Rimtech TE Map Pack 2
Jan 10, 2010 Multiplayer Map 10 commentsUpdated Rimtech Mappack, lots of bugs fixed, lots of improvements, more maps.
This modification offers an alternative gameplay to Tiberian Wars involving many Tiberian Sun units which many CnC fans (like me) missing in vanilla CNC3 and add even new my made units which you can't find anywhere else. Story is quite the same like Tiberian Wars, but is all about what if GDI and Nod do not abandon technologies they have used in Tiberian Sun era and instead of that further developed them. But it's not only that, there are many visual, sound and balance changes which I want to see and hear in my mod, new sounds, new music, new effects (like blood and gore, new infantry deaths, new more realistic missile trails) and many more.
21 comments by Carnius on Jan 27th, 2010 digg this super bookmark
First I want to thank all of you who voted for Tiberium essence in Mod of the Year Awards, thanks to you this mod made to first 100 and that is quite great success considering the waste amount of various mods in this competition so thank you again for your support.
As you maybe know I'm working on patch now. Most minor bugs is already fixed so only few big ones remains. I want to create bug free version this time and add some tweaks here and there so I will take time for that. Unfortunately time is something I don't have these days, I really have to focus on my personal life issues so the progress on mod is slow. Hopefully things will be better soon so I'll be able to bring you better news about patch soon.
Regarding the patch content I want to discuss more following critical issues:
Some people were not much comfortable with new reaper armed with autocanons and call after return missile version which was also able to attack air targets, so the question is what is your experience with new reaper after month of playing new version? Is he now better or not?
The problem with jump jet trooper passing through barrack roof might be solved with adding rooftop hatch on barrack, so how you like this idea?
I´v fixed the problem with orca minigun turret, so now it works like always should (turning, pith up/down), but I can´t say the same for orca bomber, there is a problem I can´t go over with. So what you think, should I remove this upgrade from orca bomber or leave it´s turret static like it is now? (speaking of orca bomber I´v also finally animated it´s turbines :))
More to come in next news post.
Also don´t miss new version of Rimtech´s Mappack add some time after release v1.4
And there a new article in features section, its actually link to very nice article about Assault Mothership created by Tiberian Videos Productions a group of CnC and Tiberium essence fans, playmsbk, Starfox100 and ik008.
That is all from me for now :)
Carnius
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Updated Rimtech Mappack, lots of bugs fixed, lots of improvements, more maps.
Installation: ------------- 1) Ensure you have game patched to v 1.9, if not install latest patch 1.9 2) Go to Dokuments in windows start menu and find...
Tiberium Essence v1.3 Installation: 1) Ensure you have game patched to v 1.9 2) Mods for CnC3:Tiberian Wars belongs to "Documents and Settings\*YOURNAME*\Dokuments\Command...
Quite the same as v 1.1 but most bugs fixed. Installation: 1) Ensure you have game patched to v 1.9 2) Mods for CnC3:Tiberian Wars belongs to "Documents...
New version of Tiberium essence - mod for CnC3:Tiberium Wars, add more new units, new graphic and new sounds to game Installation: 1) Ensure you have...
This package contains both classic green and blue tiberium model in w3x file format with required textures and xml data files. These files are useful...
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how do i apply this mod in windows 7
After finishing downloading the file, go to your "documents" and find "Command & Conquer 3 Tiberium Wars" folder and then just unpack what u just downloaded in the "mods" folder. * Note * If there does not exist such folder called "mods" create one and unpack the file there.
Detailed explain:
Library > Documents > Command & Conquer 3 tiberium Wars > Mods > TiberiumEssence
After this, to launch the mod, put the DVD in and when the menu appears select "game Browser", "mods" and then the mod should appear in the list. Select it, launch the mod.
Enjoy.
Moddb.com
the baqnshee profile if u are interested guys
One thought, can you make the feet supporting the MK2's main legs conform to the terrain?
this is my personal wish as well, but there seems to be no way how to do it, but my research is not yet finished.
Well, some how the Mammoth Tank's treads do. I think you can probably look around there for an answer.
Hey Carnius, I absolutely love the work you do and I wish to thank you for sharing your talent with the public! I espically love the Mammoth Mk 2 and the Phantom. Keep up the Good Work!
No,no, there is really no need for more HP, these units is now quite well balanced so you can counter them even with basic units so even Nod can counter them without similar epic unit. My goal is not to create stand alone epic units but force player to employ combination of units and tactics, that is much more interesting. Which means do not attack juggernouts with epic alone, but add more units to your attack force or use some aircraft.
KW unit stats really doesn´t matters here.
they have sooooo many hp already in game , thay die easily could be you use it to move alone and attack enemy base all by itself? that not good practice
and stop compare with KW
ill tell u how. remember gdi mission rome (where u have to destroy the big tower), scrin sends conquerer to my base, which of course is surrounded by crevasse. my jugger detected them far of, so it able to bombard it easily. at first, they came nearer to the crevasse where some of my buildings are and start destroying what it could reach. but by that time, it already lose half its hp. few secs later, jugger wins. in real game too, i dont think players have the time to retreat given its slow movement speed plus slower after damage.