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So having dropped some hints about how the gameplay will shape up, are there any more hints? tbh, talking of Deus Ex would suggest there's going to be sub-quests, exploration, leveling up etc. Is this true? Because whatever else it was, I never ever classified Deus Ex 1 as a shooter :)
Major props to the team for that trailer; been following the mod for quite some time & truthfully had thought it gone dead after a long period without update. But no, here you are, still producing away. I'm really looking forward to the final product (even if I'm still not 100% what genre this game will be, or what the gameplay will involve).
Sounds silly but I loved the little details in that trailer such as the ragdoll shirts being thrown into the suitcase. That was nice :)
Great to see that among all the innumerable zombie mods & CoD clones, people are trying to make something genuinely unique and interesting, with a tone and heartbeat all of its own. Mods like Zeitgeist are the reason I love mods in general. It definitely deserves more 'mainstream' press..
Lovely looking shots - nice to see you've tried to clutter up the streets with the manhole covers, fallen leaves, telephone boxes etc., that's what really brings a street scene to life :)
Very impressive work, well done :) Can I ask though; will the maps have NPCs / a lot of people walking around? And will the streets have a lot of props, like bins, rubbish that sort of thing? Perhaps at the moment the map is a bit too "clean" :)
Nice work; very run-down vehicle it suits the faction well :) (unit profile's good too! :P )
Well you guys would be the most familiar with the units, so naturally you'd be used to seeing the differences! :D I think the tank destroyer and battle tank look quite similar, doubly so once a player is zoomed out a little (not to mention throw in dozen other vehicles in a fight). Like I said, perhaps a little more visual distinction would help; throw some more antennas on the tank destroyer, ammo crates. Perhaps as the Confeds are "scrapyard" style you could use some A-team style mods to the tanks (bulldozer scoops etc).
Given the speed of RA3, it might help make those fast decisions.
Otherwise the work's coming great, so please don't think im being unreasonably picky :)
They look nice and detailed! :)
At a glance though, it's hard to see what vehicle is what; if I'm playing with the Confederates, a distinctive unit profile allows me to know what units I'm looking at without actually looking at them. Team Fortress 2 is a perfect example of this; each class has its own unique silhouette.
Could I suggest some more cosmetic additions to the units to make them all more unique? No two units should look the same; eg even in vanilla RA3, you would never mistake a Hammer for a Guardian tank ...
Any update on texturing these babies? I mean the models look lovely (I presume they fit within the poly count constraints of RA3), I'd be eager to see some of your guys' work textured up :D
Looks good so far; I presume there's going to be a bumpmap, specular map & other FX applied when it's done?
It's the Kirov airship from red alert 2. Do a google image search and see. WW1 airships didn't have magazines of giant bombs attached. I was watching this mod because it seemed realism oriented. This unit kinda throws that out of the window.
Why is a Red Alert 2 unit in a WW1 mod?
How does the unit profile compare against the Guardian though?
And what's the poly count? :)
Looks nice; how will these Yuri structures (and the other factions I guess) be built? Obviously the 3 default sides had unique methods of base building and expansion, will it be the same here?
Nice! What does it do? :D Other than go "piaow piaow" that is !
I take it there's not going to be another flavour of the German army to balance out the allies / axis faction counter?
It's looking rather smashing guys, you should be proud of the work, and all in a game many didn't consider mod friendly.
What is its secondary function, or have you guys decided yet?
I prefer this version; it looks more like artillery & has a more individual look - important to quickly recognise the unit profile in the heat of battle