Red Alert 3 - Unleashed is set 26 years after Uprising. A total conversion of Red Alert 3, it will include 3 totally new factions with all new units, buildings and powers.

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Media RSS Feed Report media United Coalition : Shark (new locomotor)
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GriffinZ Jun 4 2011, 5:26pm says:

the transmission between circling and moving is a bit clunky

+3 votes     reply to comment
Westonbirt Jun 4 2011, 5:28pm says:

Circle movement makes him go a bit far away.

+1 vote     reply to comment
RA3Unleashed Author
RA3Unleashed Jun 4 2011, 5:32pm replied:

Unfortunately if I reduce the turn rate any lower, he just spins around on the spot. I'll try to increase the speed of the circling animation so the transition isn't as clunky. Is this an improvement on the stationary locomotor though? If not, I'll just revert.

+7 votes   reply to comment
GriffinZ Jun 4 2011, 5:37pm replied:

I suggest you have him "stationary" but hovering, floating around a meter up and down and to the sides. Then whipping with his tail would also make the shark look much more alive.

+1 vote     reply to comment
Commander_RealWar Creator
Commander_RealWar Jun 4 2011, 11:46pm replied:

Yeah, if it's possible to make the locomotor does an acceleration into a curve/decelerate upon coming out of that would make it look smooth.

+1 vote   reply to comment
PsychoticLoner Jun 4 2011, 6:09pm says:

Well, I for one like it. It's quite evocative of a shark circling it's prey.

+4 votes     reply to comment
crj400 Jun 4 2011, 8:23pm replied:

I agree. Add to the fact that sharks can't breathe while staying still, and it makes far more sense to have it not stay idle.

+2 votes     reply to comment
QPsychosis Jun 4 2011, 10:34pm says:

If I may also offer some criticism, most sharks don't just move their tails back and forth whilst swimming, their entire body glides in a...snake-like pattern. That's a poor analogy, but the only one I can think up offhand. Otherwise, I do like the circling whilst idle. Keep up the good work!

+1 vote     reply to comment
K05T4R Jun 4 2011, 11:41pm says:

Yep, I like it circling too, very fitting for a shark!

+3 votes     reply to comment
GearsGoAwryMan Jun 5 2011, 3:50am says:

very fitting! the ammount of work you put into this mod is unbelievable!

+1 vote     reply to comment
vader333 Jun 5 2011, 5:02am says:

I like!

But max speed could be faster.

And while it's moving, the body should move more, I think.

+1 vote     reply to comment
Null-Entity Jun 5 2011, 5:40am says:

I have to agree with the circling on the grounds they cannot breath and it looks cooler :D, and the transition isnt to bad, just needs tweaking!.

+1 vote     reply to comment
master_oli-p Jun 5 2011, 10:25am says:

looks good, better than the previous version

+1 vote     reply to comment
BerryBomber Jun 5 2011, 11:35am says:

I agree that it should have snake-like movement. Perhaps something like the AOM Leviathan or Jourmund Elver: (for example, skip to 1:08)

but besides that the circling looks great!

+1 vote     reply to comment
Magmafusion Jun 6 2011, 1:11pm says:

i like, i can't refuse it, i like, stfu and amuse it ;)

+1 vote     reply to comment
Zarconium Jun 17 2011, 9:10pm says:

Is it possible to make the tail act as a rudder? It may help to ease the transition between circling and moving.

+1 vote     reply to comment
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Revised Shark locomotor based on community feedback. The new motion circles on idle, and during movement turns in larger circles.

Please note: the Shark will still remain still when firing it primary weapon.

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Video Details
Jun 4th, 2011
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