Lambda Wars (formerly Half-Life 2: Wars) brings the struggle between the human resistance and their Combine overlords to a multiplayer real-time strategy setting. The Lambda Wars beta only requires Alien Swarm installed to play. It features 3 multiplayer game modes: Sandbox, Annihilation and Overrun, showcasing the Rebels and Combine playable factions and a full-fledged RTS interface and HUD. There is also a singleplayer tutorial and a handful of singleplayer missions.
Combine infantry team color textures improved by Ninja_Nub, not blending team color to certain canonical details like eyes and shotgunner's dark orange left shoulder pad (but with team color skull on it).
Need to see them from the gameplay camera perspective to say for sure if they're any good or not.
But from the looks of it you'd barely be able to see it on those infantries.
I agree, maybe make the combine eye colors the color of the team. That would be pretty cool and noticeable!
But would totally break the Combine Elite's visage.
Reborn:X got the point, teamcoloring eyes will break the special visages of different Combine infantry units and make them harder to tell apart: regular soldier's overall uniform color is more blue-biased which looks good with cyan eyes, shotgunner's special appearance features are orange-ish shade of the uniform and orange eyes+left shoulder pad, and Elite's canonical single eye is red.
THe bright teamcolor pad on the right shoulder will also help telling the Shotgunner from the Regular in RTS view, and also gives the former smth similar with Elite, in addition to the skull insignia.
It was worse before, but still nobody complained at the team color visibility despite a lot of textures blending incorrectly, e.g. the Elite right shoulder pad was red on the original model, and blending with Cyan teamcolor it was becoming black Mediafire.com
Try making the top of their helmet and the outside of their thighs team color. Make it fairly strong. That should make it look really noticeable and this should work for all the infantry models. I'll send an example image of what I think will work in a moment.
One thing you have to keep in mind about designing visuals for an RTS is Team Color should be a top-priority in the final graphic of the unit. Team Color is EXTREMELY important for everyone involved in the game. The player, their enemy, spectators/observers, and new people to the game.
Team color should be above all other aspects of the unit's graphic and it's very important that it's extremely visible.
EDIT: Albeit your original work-around for team color to not make the unit's graphics messed up from the canon was really good. Just adding a team-colored halo to the units.
As neat and unique of a concept that is, I think it's a bit lazy. XD
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