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ASI defenses ASI defenses ASI Refinery
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3 comments by GeneralJist on Sep 29th, 2013

Greetings reader,

We will be posting from our Design Documents content pertaining to our factions. The hope is to convey the current standing of each factions' lore. With such we hope to better help someone understand a faction's direction in design should one wish to contribute thoughts and ideas.

Currently the "ASI" is available, to stick with the planned development process.

Furthermore, we are considering starting a role playing game in which you the community get to further shape the story, lore, and unit designs of the mod by creating characters in the universe, with moderated events taking place.

The Feature page for each faction will serve as basic guidelines for each factions' characters and units created.

This is an opportunity to use the previously brainstormed units/ ideas and technologies in a structured environment.

If there are enough takers we can flesh out the scenario Further.

ASI Epic
ASI Aircraft
ASI Aircraft

As Always, any help would be much appreciated.
Those interested, please refer to the following:

Thanks for your support
-Jist and para (previously known as war wolf)

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Vein Hole Release

Vein Hole Release

Nov 20, 2010 Full Version 4 comments

Vein Hole monster release for a try out. This is my first release for a mod.

Post comment Comments  (650 - 660 of 771)
Zelgan Jan 25 2011, 5:16am says:

Hey magnificent mod that is forming, but I would like to ask a question, do you intend for all 3 (Illuminati, Area-51, The Colony) Factions to be playable in Skirmish? Or do you intend to set up a campaign for it? Or if I may be so old to ask, how is modeling going for the other factions? As it seems you have uploaded few concepts for the others.

+1 vote     reply to comment
UmbrellaSecrets Jan 25 2011, 8:38am replied:

Thanks, :) For the three factions they are going to be playable in skirmish and there will be a campaign. The modeling is going really well, the All-Seeing-Army is done and I just have to build the codes, animations, etc... I haven't started the others yet.

+1 vote     reply to comment
Zelgan Jan 25 2011, 9:25am replied:

Ah, good on ya mate! I am extremely pleased by the current progress and work you've put into this mod so far, really really looking forward to it. Also how are you planning on balancing the different factions against each other and the other Vanilla factions? Any little..juicy bits for the Colony's grunt I imagine the Area 51 grunts will be basic infantry in slightly reinforced hazmat suits leading up to a..possible? Upgrade giving them suits akin to the Area 51 FPS armor.

+1 vote     reply to comment
UmbrellaSecrets Jan 25 2011, 12:04pm replied:

The Colony I might give the army a dozer type build sequence and most of the units will be only melee, but also have a lot of perks. For example the tiberium zombies will turn any organic infantry into zombies. The army will have cheap units and no required base power. You will be able to spam creatures toward your opponent. For Area 51 army, I'm still working on that, but yeah it's official that there are going to be hazmat reinforced armor. :)

+1 vote     reply to comment
Zelgan Jan 25 2011, 7:11pm replied:

Absolutely Fantastic! But I am afraid I must ask another question, my final I promise...or until the "to-complete" bar has increased exponentially It is also a question I ask for purely selfish reasons...Will you include...walls? For each faction...not The Colony because I imagine they are going to have INSANE tiberium seed/mutation powers, but for The All Seeing Army and The Area 51 Special Forces I can't help but imagine that they would need walls..again for purely selfish reasons as I imagine the ASA to have laser walls with obelisks for hubs..and the A51SF to have glorified concrete barricades. Regardless, I cannot wait till you give us delicious, nutritious concepts for the other factions.

+1 vote     reply to comment
UmbrellaSecrets Jan 25 2011, 8:58pm replied:

It's okay I'm happy to answer any questions. :) For the walls, maybe I will add them, but I probably will because I added the TS veinhole in my mod and I might even add a gate that opens and closes(trying to figure out how to code that). :)

+1 vote     reply to comment
Zelgan Jan 25 2011, 9:30pm replied:

Oh thank you magnificent one! But yeah, most mods that provide delicious walls for city builder goodness often don't include gates...something about the game engine not supporting it correctly? So the gates..if they pose a problem, know that I consider them completely optional..what with Obelisks of Light looming over the gap between the walls used for a "gate", Also do you intend on being able to "kill" the vein-hole monster? Instead of just trimming it/boxing it with walls?...Dear god I broke my promise. FORGIVE ME! -breaks down crying-

+1 vote     reply to comment
UmbrellaSecrets Jan 25 2011, 9:47pm replied:

With the gates I think it is something to do with how the gate when a unit is at it. (I have a big feeling that it is possible and I may have ideas.) For the veinhole monster I would rather have that kept invaluable because I want the veinhole something that is avoided rather than just kill real quick and get it out of the way.

+1 vote     reply to comment
Zelgan Jan 25 2011, 11:18pm replied:

I truly meant "kill" as in, purge it with fire to the point its essentially a core, Its still alive, and will still spread, but I'm talking about burning my way THROUGH it just in case it spreads and consumes a considerate amount of ground.

+1 vote     reply to comment
UmbrellaSecrets Jan 25 2011, 11:26pm replied:

Oh, yeah I'm going to have it to where you have to have a lot of harvesters to get through the vein field. Sorry, I thought you were talking about the other thing.

+1 vote     reply to comment
Zelgan Jan 26 2011, 12:15am replied:

You really think I, a gentlemen of tiberium of all shades blue or green, would dare kill one of its most monstrous and slightly enchanting creations? BAH! I say good sir! You have insulted me, therefore I demand an answer if you plan to include custom colors. xD

+1 vote     reply to comment
UmbrellaSecrets Jan 26 2011, 12:22am replied:

XD, also there are shades of blue, green, and purple. :D

+1 vote     reply to comment
Zelgan Jan 26 2011, 12:32am replied:

Would you be so kind as to add a shade of solid white and black? Y'know, white = clean black = spec ops and OTHER FINE THINGS THAT HAVE TO DO WITH THOSE TWO SPECIFIC COLORS! But I regress, I am truly humbled by how much effort and work you've already exerted onto this mod solely for your own pleasure, and the joy of many others.

+1 vote     reply to comment
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