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Not gone :) don't worry new updates coming real soon!
Really good actually your going to go nuts when you see him :)
Still here guys, I do apologize we've had work commitments that slowed things down a bit here.
We have been working behind the scenes but ramping things back up to speed look forward to showing you newest stuff we've been working on.
Yes of course :)
Love it ;) knew someone was gonna say it
Wil destroy most the blue tiberium but a pretty good strategy when fighting these things especially if you want to deny the blue tiberium to enemy forces.
Yep we're doing a lot of optimization, we\re also finishing off last art assets remaining, we could use some help on the character animation side to speed things along.
Sorry for the slow down in update,s hope you enjoy the new update! :) Been working hard on this one.
Working on it :)
Next update coming this week guys, I apologise for the slow down in updates we've been aiming for once a month but July was such a productive month decided to double down and get more progress done.
Thanks very much MrMeme123 :) well we hope so we'll keep working hard to make this best mod we can for you.
They do indeed have their crippled state! We're still giving Cyborgs the visual polish they deserve but they are coming :). We do have some other cool stuff to show in the meantime you'll see when next update drops. Which i apologise the next update hasn't dropped already things pretty flat out here on TSR but it is coming :).
Hey Doomsday Cake, well it has been a month since our last update and we are trying to give you monthly updates at the moment. I'll get an update whipped up for you guys soon ;)
You are correct! Yes, we have had to rework the missiles to work as visible projectiles on the battlefield to enable the Firestorm Defense to snuff them out/block them.
Yup :), and we did have some requests to see more walls well there you have it guys I was listening there's Concrete Walls, Firestorm Walls, Automatic Gates and Component Towers mixed into the wall setup as well. Now, this is a base! :)
At the moment it fires pretty fast but I'm going to be changing it so its lobbed and a bit slower as it is a pretty big ball of plasma and its a little more intimidating that way, also gives very fast units a chance against the Cyborg Commandos Plasma.
This is a total conversion mod so just be our versions of Tiberian Sun GDI and Nod for now. Sorry, guys I know some of you might like them but we didn't create them and they aren't a part of Tiberian Sun Rising. There will be a lot of variety with what we've got trust me :).
Well this isn't a stealth unit the Cyborg Commando is a terror agent type unit. It is extremely powerful in its firepower we figured it needed to look not only scarier but look stronger too to further incite fear. It is able to deal any opponent serious damage making it a good choice to smash the enemy into submission or scare them away and tell others about the power of Nod.
Thanks! We got even cooler stuff to show ahead so please do follow us :)
Well it is a Pyramid, and its also a Missile Silo for the Tiberium World Changing Missile + be Kanes centre of Operations for this period. So yeah it's pretty big.
Oh and with the ConYard in particular, Nod has a Subterranean MCV in TS Rising (GDI can Carry-All their MCV). The idea for our construction yard as part of its deploy animation the MCV burrows and expands the structure. So a good portion of the Construction Yard is underground leaving just what you see above ground the top of the structure bringing materials for construction to the surface.
We've removed the Scrin so just two playable factions at launch. No plans to bring the Scrin back too early for them to arrive in the TS era. Crashed Scrin ships thou they'll be around just like TS :).
Apologies, there are some models left on both GDI and Nod but not many left there are other models that need doing as well thou that are non-faction. There's still a bit of texture work to do where we have the model but currently untextured especially on Nod. Animations are a key part we have a number of units that need new skeletons and animations the Cyborg Commando is just one of those so we are working our way through that slowly. In terms of powers, all the super weapons are up and running though improving the effects for some.
Yeah, we can totally change missile trails, in fact, we'd like to differentiate weapon FX from C&C3; more. I'll see if we can quickly sneak this in otherwise it will have to wait until some higher priority tasks are done.
It may or may not end up even bigger was having trouble finding a good size comparison from the FMV's. But at the moment that's our gut feeling of roughly how big it is.
We wanted to make the factions in Tiberian Sun Rising asymmetrical in both design and visuals. The only units that are shared between both factions are an MCV and Harvester (but even they have differences). This required some redesign because Nod lost the Mobile Sensor Array for example (we'll be showing what the main detector unit for Nod is soon). Where we decided which designs looked more GDI or Nod we needed new designs for that faction and Nod ended up with more new designs.
You and me both I didn't think it'd work in C&C3;, but I decided to try anyway with everything we learned getting this far. And yeah works better than I ever expected ;).
We do actually and I think you'll all be very pleased with it we had an excellent character artist Arthur put it together the texture isn't quite finished and animation work isn't finished yet either but in-game shots of him are coming in a future update :).
Thanks :) and just so you know the standard Cyborgs are taller than regular infantry and the Cyborg Commando is taller then regular Cyborgs. So yes he's pretty big. Smaller than a GDI Wolverine thou.
Yeah keeping the legs that way I was happy to, we decided to do it because the Cyborgs move very differently and need new animations anyway so we figured we do a new skeleton as well for the Cyborg Commando. It has made him quite time-consuming but well worth it for such an iconic unit for Nod.
I'm actually using Wall logic to allow you to place multiple gates in a row quickly. So if you want you can wall off your entire base in Gates (if you want it's not actually the best idea). The point was to make placing gates easy to place and line up with your walls and not having to mess around with lining up placement/rotation manually that'd be terrible experiance for the player.
Oh you'll love what we got planned for the Mutant Hovel :) we'll wait to show that. We have a number of tech buildings in the design Hospital, Armory, some brand new ones and some familiar ones similar to C&C3s; and something else pretty damn cool im not gonna say yet :).