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I've just added something to the downloads section I think you'll like.
True, I did that.
My favorite one is the right one, it really captures the spirit of the old 2001 promo art. For Toa Sanctuary- depends on whether you want it to stand out or blend in with its surroundings. If the former then I say the right one, if the latter then pick the middle one.
Thank you very much! Although I'm no professional, I've put a lot of research into this project (and learned quite a bit in the process), so I'm glad to see it pays off. :)
Which ones did you have in mind?
Most of the vanilla dinosaurs seem fine to me even by today's standards, I only wanted to remake Spinosaurus so it could be semi-aquatic and the Velociraptor for the plumage. Other than that, I'd much rather focus on making new content.
It's based on the same AI as the Plateosaurus, meaning it can kill the hunter but would normally prefer to avoid conflict.
Nope, it's been known since the sixties.
No, this is a hybrid of several dinosaurs and other animals.
The map looks awesome! Oh how I missed those ridiculously indestructible TS pyramids.
My only complaint is that the trees don't look like they belong there at all. Perhaps make (or adapt from RA2/YR) a few palm trees instead?
Sorry for the late reply.
Don't worry, the project is not abandoned! I've got a few things in the oven. Stay tuned.
The wall looks great, but in my opinion it still doesn't quite fit with the other GDI assets. Perhaps a change of color? I think the walls would be perfect with a light concrete base color, plus a GDI gold/remap color stripe.
The purple area actually has its charm. Since it's a Red Tiberium zone, I'd take it that it's been so deeply contaminated, and for so long, that it already looks like a completely alien planet- so strange and hostile even the tiberium itself barely wants anything to do with it. The purpleness might have to be tweaked a bit but I think you shouldn't be rid of it entirely.
The "clean area" concept is strange and cool too in its own way. It would add a unique challenge to missions, not just commando missions but also base-building with very limited resources, in which you could perhaps add things like capturable caches/nodes that give you points, or protectable airfields where you get supplies or reinforcements.
Thank you! Indeed, I have a few ideas for non-exhibit stuff such as scenery items, buildings etc. and of course I'm always open to suggestions. I hope you give this mod a try!
Looking good, I plan to reskin, rig and animate them for Zoo Tycoon use, maybe also modify the Spinosaurus a little bit (to resemble the 2014 restoration) and use that to replace Blue Fang's Spinosaurus.
Indeed, I have made a few prehistoric animal models already (originally for Carnivores, but they can be adapted), at the moment I have a Yutyrannus in-progress. I might also adapt some of Carnivores' animals such as the Moschops and Dimetrodon.
At least two of the dinosaurs (Spinosaurus and Velociraptor) are going to be remade eventually, so the answer is Yes.
I agree, the game's 15 years old now... good time for an open version.
This version is obsolete, I suggest you download Beta 7 instead.
Thank you for this lovely insight into your level design process, and the beautiful graphics accompanying it. I also use Game Maker for my platformer project, it's a powerful tool, and indeed I have encountered similar problems regarding pattern repetition (though my solution was a bit different).
I have added this game to my watch list and hope to see more of it soon.
Hi, I just found out about this game. I like the concept, and appreciate the fact you're implementing customization and modding capabilities from early on. Will there eventually be an option to create new animals as well? It would make this game a lot more appealing to modders, and personally I'd love to be able to create an entire ecosystem, flora, fauna and all, and watch it come to life. I also appreciate that the default texture pack is 256x, Minecraft's biggest fault was its default low-res so you already have an advantage.
There seems to be a problem with the Alpha though, whenever I start a new game on any planet that has water, I always land at sea.
Oh, I see. These assets aren't all in the same mod, you need to download each of them separately from the Saga forums: Thecarnivoressaga.com
I don't know, haven't heard of it until now.
If you haven't already, I suggest you check out the Mods section in The Carnivores Saga, it's probably there somewhere.
Set the compatibility to Windows 98/ME and run as administrator, it should work fine then.
Hmm. This IS a Tiberium Pack, not a Red Alert Pack, but I might make one eventually. I originally planned to add the giant ants from RA1 to this pack, so I would throw these in as well.
New terrain types are impossible to add in Zoo Tycoon, at least for the moment. As for buildings and other things- we'll see. It'll be some time before I update this mod if at all. I'll try to get around the building render problem so it would be possible to recreate entire GDI, Nod and Cabal bases.
I wanted to add some decorative TS structures at first, the reason I didn't was that Zoo Tycoon requires renders from all four directions of a building, and TS buildings are viewed from only one direction. To solve that I'd need to recreate the buildings myself and render them from scratch, or find someone willing to do that for me.
Your bulletins are always one of the highlights of my week.
You're supposed to extract ALL of them. Like, all into the same folder, as-is. Then run TRIASSIC.EXE to play.
I'm curious to see how this project will develop.