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.
Mutant Hovel... AND Garage :D
Mutant garage shall be new tech structure where you can buy mutant vehicles. Originaly garage was model upgrade for hovel but after some testing i made it separated from mutant hovel because it couse some unpleasent trouble.
Now I want to see loads of maps with both. =D
Anyway, the pitbulls are no longer scrapped?
I'm guessing the humvee serve as the anti-infantry while the pitbull as anti-vehicle and AA. Though I might be wrong..
Yes, Pitbuls stay, but their weapons might be different.
Yea, I could see many problems with them being together, for 1, you would have many vehicles under an infantry tab :P
And, it could give the player an OP advantage in the campaign missions with Hovels xD
so, this is better in like, all ways :D
I am sceptical about the garage not being in the campaign, I 'd love to play some missions while annihilating everything in the way with Mastodons. :P
Just brilliant, little brother of Mutant Hovel.
Tiberian Fiends! YEA! I'm loving this stuff!
But how are we going to use them? Not all maps could have this building :P
BTW: Pitbulls, I thought you got rid of them or something.
Garage will be present only in custom maps of course, its the only way. It will be up to mapper whatever it use or not just like mutant hovel or any other tech structure.
Are you sure that's the only way? Here will be no that garage in campaign? :(
Can't the hovel act as a construction yard, which can build that garage anywhere around it?
this idea has merit
Technicaly its possible, but right now it sounds to me like too big advantage.
What advatange?
Awesome! :D
these are just normal structures (classic TS ones) garisonned by Nod ;)
Do I see Tiberian Dawn's Obelisk of light?
You might. Good eye.
No, its just some prop model i think.
Tiberian Sun structures ... a dream comes true.
Does not de-balance campaigns and gives TE world builders a total fresh building to put in (and more) :)
Hmmm. Only downside to this is if I like original maps. Perhaps people can take the best of the original maps and add the garages? Or are the base maps not reverse-engineerable?
I'm still thinking the Mutants deserve to be the 4th faction. You're giving them awesome units and abilities.
i wanna ask something.
if that mutant garage is gonna be in TE 1.5, how the hell is it gonna show up in my C&C3 skirmish maps?
i mean it's a brilliant model you designed and i love it, but how will it appear? I'm confused.
He will probably make it to where in spawns in like a mutant Hovel. Just random, or beside it.
Is this mod still in effect? I'm thinking about dropping my Tiberium Wars: Forgotten for this. It doesn't do anything except add another faction.
Does this really bring back some GDI Mechs? I've been wanting that badly... except I still want mah infantry! I wish Infantry spawned as a single unit though, not squads.
"we will NEVER be forgotten!"