Mammoth Tank Model Pack
Jul 10, 2008 Models Pack 4 commentsNOT AN ACTUAL MOD! This simply contains two models of both the GDI Mammoth Tank and the Soviet Mammoth Tank. Each having their own folders with preview...
Remember the original Command & Conquer? Remember all the units, characters and themes from the game? Remember the gritty feeling of RTS Warfare? Remember Tiberium?
Well, that classic game from the early 90's that spawned over a dozen titles and revolutionized the RTS Gaming World has been reincarnated in the advanced 3D World of the C&C Generals Zero Hour SAGE 3D Game Engine and looks better than ever!
All the classic units and themes are back with changes and improvements over their originals, and one of the best video game soundtracks blasts in the background once again! And if that was not enough... the full motion videos of the mission briefings are here and that means that the intense story campaigns are back and look better than ever!!! The ultimate goal is to totally recreate the campaigns as well! But you can dish it out in a skirmish or multiplayer game to your hearts content, as this Mod does work in both modes!
MORE COMING SOON:
Two new subfactions, GDI's Task Force Talon and the Nod Black Hand. They will each have new units, buildings, strategies, a functioning Skirmish AI and a buildable Airforce.
This Mod will also contain a ConYard System and a special "Switch Mode"! This means that the player will be able to choose between using the current system (MCV as Dozer) and the New ConYard System. Also, when a Construction Yard is commanded to be constructed by the MCV, it will now deploy itself into a Construction Yard at the specified location! Special Thanks to Blbpaws and the All Stars Mod Team for the original design that I based this system off of and "improved".
If there is enough time and the Mod only has one mapper and scriptor (sgtmyers88), we will try to include a few more missions to add to the campaigns for both GDI and Nod before version 1.2 is released!
This conversion mod is a good alternative option if you do not yet have C&C3 or have not "warmed up" to it yet, or if your computer simply cannot run C&C3 very well.
THIS MOD WAS DESIGNED, ENGINEERED, AND TESTED BY SGTMYERS88 AND THE C&C TD REDUX DEV. TEAM. THE MOD DOES CONSIST OF CONTENT FROM C&C GENERALS ZERO HOUR, C&C RENEGADE, ZH MOD C&C ALL STARS, ZH MOD RA3, ZH MOD AAOW, ZH MOD MID EAST CRISIS, AND THE ZH DESTRUCTIVE FORCES MOD. I WISH TO GIVE A VERY SPECIAL THANKS TO ALL THE DEV TEAMS WHO MADE THESE GAMES AND MODS AND FOR PROVIDING THEIR CONTENT AND SUPPORT TO HELP MAKE THIS MOD POSSIBLE!!!
A VERY SPECIAL THANKS ALSO GOES OUT TO CARNAGE17 FOR SHOWING ME THE ROPES TO MODELMAKING AND FOR FIXING EXISTING ZH AND RENEGADE MODELS TO WORK BETTER IN THIS MOD!!!
ALL C&CTD AND C&C RENEGADE MUSIC WAS BROUGHT TO YOU BY FRANK KLEPACKI!
Special Thanks also goes out to all who support this Mod and to all who also gave ideas and inspiration to it!!!
Also note that this Mod is being developed and tested by a small team of C&C fans, so resources are limited, but we will continue to do this Mod as much as we can the best we can.
You may also want to stop by the forums to leave questions, comments, and suggestions...
-sgtmyers88
5 comments by sgtmyers88 on Jul 6th, 2008 digg this super bookmark
08/27/08
I have managed to have some time to work on the Mod and I have presented some updates for everyone to enjoy. Many areas of the Mod are being revisited and/or have already been given an overhaul. Engine related Code and Art limitations with the Airfields may force me to go back to just using Helipads and giving the subfactions VTOL Jets and of course the Helicopters to compensate. (this is because helicopters are stealing the jets parking places on the new airfields and the jets are blowing up trying to land on helipads as a result since they have no other place to go as it seems game code and art do not seem to provide a solution to have both parked on the new Airfields without bugs or simply looking weird) The other option is to make all the helicopters to no longer be able to land on Helipads or Airfields, but I want to refrain from that as I think it would destroy the feel of this C&C TD based Mod. If anyone has any ideas or suggestions on resolving this it would be appreciated.
As for the subfactions, they are already coded in with working Conyard Systems. The Skirmish AI is halfway done. To elaborate on the strategies that the two subfactions have, Task Force Talon bases its tactics on using heavier armor and firepower (e.g. the Mammoth Tank has more armor and firepower) The Black Hand utilizes naplam, stealth, and infantry based combat. (e.g. they have a special assault APC that they can use as a mobile bunker and they have an Elite Commando that has a longer ranged sniper rifle and uses a personal stealth generator for assassination missions) To sum it up, both have experimental weapons that are a prelude to the units and story featured in C&C Tiberian Sun. However, it is NOT my actual intention to make this Mod go as far as to resemble C&C Tiberian Sun!
VERSION 1.2 UPDATES:
Most known graphical bugs are fixed.
Issues with the Nod Recon Bike not dying/deleting or also being unselectable has been fixed.
Several enhancements have been made to sounds and visual effects.
Some scripting issues in the single player missions and with other maps have been fixed.
Two new sub factions will be included, GDI Task Force Talon, and the Nod Black Hand. They will include new units, buildings, and strategies. They will also include a skirmish AI.
GDI's Task Force Talon and the Nod Black Hand will also expand on the use of air power, this includes buildable planes and airfields to house them. (the airfields will also double as the helipad for the helicopters)
Existing Skirmish AI has been improved and/or fixed. This is to attempt for a more dynamic gameplay as the AI can turtle by building lots of units and defenses or it can attack and harass depending on the battlefield situation for it.
Damage models have been updated and existing ones have proper damage skins.
Some models have had complete skin changes and fixes.
Wall models have been updated and code fixes have been made.
A few new skirmish maps have been included to add on to the 20 new maps
that were included in v1.1. Along with a few more of the original C&C missions
that will be included in version 1.2.
And finally after several annoying issues and some complex coding tricks, the Mod will also include a ConYard System. However, players will have the option of the "Switch Mode" which means choosing between using the current "MCV as Dozer format" AND the ConYard System while in a game! Also, when a Construction Yard is commanded to be constructed by the MCV, it will now deploy itself into a Construction Yard at the specified location!
Please note that even though this is considered to be a Tiberian Dawn (C&C1) recreation that has lots of new and exclusive content, the original missions and factions will mainly stay the same in order to keep the feel of the original game. I spent a lot of time perfecting the ConYard system but did not implement it in the v1.1 final release because it still had far too many bugs at the time and I did not want to adjust the release date I set for v1.1. If you still liked the concept of the Mod in v1.1, just stick around until you see v1.2 as it is coming soon to conquer a PC near you with even better changes and improvements!
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NOT AN ACTUAL MOD! This simply contains two models of both the GDI Mammoth Tank and the Soviet Mammoth Tank. Each having their own folders with preview...
This is the Official Mod Release to Command & Conquer Tiberian Dawn Redux Version 1.1. Remember this is just half of what is yet to come. DISCLAIMER:...
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ohhh do you think you could relese a patch like version 1.1.5 with all the newly added features in it coz this looks great i cant wait!!! XD
Omg, I was so woried when that other TD to Z:H mod died.
Now I see this and I'm glad
It's looking great, but I do have two questions.
Do you build with dozers or classic CnC?
(I'm hoping classic style)
and
Are you planning to implement a sidebar?
And will it be like this:
"The new interface, in trying to implement a classical C&C 'access everywhere' feature, is based on a RA2/C&C3 interface, that is, a primary selected barracks can be accessed through the infantry tab, a primary selected Warfactory can be accessed through the warfactory tab, etc etc. You can still build units from several production buildings simultaineously, like in C&C 3, however you can only have a shortcut to one production building in each class (this includes if you have the equivelent unit class production buildings from both sides)."
thanx,
Thanks for the feedback!
To answer the questions:
There is a command button on the construction yard that will allow players to switch from using MCVS to build and activate the classic "ConYard" mode. The MCVs will still build stuff (for those hardcore players who love the dozer build style), but the only exception is when you select the ConYard from the build menu and place it, the MCV will roll over to that spot and deploy itself into the ConYard. Then you can activate it and build stuff or undeploy and move it to another location if the neighborhood gets too rough.
Interface is still up in the air, thats our only weak point in the mod. Plus you cannot seem to "totally" remove the black square that comes up where the old ZH interface is. You can sort of toggle it off but its still annoying and is determined unfixable to be totally removed at the start.
I can also try to make a new design of the command bar but that will take some time coz school starts for me after 2 days.
we have now 2 build functions conyard and dozer (mcv) about the command bar we dont know unless i dont know
Great mod!
1 thing that bothered me,
slow gameplay (unit and structure build times)
this are the same from the first red alert!
This mod rules.
It really gives me a warm nostalgic feeling to play the same old missions once again in full 3D.
Then again there are little details that kinda bothered me, like the harvesters. They don't really look like a (1995) harvester, more like an ore miner or regular truck in my opinion.
I remember it as a beetle on wheels, like this one(pic): Media.moddb.com
Anyway I'm looking forward to 1.2, regardless of what I said. Keep up the good work!
its the first version, wait till you gett the new 1 :)
Oh, I will! I'll be watching this mod.