while it's going down ;)

Good karma+1 vote
.Mac.
.Mac. - - 165 comments @ .Mac.

Hey buddy, it's been a very long time! Sorry for my late reply, I'm not good about checking my own page these days, haha. Hope all is well with you! PM me anytime if you'd like - those I see much more quickly :)

Good karma+1 vote
.Mac.
.Mac. - - 165 comments @ OpenRA

Hi everyone,
I was hoping to share some ideas that may be worthwhile looking into for a future update. 😊

Concerning the Map Editor, for all games, is it possible to implement the ability to adjust the width and height of a map after it has been created? I’m sure many of us have created a map, spent hours on it, and later wished we could make it some cells smaller or larger πŸ˜‰ So if it is possible, I do believe this would be very useful to have, just as the recent Undo and Redo feature has been.

These next ideas are for RA specifically (but could possibly apply for TD also?) which hopefully aim to add a little extra polish and consistency concerning passable/impassable terrain:
β€’ Ground units can currently move over the rocks in Debris β€œ225” but cannot move over Debris β€œ217”; they’re practically the same in terms of rock formation/type, except one is just 1x2 and the other is 1x1. Since these particular rocks are very small and scattered, I think it’d be good to have them both be passable for ground units.
β€’ Then there are the larger but rounded rocks in the Beach β€œ28” tile which is currently passable for ground units, so then perhaps the rocks for Road β€œ182” should be made passable too? Whichever one is, the other should be also.
β€’ The rocks in Debris β€œ107” is currently passable for ground units, but the rocks are somewhat big and clumped together and so maybe it should be made impassable? Personally, I can go either way, but felt it was at least worth mentioning.
β€’ For both Cliff β€œ142” and Water Cliff β€œ66”, I think it would look and feel right to have the top-right cell be made passable to land vehicles. As it is now, it looks odd that a unit couldn’t cut through that particular cell.
β€’ And last but not least, it would be great if the bottom-middle cell of Debris β€œ109” were made passable. So the impassable area would be a horseshoe or β€œn” shaped. This way, it can make for some interesting gameplay if units (especially infantry) may seek some cover inside the pocket there.

Well, that’s it for this time and, as always, thanks for reading! 😊

And though it’s old news at this point, while I’m here, I just want to add how awesome it is to hear about the collaboration between the OpenRA team and Jim and others in charge with C&C Remastered Collection; I am very happy both can co-exist, too. That is indeed the kind of behavior towards fans that other companies should follow.

Good karma+2 votes
.Mac.
.Mac. - - 165 comments @ Upcoming features for the summer release

I agree. The Cobra would be a fitting choice :)

So, I wonder what is to become of the Hind then? Are there ideas for possibly implementing it back with the Soviets (hopefully)? Personally, I think it'd be suitable to have the Hind buildable/replenish ammo at the Airfield, along with the Mig and Yak, so the Soviets don't necessarily need the Helipad just for it, if others feel the same way too; for air units, I like that the Allies just have the Helipad and the Soviets just have the Airfield ;)

Looking forward to the next update guys!

Good karma+1 vote
.Mac.
.Mac. - - 165 comments @ OpenRA

Dunadann Appreciate your comments, fellow commander! Absolutely - either the BTR-80 or BTR-60 would be suitable as the Soviet APC, I'd say :) For sure it should move just slightly faster than the M113, but then perhaps it should have slightly weaker armor too?

Looking back at my previous lengthy posts now and, not only do I notice how quickly time flies, there's a couple ideas in there that I'd retract:

If the BTR-60/80 were introduced, I wouldn't enable it to traverse water. I feel that'd just open up a can of worms for gameplay; so, best not to have it do that, even if they actually can in real life.

Second, the Hind shouldn't transport any infantry. I think that also would open up a can of worms; its role should just be a gunship anyway.

Which then leads me to a new suggestion: The Soviets are in need of an air transport, so I propose they get the Mi-26 "Halo". Sometimes there can be maps that requires an air transport where, without one, the Soviets would be at a huge disadvantage (eg: oil derricks behind impassible ridges). In fact, the Soviets did have the Chinook in the original game, but just as the Allies shouldn't have the Hind, the Soviets shouldn't have the Chinook. It would require creating yet another new unit for the game, but, while I think care and consideration should be taken before introducing any new unit to a game (otherwise you risk changing the game too much and begin losing the essence of the original), this one makes sense to me. And as someone who grew up with and cherished the original game, I guess I'd also view it as: If there had been one more expansion pack, what new units would that possibly introduce? So, if the Chinook carries 8 infantry (as of now), should the Halo carry 10? Or have the Chinook carry 5, as it did originally, and let the Halo carry 8? And since the Halo should carry slightly more infantry than the Chinook, it should be slightly slower.

Well I better wrap this up before it gets TOO lengthy XD Thanks again for reading guys!

Good karma+2 votes
.Mac.
.Mac. - - 165 comments @ OpenRA

Other thoughts while I am here sharing...

* The APC moved to the Soviets *
I don't think the American-made M113 APC should be with the Soviets. It's not as unsettling as the Hind being moved to the Allies, but, still, for the same reason, it feels a bit off. My suggestion about this is: Since creating a new vehicle can be a welcomed idea (when necessary and appropriate, such as the useful and fitting Mobile Flak), let the Soviets have another new vehicle for transporting infantry, which, I believe, should be based off of the BTR-60, and then move the M113 APC back to the Allies where it should be. I think I read somewhere of somebody else making a similar suggestion as this, so it's good to know I'm not the only one who thinks this.

Then, since the Allies and Soviets will each have their own type of APC with differing appearances, how about call the Soviet variant "Light APC" and either leave the Allied APC as just "APC" or rename it as "Medium APC" (personally, I'd lean more towards the latter)? Just like there is a "Light Tank", "Medium Tank", and "Heavy Tank".

And, since the Soviets do not have an air transport (they should never have the American-made Chinook, btw), should this BTR-60 unit have a unique ability about it? Could/should it be able to also traverse in water just like the real-life vehicle can?

And/or, with the Hind (hopefully) back to the Soviets, and since these can be used for transporting personnel in real life, should it be allowed to transport a single infantry or 5?

And/or, what about possibly enabling the Soviet's new Mobile Flak unit to carry a single infantry (just like the Allied Ranger now can)? Therefore, if the Hind and Mobile Flak BOTH were allowed to carry some infantry, perhaps then a new Soviet APC wouldn't be necessary; the original APC should still go back to the Allies, though.

Well, that's everything I got for now, and it's probably more than enough food for thought, anyhow :)

Thank you for reading, and thank you for this awesome project!

Good karma+5 votes
.Mac.
.Mac. - - 165 comments @ OpenRA

Hello mod developers and everyone else!

This is surprisingly my first post here as I am a HUGE fan of this project. To me, this mod expertly recaptures what the original classics were, but it isn't afraid to explore ideas for making some fine-tune tweaks and necessary changes, whether it be for improved gameplay, fixing balance issues, modernizing the mechanics, etc. I am so very thankful for the hard, dedicated work everyone has put into making this mod a success. This truly deserves any and all of the praises it gets!

I do have some suggestions about the mod, though, especially now that certain subjects were brought up recently by the devs. So, please hang in there for the long read ;)

* Regarding the Hind debate *
Just like others here, consider me one who also feels that its placement with the Allies feels out of place (but I completely understand why it was moved there). So, hear me out, here are my ideas about this:

First, the Hind should be moved back to the Soviets, and then, if OpenRA's engine allows it (which, if I'm not mistaken, it can), let the Hind and Longbow BOTH be equipped with a chaingun (vs infantry only) AND missiles (vs vehicles/structures only). Both crafts in real life do have both weapons, after all, so it makes sense; remember, also, the original RA cinematic intro did feature a Hind shooting missiles.

Then, for giving each helicopter its weaknesses/strengths (while still maintaining that sense of balance), there should be subtle differences in firepower between these two air units. For an example: The Hind was originally chainguns only, so let it deal more damage than the Longbow's newly acquired chaingun; the Longbow was originally missiles only, so let it deal more missile damage than the Hind's. Another example (or in addition to the above): the Hind could have a higher capacity for its chaingun ammo than the Longbow, but the Longbow could have a higher capacity for missiles than the Hind. Differing variables to make for an interesting and balanced gameplay. It might take some effort to get the balance feeling just right, but I do believe with enough tweaking and gameplay tests, it can be accomplished. Again, this is all dependent on if the engine can allow this. What do you guys think about this possibility? Can this work? Of course with the Hind returning to the Soviets, it's possible that further balancing may need to be done for the Yak and Mig to ensure each unit is desirable in their own way.

Now, as for the Soviets having airfield units and the Allies not, I'm actually just fine with that. There are multiple things that the Allies have which the Soviets do not have, and vice versa. With that said, though (and this is me just thinking out loud), what if the Allies did also have access to an Airfield? I'd think that only one jet would be plenty; just enable the jet to have an anti-infantry nose cannon AND anti-vehicle missiles, which will basically balance out the Soviet's Yak and Mig. For the role, the Warthog would make perfect sense (I know it's in TD, but it could function well here too - just as there were originally other units ported over to RA from TD) Again, just thinking out loud with this, but I'd be curious to hear what other people might have to say of it.

* Regarding the Kill Bounties *
I personally am okay with this. In my opinion, it's a nice, extra feature to have for players during MP, as an OPTION if they wish to have it; depending on the map, I believe there are even necessary times for having this. So, I wouldn't remove it from RA. For those who are less in favor of it, perhaps it would be best and feel less invasive for RA (and other mods) if it weren't as the default, but rather, you'd have to check the box in the options tab? Simple change. By the way, the mod for TD (and Dune 2000?) used to have this feature, I believe, but it's currently not available - I'd say bring it back, for the same reasons it be available for RA.

Good karma+5 votes
.Mac.
.Mac. - - 165 comments @ TE Forgotten Construction Yard - destroyed

I thought obvious joke was obvious *shrug*. But you are right, it was already seen before.

Good karma+1 vote
.Mac.
.Mac. - - 165 comments @ TE Forgotten Construction Yard - destroyed

Hmm... perhaps it "Churns enemy infantry into Tiberium milk"? XD

Good karma+2 votes
.Mac.
.Mac. - - 165 comments @ TE Forgotten Construction Yard - destroyed

Do I spy, with my little eyes, a Forgotten harvester at the top-left corner? :)

Good karma+2 votes
.Mac.
.Mac. - - 165 comments @ TE Forgotten MCV ingame

Beautiful designs, Carnius! Both the unit and structure look perfect.

I wonder if we might see the MCV be able to bend at the trailer hitch while it makes turns? ;)

Good karma+4 votes
.Mac.
.Mac. - - 165 comments @ TE In-game Thuderbird

I agree. I think the Firehawk should, at the very least, be the same size as a Thunderbird. I'm not sure how easy it is to rescale unit sizes, or if he has a future plan for the Firehawk?

Good karma+3 votes
.Mac.
.Mac. - - 165 comments @ TE Forgotten Thunderbird

It's so great seeing you again Carnius, and with an update to boot!

Very cool design for this Thunderbird. Just perfect. It looks like the cockpit may have been scrapped from an older GDI aircraft, and the rest is, well... I've *forgotten* ;)

Good karma+4 votes
.Mac.
.Mac. - - 165 comments @ Tiberium Essence

Yes please! Glad there's other people still making some out there - I like seeing any kind of map that other fans come up with :)

As for me, I have something up my sleeve, but I have to hold out until Carnius' next version of TE that'll address bug fixes and (hopefully) have added certain WB goodies ;)

Good karma+5 votes
.Mac.
.Mac. - - 165 comments @ Tiberium Essence 2.0 Forgotten

Very cool, great update!

Hmm, how about naming these guys either "Harbingers" or "Storm Casters"? I assume it's a squad - if not, remove the 's' at the end ;)

Side note: Maybe the Tiberian Fiends should also cloke in tiberium, because they have tiberium crystals on their back which camouflages them in the surrounding tiberium?

Good karma+2 votes
.Mac.
.Mac. - - 165 comments @ Tiberium Essence 2.0 Forgotten

Hmm you may be right. It seems it should be a T2 unit, but since it has the ability to crush small vehicles (plus whatever other upgrades Carnius decides), maybe that's why it's T3? Hard to say at this point :)

Good karma+2 votes
.Mac.
.Mac. - - 165 comments @ Tiberium Essence 2.0 Forgotten

Actually, "Bigfoot" sounds like a good and unique name for this particular unit, I must say :)

Good karma+2 votes
.Mac.
.Mac. - - 165 comments @ Tiberium Essence 2.0 Forgotten

Can't help but think how much these bad boys look like they belong in a Mad Max film, which I think is exactly the right style for the Forgotten :)

Good karma+5 votes
.Mac.
.Mac. - - 165 comments @ Tiberium Essence 2.0 Forgotten

Even if this particular design may be an April Fool's, I think the concept of having some more mutated animals in the Forgotten arsenal is a good idea. More variety of mutated beasts this way too ;)

Good karma+1 vote
.Mac.
.Mac. - - 165 comments @ Tiberium Essence 2.0 Forgotten

It's great to see these kinds of updates again :)

This pic reminds me: How would it look if the Mutants got these 'primitive'-style banners for their garrisoned structures (just change it to have their logo, and maybe scale down the overall size slighly), then perhaps Nod can have something a little more 'sophisticated' to their style (such as a Nod hologram, but a different appearance than their propaganda hologram)?

Good karma+3 votes
.Mac.
.Mac. - - 165 comments @ Tiberium Essence 2.0 Forgotten

Oh I really like everything about the looks of this unit, very nicely done wheels too :D

Good karma+1 vote
.Mac.
.Mac. - - 165 comments @ Tiberium Essence 2.0 Forgotten

It's a Beast on wheels.. might even have a Beast Mode too :)

Good karma+1 vote
.Mac.
.Mac. - - 165 comments @ Tiberium Essence 2.0 Forgotten

Or more like this
Wordlesstech.com

Good karma+4 votes
.Mac.
.Mac. - - 165 comments @ Tiberium Essence

It's time you saw the new year, while you still have human eyes :D

Good karma+2 votes
.Mac.
.Mac. - - 165 comments @ Tiberium Essence

Merry Christmas!

"I've got a present for ya" - GDI Commando :D

Good karma+6 votes
.Mac.
.Mac. - - 165 comments @ Tiberium Essence

@SryCauldron, Big yes from me. Maybe also for the Stinger Turrets?

Good karma+1 vote