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.
5 comments by InterfaceLeader on Dec 31st, 2007 digg this super bookmark
First of all, if you haven't already voted for us in the ModDB awards, please do so now! Many thanks to everyone who has voted so far, we appreciate it!
Now on to the screenshots:



Impressed by the art and texture for the MEC2 models? Smurfbizkit has posted a topic at CGTalk forums, that discusses the process of producing the textures for MEC2, and what he has learned from doing so. Check it out!
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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