Posted: Sun Feb 13, 2011 5:41 am Post subject:
The Dawn of the Tiberium Age v1.11 progress
It's already been a year since DTA 1.10 has been released and after having been silent all this time, some might even arleady suspect this mod is already dead. Whoever thought that couldn't be any farther from the truth however. Unlike during the development of previous versions of DTA, where my "staff" basically consisted of some people that did me a few random favors, I in fact have a consistent staff now and we actually have been (and still are) quite busy.
So rather than being dead, DTA's development is in fact more alive than ever:
Many improvements have been made and many new features have been added to the enhanced mode, of which you'll be able to catch a glimpse in some of the new screenshots;
There's already twice as many multiplayer maps as there were before and many maps also have a "comp stomp" version, on which the human and AI players start on the same side of the map, after which the human players have to send their MCVs into teleporters, which then instantly transport them to the other side of the map. This means you can 'east vs west' or 'north vs south' battles against the AI. And the AI by the way, has been improved a lot.
Rampastein completely recoded DTA's AI and as you can see in the images above, the new AI really is no joke (and that's still only on medium difficulty level).
But...
...as tough as the new AI is, it's of course not unbeatable.
In addition to all this also a ton of new terrain has been added (which is part of the reason why it's taking so long; terrain takes me long time to convert or create) and this includes a conversion of Red Alert's entire snow theater.
I wish I could say DTA 1.11 is already close to a release date, but unfortunately there's still a lot left to do. However, at least you can now put your mind at ease knowing that the longer you wait, the better DTA 1.11 will be, rather than having collected more dust. _________________ QUICK_EDIT
the AI has really become tough A LOT thougher then any TD/TS AI i have ever seen (which doesnt say a lot, I know, but still xD)
And I must say - the mod is great! It brings back the old C&C 1 feeling, including some good tactics, units and so on. Even though you may be confusing in the first few games and have no idea what a good army consist of Even though that can be helped, if you have played TD in the last few years ...
The snow theater looks really good, too! It fits to the rest of the style... _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
I can also have both snow and grass on the same map. Can you say the same?
Actually even three theaters: Temperate, Winter (the temperate trees with a bit snow+the frost tiles) and Snow _________________ SHP Artist of Twisted Insurrection: Nod buildings
That's the snow theater from RA1 Morpher, not the TD winter theater.
In TD was no snow theater. The TD winter was mostly a temperate theater with some small spots of snow and frost on trees, cliffs, rivers and buildings.
Ah I see that's very cool indeed, I still think it'd add a nice sort of touch to help with transitions for DTA but understand the work load would be... large. _________________ QUICK_EDIT
^^i agree, the work would be huge, but the additional detail would be awesome too. Maybe if we all ask very kind, Bittah will add this anyway (in DTA 1.12).
Volgin wrote:
Move that crate behind the church, crates spawning there will be capturable without killing the church.
That's a preview from the TD map editor. Ingame the crate is perfectly placed under the church and thus also invisible/inaccessible until the church is destroyed. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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