(EDITED BY SGTMYERS88)
To launch the final countdown for the release of Tiberian Dawn Redux Version 1.3, the Tiberian Dawn Redux Development Team showcases more graphics and gameplay features while debunking your questions and concerns.
For a great C&C Game Mod such as this, what song could be more appropriate than that?
Also included is some specially themed Tech Buildings such as the Tech War Factory and Tech Repair Bay while many of the ones you already know from Zero Hour have been replaced with structures that fit the "Tiberian Dawn" theme with the return of the classic Hospital, Technology Center, and the Bio Research Lab to name a few. Of course, the Tech Oil Derrick and Tech Oil Refinery remain the same since the effects of Tiberium have not yet hampered the oil production industry due to the fact that most countries have not yet converted to non petroleum based energy sources.
SGTMYERS88 MAKES AN IMPORTANT RECAP TO ANSWERING "FREQUENTLY ASKED QUESTIONS":
Q1. Will this Mod recreate the original story campaigns?
A1. Yes to an extent, we currently have eight GDI missions and eight Nod Missions completed from the original game which have been designed and scripted in incredible detail. We also have one GDI and one Nod mission which are totally new, but they are based on popular missions featured in the Covert Operations Expansion and from the extra missions featured in console versions of the original Command & Conquer. We are continuing to do our best to work on completing the rest of the missions for future versions of the Mod.
Q2. Will this Mod finally include a Launcher?
A2. Yes it will indeed. I have assembled a simple launcher system that will let you choose between playing Zero Hour and Tiberian Dawn Redux and it even includes an option for starting the WorldBuilder map editing tool for both Zero Hour and the Mod! So feel free to make as many Tiberian Dawn Redux maps as you like while working on the ones from Zero Hour too! Or perhaps you have a desire to be converting maps between the two? Why yes you can!
Q3. Will my computer be able to handle the new graphics?
A3. While the graphics is indeed a nice new feature that we have added to Zero Hour and to the Mod, the most important thing we focused on was the gameplay. That was the purpose of Mod version 1.0 thru 1.2. The idea was that we wanted to assemble and lay out the overall playstyle of the original C&C which included an improved version of the Classic Conyard System first seen in the C&C All Stars Mod for Zero Hour. At a later date, we finally made the effort to make the graphics better while fixing many things from previous versions including several bugs and balance issues found in the Mod's gameplay. This is what version 1.3 will bring to the table this year.
For this new version, you may indeed need to have a PC that is less than 5 years old to get the best and smoothest visual gaming experience from this Mod and a multicore processor with a dedicated graphics card is a must. You could easily say that this Mod is closer to the C&C3 level of system requirements than you would for Zero Hour. After testing the LOD Settings on Zero Hour and C&C3, I do think that it is a good way to grade these new Mod graphics for determining how well you will be able to run the Mod. Do not fret, You will have an option in our new launcher that will disable these effects to bring the Mod to a level closer to Zero Hour settings so those of you with older systems will still be able to play this Mod efficiently with decent graphics from the new terrain, models and textures. We want to make sure everyone can have a fair chance at experiencing this Mod and that nobody gets left in the dust or in the dark because their PC is not powerful enough.
-sgtmyers88 & the C&C Tiberian Dawn Redux Development Team
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