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 Forum index » Featured Projects » Tiberian Odyssey
Questions to the Team.
Moderators: Tiberian Odyssey Active Staff
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Team Black
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Joined: 25 Sep 2006
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PostPosted: Wed Oct 24, 2012 3:17 pm    Post subject: Reply with quote

I'm pretty sure Covert Ops or something had a CTF mode
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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Oct 24, 2012 3:37 pm    Post subject: Reply with quote

Team Black wrote:
I'm pretty sure Covert Ops or something had a CTF mode

Vanilla TD had MHQ (if destroyed you lose)
RA1 had true capture the flag.. was great fun except the AI didn't understand it so it was for player vs player only

OmegaBolt wrote:
He means Assault created by Cannis where players each had flags that if destroyed caused them to lose the game. The issue is that you can't "pick up" flags but you can still replace MCVs with Mobile HQs or something similar.

Ahh ok I wasn't aware of this
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Morpher
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Joined: 28 Jan 2005

PostPosted: Wed Oct 24, 2012 4:45 pm    Post subject: Reply with quote

Seeing as this is an active topic... Small WIP update as a sort of prequel to the large forum update coming shortly.

Please note, tracks have been redone, there is the odd clipping error here and there and shadows are also not finalized


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Oct 24, 2012 4:51 pm    Post subject: Reply with quote

wow. nice
I like the pipes. Do they cause a chain reaction if one is destroyed?

Do the "redone tracks" include round curves? Other than that, they look nice.
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Lord Firestorm
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Joined: 20 Jun 2010

PostPosted: Wed Oct 24, 2012 5:14 pm    Post subject: Reply with quote

Hell yeah, that fuckin' Odyssey is finally comin' out...

It's going to be biblical.

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Volgin
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Joined: 07 Mar 2009

PostPosted: Wed Oct 24, 2012 5:29 pm    Post subject: Reply with quote

Those trucks are pretty!! Do they have clipping errors tho?
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Crimsonum
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Joined: 14 Jul 2005
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PostPosted: Wed Oct 24, 2012 6:10 pm    Post subject: Reply with quote

Oh my goodness.

One thing, I recommend lowering the ambient lighting value for that map so buildings using unitem.pal are better affected.
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Roaches
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Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Wed Oct 24, 2012 10:02 pm    Post subject: Reply with quote

That scene looks almost perfect...the only thing that bothers me is the scale that GDI powerplant is small compared to everything around it.
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Orac
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PostPosted: Thu Oct 25, 2012 5:20 am    Post subject: Reply with quote

Volgin wrote:
Those trucks are pretty!! Do they have clipping errors tho?

Rule of TS: If it exists, it has clipping errors.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 25, 2012 6:42 am    Post subject: Reply with quote

Orac wrote:
Rule of TS: If it exists, it has clipping errors.

Rule of Modding: If it has clipping errors, fix the ZAdjust and ZFudge values. #Tongue
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Orac
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PostPosted: Thu Oct 25, 2012 7:11 am    Post subject: Reply with quote

We're talking about voxels clipping each other, LKO. Because the tiles are midget as hell.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Thu Oct 25, 2012 9:10 am    Post subject: Reply with quote

ah, ok. I thought parts of the truck are hidden by terrain or buildings, where they shouldn't be hidden.
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Crimsonum
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PostPosted: Thu Oct 25, 2012 10:09 am    Post subject: Reply with quote

I see no clipping errors in this particular screenshot, except for the house showing through the pipes at the right side.
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Morpher
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PostPosted: Thu Oct 25, 2012 11:39 am    Post subject: Reply with quote

Crimsonum wins, a years supply of corn!
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 25, 2012 12:05 pm    Post subject: Reply with quote

crate and camper showing through the wall #Tongue
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blubb
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PostPosted: Thu Oct 25, 2012 12:32 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
crate and camper showing through the wall #Tongue


look closely, there's a small gap where stuff can glimpse through, it's not a bug.
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LordCesare
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Joined: 23 Mar 2009
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PostPosted: Thu Oct 25, 2012 1:32 pm    Post subject: Reply with quote

Next. Nod Covert Ops begin. No one is allowed to enter, Access will e granted ony if you keep follow us!

Edit HD Pic

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Last edited by LordCesare on Thu Oct 25, 2012 3:59 pm; edited 1 time in total

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OmegaBolt
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Joined: 21 Mar 2005
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PostPosted: Thu Oct 25, 2012 3:35 pm    Post subject: Reply with quote

Ahh jpeg, so soft and cuddly. I'm sure there's been this discussion before but is that actually grass under the Tiberium or some kind of Tib corrosion?
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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Oct 25, 2012 3:50 pm    Post subject: Reply with quote

ANNOYING PAINT XD however, that is Tiberian Ground, grass, as you can see, is under trees Edited the Pic
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Crimsonum
Seth


Joined: 14 Jul 2005
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PostPosted: Thu Oct 25, 2012 4:18 pm    Post subject: Reply with quote

CrashKing's Law denies Tiberium from growing on grass, you know that very well Bolt.
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Bittah Commander
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PostPosted: Thu Oct 25, 2012 7:00 pm    Post subject: Reply with quote

According to TD's explanation, tiberium will either kill or mutate trees... Although I don't know how the subject of trees came up all of a sudden.

Anyhow, the ground under the tiberium obviously isn't grass, but a remake of the same kind of ground you see under tiberium in Renegade.

By the way, those rocks in the center (just to the north and north-west of the upper light tower) look kinda bad... :/
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Orac
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Joined: 11 Jul 2008
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PostPosted: Thu Oct 25, 2012 8:11 pm    Post subject: Reply with quote

Bittah Commander wrote:

By the way, those rocks in the center (just to the north and north-west of the upper light tower) look kinda bad... :/

they're on the super long list of things to replace #Tongue

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Dubzac
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PostPosted: Fri Oct 26, 2012 11:25 am    Post subject: Reply with quote

like so impressed with the walls and and all those new graphics. Bravo. so pretty. Very Happy
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Lord Firestorm
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Joined: 20 Jun 2010

PostPosted: Thu Nov 01, 2012 6:11 am    Post subject: Reply with quote

Sandy destroyed my life.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Nov 01, 2012 9:49 am    Post subject: Reply with quote

Lord Firestorm wrote:
Sandy destroyed my life.

Ok, but what does this have to do with Tiberian Odyssey?

Last edited by CCHyper on Thu Nov 01, 2012 12:27 pm; edited 1 time in total

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LordCesare
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PostPosted: Thu Nov 01, 2012 12:13 pm    Post subject: Reply with quote

Morpher pic shows TO Assets progression, My pic show official Nod Covert Ops.
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SMIFFGIG
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PostPosted: Thu Nov 01, 2012 3:29 pm    Post subject:   Reply with quote

Still dislike the GDI silos (sorry daTs)

1. Look more like pillboxes
2. Boring design
3. Cannot see tiberium level (main aesthetic feature of silos)
4. Instead of tiberium level you have giant lights on the roof of the silo representing how full the silo is..... giant lights the size of the entire roof that no one on ground level would be able to see
5. Also the render angle looks wrong, like its (TS) East direction is sinking into the ground


However everything else looks great and I'd rather see a release than further delays for a new silo

Great work overall

Edit: I would like to add the silo's aren't actually that bad, I am being picky and it is in comparison with all the other high quality work
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LordCesare
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Joined: 23 Mar 2009
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PostPosted: Thu Nov 01, 2012 5:09 pm    Post subject: Reply with quote

the silo its perfect to me. You see that blue part of it? its glass, so more you fill the silo with tiberium, you'll see tiberium inside it.
and after all, the GDI silo HAS to BE Bunkerish XD, cuz its GDI, they have to protect tiberium.
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Orac
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Joined: 11 Jul 2008
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PostPosted: Thu Nov 01, 2012 8:06 pm    Post subject: Reply with quote

That's Donut's silo, just btw.

Since Donut seems to be gone, maybe I'll rectify some of your concerns. Would turning the lights into windows help?

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Team Black
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PostPosted: Fri Nov 02, 2012 2:54 am    Post subject: Reply with quote

Quote:
Next. Nod Covert Ops begin. No one is allowed to enter, Access will e granted ony if you keep follow us!


YAY! morale! Smile

I think the silo could be fixed by giving it a clear roof, where you can see a tiberium pile inside
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Tore
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Joined: 15 Jun 2006
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PostPosted: Sat Nov 03, 2012 9:53 pm    Post subject: Reply with quote

SMIFFGIG wrote:
Team Black wrote:
I'm pretty sure Covert Ops or something had a CTF mode

Vanilla TD had MHQ (if destroyed you lose)
RA1 had true capture the flag.. was great fun except the AI didn't understand it so it was for player vs player only


TD has the same CTF mode as RA in addition to MHQ. #Tongue
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luxycomplex
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Joined: 03 Nov 2012

PostPosted: Thu Nov 15, 2012 4:54 am    Post subject: Reply with quote

Any chance this mod has Redeemer [Kane's Wrath epic unit]? It 's the most favorite unit for me. I always play as NOD because of it.. Very Happy Laughing

I am sorry if this request is too heavy. Please don't delay the release if the mod does not have it yet. Smile

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SMIFFGIG
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PostPosted: Thu Nov 15, 2012 11:27 am    Post subject: Reply with quote

luxycomplex wrote:
Any chance this mod has Redeemer [Kane's Wrath epic unit]

Just looked that unit up and it looks utterly retarded
http://cnc.wikia.com/wiki/Redeemer

However the Mammoth Mk2 in TS is a ridiculous design and this is no worse...
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daTS
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PostPosted: Fri Nov 16, 2012 3:09 am    Post subject: Reply with quote

SMIFFGIG wrote:
Still dislike the GDI silos (sorry daTs)

1. Look more like pillboxes
2. Boring design
3. Cannot see tiberium level (main aesthetic feature of silos)
4. Instead of tiberium level you have giant lights on the roof of the silo representing how full the silo is..... giant lights the size of the entire roof that no one on ground level would be able to see
5. Also the render angle looks wrong, like its (TS) East direction is sinking into the ground


However everything else looks great and I'd rather see a release than further delays for a new silo

Great work overall

Edit: I would like to add the silo's aren't actually that bad, I am being picky and it is in comparison with all the other high quality work



Silo's aren't my design. My design was deemed not good enough.

This is my design:

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Orac
President


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Location: New Zealand

PostPosted: Mon Nov 19, 2012 8:53 pm    Post subject: Reply with quote

luxycomplex wrote:
Any chance this mod has Redeemer [Kane's Wrath epic unit]? It 's the most favorite unit for me. I always play as NOD because of it.. Very Happy Laughing

I am sorry if this request is too heavy. Please don't delay the release if the mod does not have it yet. Smile

What the... And I thought the Avatar looked completely un-nod.

Just wanting to show some signs of life...


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Crimsonum
Seth


Joined: 14 Jul 2005
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PostPosted: Mon Nov 19, 2012 9:11 pm    Post subject: Reply with quote

Although the unit itself is ridiculous, that's a very pretty model.
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Dutchygamer
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PostPosted: Mon Nov 19, 2012 9:19 pm    Post subject: Reply with quote

It looks like when it fires a shot at a bit unlucky angle it will topple over #Tongue
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Speeder
Commander


Joined: 03 Sep 2004
Location: Point Hope

PostPosted: Mon Nov 19, 2012 9:48 pm    Post subject: Reply with quote

daTS wrote:
Silo's aren't my design. My design was deemed not good enough.

This is my design:


I like this design better tbh.
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OmegaBolt
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PostPosted: Mon Nov 19, 2012 10:06 pm    Post subject: Reply with quote

That is the poodle of all Mammoths.
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Orac
President


Joined: 11 Jul 2008
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PostPosted: Mon Nov 19, 2012 10:23 pm    Post subject: Reply with quote

Crimsonum wrote:
Although the unit itself is ridiculous, that's a very pretty model.

Highest possible praise for a mech #Tongue


How would people feel if it was sort of... dropped from orbit in a special pod? Just testing the waters here.


As for the silo design:
Quote:
1. Look more like pillboxes
2. Boring design
3. Cannot see tiberium level (main aesthetic feature of silos)
4. Instead of tiberium level you have giant lights on the roof of the silo representing how full the silo is..... giant lights the size of the entire roof that no one on ground level would be able to see
5. Also the render angle looks wrong, like its (TS) East direction is sinking into the ground

1. I guess, but that's because it's a sort of circularish bunker.
2. Boring designs are intentional on things which we expect to see a few of in one place. This is the same issue as with helipads and Nod powerplants, they're designed to look OK alone and still OK when there are two or three or six of them.
3 & 4. I agree, and this is my main concern about it. the interior is visible through the slot windows, but I'd like the expand upon that.
5. Render angle is derived from the setup of the 3D Max scene, which is the progeny of the original ones used back in the old days of TO. I do not believe the camera angle or location has changed in that time.


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: A cup of hot socialist coffee

PostPosted: Mon Nov 19, 2012 10:42 pm    Post subject: Reply with quote

Orac wrote:
Crimsonum wrote:
Although the unit itself is ridiculous, that's a very pretty model.

Highest possible praise for a mech #Tongue


How would people feel if it was sort of... dropped from orbit in a special pod? Just testing the waters here.


Mechs can be really cool, I'm not against them in general. However, this design has several flaws. The legs are too tall and too close together, meaning it's a very unbalanced build. To make things worse, the turret is very big (and I suppose heavy) compared to the body, and it's located far above the legs.

While the Mammoth Mark II was an obvious homageripoff to the AT-AT, it had a quite robust build. The potruding "head" was just a small cockpit, and the large and heavy weapons were mounted at the sides.
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Ixonoclast
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PostPosted: Mon Nov 19, 2012 11:54 pm    Post subject: Reply with quote

Orac wrote:
Just wanting to show some signs of life...


You might wanna shrink down the turrets and keep the same barrel length.

That should balance it out perfectly, I think.

I do like the turret on top, it brings back the traditional GDI military doctrine, puts a bit tank back in mech, like with the Titan design.

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SMIFFGIG
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PostPosted: Tue Nov 20, 2012 1:05 am    Post subject: Reply with quote

Orac wrote:
2. Boring designs are intentional on things which we expect to see a few of in one place. This is the same issue as with helipads and Nod powerplants, they're designed to look OK alone and still OK when there are two or three or six of them.

This doesn't make sense
Why would you intentionally design the building to look boring
You can still have functional buildings look interesting
Look at the TS silos, they don't look boring, nor the unused concept silos.
I have just made a quick post regarding the silo in the other topic anyway
http://www.ppmsite.com/forum/viewtopic.php?t=33659


Also... is that giant mech going to be in TO?
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Orac
President


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PostPosted: Tue Nov 20, 2012 1:15 am    Post subject: Reply with quote

SMIFFGIG wrote:
Also... is that giant mech going to be in TO?

That depends on whether a more satisfactory MMK2 equivalent can be found.

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Lord Firestorm
Cyborg Engineer


Joined: 20 Jun 2010

PostPosted: Tue Nov 20, 2012 2:59 am    Post subject: Reply with quote

What happened to that large biped mech you guys posted on YT, the Kronos?

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Orac
President


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PostPosted: Tue Nov 20, 2012 3:13 am    Post subject: Reply with quote

That was a quadruped, and a render test by AreaSZ (Now long gone), and my version (This one named Atlas to keep the greek myth and letter A theme going) is somewhat inspired by the very brief FMV featuring it.

Last edited by Orac on Wed Nov 21, 2012 2:34 am; edited 1 time in total

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Morpher
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PostPosted: Tue Nov 20, 2012 4:13 am    Post subject: Reply with quote

I've always hated the original Mammoth MkII if I'm honest or haven't made clear enough #Tongue . I've always been more a fan of this type of leg arrangement as it looks more balanced:

http://eat3d.com/files/forum_images/quad_wip_2.jpg
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Bittah Commander
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Joined: 21 May 2003
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PostPosted: Tue Nov 20, 2012 5:05 am    Post subject: Reply with quote

I agree that kind of leg design does in deed look a lot more practical. If the AT-AT in Star Wars had those kinds of legs, a plane with a rope would've never been able to take it down Razz
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Team Black
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PostPosted: Tue Nov 20, 2012 1:52 pm    Post subject: Reply with quote

wait a sec, I thought Holy_Master already made us a kickass Mammoth Mk2 shp




TBH I don't think we're going to have a 4-legged turret design that will look as beastly as a non-turret shp (like the original)
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SMIFFGIG
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PostPosted: Tue Nov 20, 2012 2:27 pm    Post subject: Reply with quote

pff

I'd say drop the whole Mk2 mech design altogether
and go for a more traditional tank design

But I doubt that will be a popular option

Something like this
http://www.cnc-source.com/forums/index.php?app=gallery&module=images&section=viewimage&img=3952
A kick ass reboot of the traditional Mammoth, with a machine gun like triple barrel turret

Which can also deploy into a juggernaut artillery equivalent unit (thus eliminating another ridiculous mech design)

Just my thoughts though #Tongue
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