Hello!
We're posting a little bit late this week, mostly because it's been a little bit on the slower side but late is better than never! I've spent most of my recent downtime working on a new map called DM: Salvation (6), the second 6 player map to be added to our roster alongside Phoenix Revisited (details soon). I'm aiming to put our derelict themed structures and terrain to good use here to show a truly ravaged and dead urban area, infested by weak strains of Red Tiberium alongside two slightly more valuable Orange variants. A small sanctuary also exists at the very center of the map. Some heavily WIP snippets to follow:
Small sanctuary, also features some new (WIP) Concrete Walls of which we also have a ledge version of.
WIP Derelict area.
Nod Harvester on Derelict outskirts, Tiberium struggles to refine to higher strains due to lack of minerals and resources in this region. Most Tiberium eventually reverts to the lowest strain, Red.
Cruentus Tiberium bathes the area in a deep red glow, Cruentus mutations can be seen here.
End of the line. Quick skirmish between GDI and Nod during a testing phase.
Another addition to our capturable Tech buildings is the Power Station. Featuring a more refined Fusion Reactor with much more power output than the battlefield born GDI Fusion Power Plant or Nod Tiberium Reactor, these generous generators can provide a vital boost to those energy hungry bases.
I'll end on a WIP Launch Pad which will play a key role in a Campaign mission where the player will be required to defend the structure from oncoming attacks until a successful launch.
And that's what we did this week!
I like your (weekly) news & your great images.
yes
New map looks absolutely desolate, and it's 6 player. Love it.
Cool :)
this stuff looks awesome, i really like how the red tiberium become orange and than yellow, the red tiberium caktus fit very well into the terrain.
some things that in my opion would a little improvment is that, the quard towers in the first picture should completly surounded by sand bags mabye let on area free so soldiers havenĀ“t to climb over every time :3
and mabye one or two small guard towers wich come with the power station(wich look kickass btw) in my opion its very likely that they wouldnt build such an important station without protection ^^
thank you for the updatet, keep it up guys this is great :)
Thanks for feedback regarding the multiplayer map, I'll give the "sanctuary" area a little more access detail I think. Also, quite a lot of the images we show to highlight certain objects, such as the power plant are made especially for promotional images, so they usually get a more realistic placement in full maps!
i wish i could give you more than just my ideas and my feedback but sadly its the only thing i have to offer, but you guys do so well, it make me happy everytime you post something :D
Does that school bus in the first image have infantry slots?
Yet more amazing stuff. Soooo friggin' awed.
Those walls look more like cliffs even though the surrounding area would say otherwise. I think if they had a more visible shadow behind them that'd help out.
How many resources(Tiberium)in this mod?
They have red, yellow, green, blue and purple tiberium.
the red and yellow give very low income while green has a normal income level blue and purple have a high income but are very unstable and likely to explode :)
Here is the tiberium details on there PPM forum
Ppmsite.com
And we also discussed it a little bit in last week's bulletin:
Moddb.com
thats interesting, i thought the Tiberium Columna monoliths were black, perhaps im confusing the with another mod..
also,
sorry if this has been mentioned before and i missed it, are the towers in the sandbags and the really tall tower in the top image garrisonable? and if so do the infantry use their own weapons?infact does T.S even support garrisoning like in RA2 or generals?
Garrisoning is not a logic available in TS, so no.
ah i see, as a suggestion, i dont suppose a engineer capturing ability to all infantry for certain structures could be made? tho i guess that opens a lot of problems on stopping other infantry just capturing it again, how does the structure fire different weapons, ungarrisoning a building or multi-garrisoning..
I think that the logic governing engineers is pretty specialised. Garrisoning introduces a lot of extra things which need to be set and tracked by the engine, and I don't believe any of that stuff really exists in TS.
Your bulletins are always one of the highlights of my week.
This mod is amazing. Very professionally presented and well thought out.