Post news Report RSS Weekly Bulletin 19/09/2014

A quick summary of some of the things we did this week.

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This has been a slow week for asset creation, so there aren't too many renders and screenshots to show off. I started work on extending the snow structure set, part of a larger effort to complete the snow theatre. These buildings are inspired by arctic and antarctic research bases, and I hope to build a complete set of them. Aesthetically, I like that they blend the apocalyptic sturdiness with implications of scientific instrumentation.


Shown above are the "Crew Quarters" and "Fuel Storage". Future structures on the docket are misc generic buildings, a liquids silo, and a drilling rig.

The snow theatre as a whole is undergoing some development. At the moment I'm working on the cliffs, a few of which still do not have art. We've had a partial set of cliffs for years, but a lot of the back tiles were never created. This is an ongoing process, but it's starting to look a bit better.


This is just a quick shot from the map editor, but it shows the extent of the issue - the blue snow theatre of TS still remains in these 7 tiles. These are some of the last unedited TS tiles existing in TO, and will soon be replaced with much better assets. Once these cliffs are all ingame, I'll make the water and the ice versions. After the snow cliffs are done, the urban assets such as pavement additions and pavement cliffs will be the next to be converted for the snow theatre. This will allow for us to finally have some snow theatre content, something which has been missing for a long time!

The largest piece of news in the past week of development is that Morpher and I got some online testing done. TO uses the CNCNet client, something neither of us had particular experience with. It is also a vast, sprawling codebase with thousands upon thousands of assets. We were a little bit worried about stability and errors. We avoided them entirely, and played a couple of uninterrupted games. It was terrific.

The first game took place on Covalence, an asymmetrical four player map with capturable goodies in the centre. Morpher and I played as allies against two AIs. I played Nod, he played GDI. The AI's destroyed me nearly immediately and I spent the remainder of the game building artillery to aid Morpher, who was cooped up in his own base facing the AI. Eventually he got bored and my last War Factory got destroyed, so we threw in the towel.



It was good fun even without the satisfaction of having a base. The next game was more adversarial, on a map which Morpher has spent a bunch of time reworking. The Last Forest is a semi-symmetrical two player map, and was cut from Tiberian Odyssey a long time ago because it was too small for current monitor resolutions. Morpher expanded the map to a more playable size and fixed a lot of issues with it. The original player starts have been replaced with capturable construction nodes, allowing for some interesting base creeping. Both of us played Nod.

In Tiberian Odyssey, the Nod Stealth Tank can deploy into a stealth generator. The cloaking radius isn't as large as the less mobile equivalent, but it can hide a few units. I hid dozens of artillery in the forest outside of Morpher's base, slowly tightening the noose. He rallied well, using his EMP cannon to immobilise my units so that his Tick Tanks could deal with the artillery. While moderately successful, he was never able to deal with them all, and my stealth tanks frequently escaped to set up their sneaky little artillery nests again. Finally, I attacked with Devils Tongues, destroying his Construction Yard and crippling him for the remaining few minutes of the game. After a few attempts at breaking out, the last remnants of Morpher's base went down.



It was a lot of fun. In fact, I had so much fun being sneaky that I entirely forgot to screenshot any of the action. That's why these shots are mostly trees.

And that is what I did this week.

Post comment Comments
Jeffman12
Jeffman12 - - 1,475 comments

I've always had an issue with comp stomp in TS because the AI tends to target Player 1 and rush early on, and if alliances are enabled, they all join up at once.

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Orac| Author
Orac| - - 896 comments

I was player 2 :'(

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Martinoz
Martinoz - - 326 comments

Looking forward to play your mod after these years

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Guest
Guest - - 690,457 comments

Are those construction nodes replacing the monoliths you were using in CTF?

Cuz, I really liked those things.

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Orac| Author
Orac| - - 896 comments

No idea what we'll do with the flag graphic. I kinda want to remake it to have a more clear function, and to give GDI and Nod separate art for it.

But these are not replacing them. These give the owner a radius of build space around them (which is important because TO has removed a lot of the base creeping exploits available in TS. It's no longer possible to creep your base too far away from your CY).

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Guest
Guest - - 690,457 comments

Ohh. So, it's another version of those crane things that were in the other screens?

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Orac| Author
Orac| - - 896 comments

Yep, the cranes were an older version of the graphic. They were replaced with this design because it has a stronger construction yard type aesthetic, and ties in better to this capturable structure set.

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StalinsThighs
StalinsThighs - - 407 comments

Excellent stuff guys. Keep 'em coming!

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Guest
Guest - - 690,457 comments

Awsome!

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FatalFunnel
FatalFunnel - - 709 comments

I'm liking this new weekly bulletin, TO used to be a mod that I would check every six months. It's a welcome change of pace.

I do admire your and Morpher's commitment to this thing.

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OmegaBolt
OmegaBolt - - 395 comments

Really gorgeous mod that captures the atmosphere of old TS very well. Love the snow theatre, looks so harsh and cold.

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ApornasPlanet
ApornasPlanet - - 4,117 comments

******* sweet! that winter landscape looks bloody awesome

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Templarfreak
Templarfreak - - 6,721 comments

Beautiful cliffs. Abso-*******-lutely beautiful cliffs.

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