MIDEAST CRISIS 2 Soundtrack
Apr 04, 2008 Full Version 2 commentsMEC2 soundtrack. Includes two tracks, both composed by Jonathan vd Wijngaarden. MEC2_REGIONAL_AMBIENT - Used during exploration/base building MEC2_REGIONAL_COMBAT...
"Mideast Crisis 2"(MeC2) is a total conversion for "Command and Conquer 3: Tiberian Wars" by Isotx as the sequel to its "Command and Conquer: Generals - Zero Hour" conversion "Mideast Crisis". Isotx teamed up with Derelict Studios, in which the staff for MeC2 is largely composed out of core team members from past SAGE engine mods such as; Blitzkrieg 2, Halogen (now known as Asylum), Mideast Crisis and Rise of Rome.
MeC2 features 3 distinct factions; Israel Defense Forces, the Guardians of Islam and the UN Peacekeepers which you can play in both multiplayer and singleplayer spanning maps (and missions) from Beirut to Jerusalem.
MeC2's gameplay focuses on occupation warfare within cities using 3 types of resources; money (from occupation taxes), fuel (from oil derricks and gas stations) and special ammunition (from ammo crates). We're also bringing back secondary resources in the form of; embedded reporters, settlements and hacking.
Stay tuned in the upcoming weeks and months, we have a great deal of surprises and innovations to show.
6 comments by InterfaceLeader on Feb 12th, 2008 digg this super bookmark
A mix of concept art and screenshots from MIDEAST CRISIS 2.
Concept Art
Concept artist Michal produced the Command Center, whilst smurfbizkit was responsible for the flame thrower turret.


Screenshots
We have here a Guardians of Islam base. Buildings include outposts, an Internet Center, a Guardian Command and Flamethrower Turrets.

The highway screenshot shows part of the recently completed "Highway of Death" 4-player map (created by map artist Pivac). The notable thing is that, throughout the map, the highway will always be populated by cars moving in each direction. Even if you keep destroying them, they'll keep spawning. This means that GOI players will have added incentive to build Martyrs on this map - since they have an unlimited amount of cars to hijack.

Workflow: From Lego concept to finished unit

This is the workflow spyVspy used to create the SLING unit. The really cool thing was that instead of drawing a few pages of concepts on paper of the unit, he built lego concepts instead.
The GUI
Finally we have an early mock-up of part of the MEC2 GUI. This is a composite image, not an in-game screenshot.

We are still in need of some voice actors for Mideast Crisis 2, particularly for the GOI. Check out this forum thread for more information.
You can also check the Status of the Mod, read some of the Frequently Asked Questions (and answers), and guess at some of the End-Tree Units with only the name as a clue.
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MEC2 soundtrack. Includes two tracks, both composed by Jonathan vd Wijngaarden. MEC2_REGIONAL_AMBIENT - Used during exploration/base building MEC2_REGIONAL_COMBAT...
Used during combat. Tracks are composed by Jonathan vd Wijngaarden.
Used during exploration/base building. MEC2 tracks are composed by Jonathan vd Wijngaarden.
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Mideast crisis have gone from Realism mod to Sci-Fi mod
if i would be the mod leader then i wouldnt use CnC 3
Maybe WiC
ehm why would you make a Fps MidEast Crisis if you wore the mod leader
just curious, but why are you mentioning this?
We're going to be as realistic as C&C:Generals (or rather as unrealistic as it).
So if the game is going to be relistic then are the units going to have a amour class and not be as dependent on hitpoints, becuse in realy life a M1 tank is invicible to all know sabot or pentrator rounds when hit in the front amour, anyway just a question?
dude he said before it isn't going to be realistic
I just told you how the code is, and that is how it is...unless EA goes insane and releases the C&C3 source code.
Not to mention, that I just said that the entire mod is designed around base building in this method...why would we redo that design and make the gameplay less fun? and less user friendly?
Realism isn't a priority, at all. Gameplay > all
The sidebar is probably changeable,
why dont u atleast try it?
having buildings just growing up out of the ground doesent fit this mod,
you can atleast add scaffoldings and such?
Eh, there are 2 big problems with that though...due to the hacky nature of getting it working.
1) There are only 4 ability buttons (3 if you use 1 as a toggle between states)...so while yes, you can have more than 6 building types buildable from the dozer...any past that complicate things for the user.
2) What do you do with the sidebar? You still need to use it for factories.
Not to mention that MEC2's gamplay was designed with the sidebar system in mind.
Dozer system is codeble in TW, take a look at the GDI Riflemans bunker ability