Posted: Fri Feb 10, 2017 6:56 pm Post subject:
[OpenRa] Medieval Totalconversion
Subject description: Mod for OpenRa
Hello,
I released the first final version of my medieval total conversion of Tiberian Dawn in OpenRa and want to share it with you.
The Mod basicly translates the whole game into the Medieval times.
I am a little bit limited with modding in oramaps, so its not perfect.
I attached some footage and a overview chart about the Units.
The Cheatsheet: the blue framed units got a changed ingame role to thier originall counterparts.
The work on the project continues and its a stady balance work in progress.
Planned for the future is some special terrain to fit the medieval time.
If you want to see more, feel free t join us at OpenRa Tiberian Dawn!
Greetings
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Feb 11, 2017 3:05 am Post subject:
Very interesting. Do you need a forum for your project? If you are interested, PM me the name and description of the main forum and all subforums. QUICK_EDIT
And the dwarf named Harvester should be better named as a Miner, this seems more appropriate.
On that note, will you be having Orcs, Dwarves and Elves too? In no way thinking of Warcraft but instead thinking of something along the lines of Battle for Wesnoth, or would it be more about different human kings trying to topple each other with their armies? QUICK_EDIT
Some other things... after playing AoE recently...
Wooden Wall to Palisade
Ore Refinery to Forge
Palisade, good idea
not sure about the Forge, its more like a Smelter tho
Mortecha wrote:
And the dwarf named Harvester should be better named as a Miner, this seems more appropriate.
On that note, will you be having Orcs, Dwarves and Elves too? In no way thinking of Warcraft but instead thinking of something along the lines of Battle for Wesnoth, or would it be more about different human kings trying to topple each other with their armies?
I dont want to go so deep into fantasy and mystic, i think 1 mage and 1 dragon is enough QUICK_EDIT
interesting mod
shape, details and animations of the units and buildings look nice.
Though the lighting on them is very bad imo:
-sun in northwest puts the player visible side into shadow. Thus they lack nice reflections and result in quite plain colored areas which reduce visual depth
-infantry are very plain colored, like almost no lighting at all and only a very few colors used (like less than 8 colors for an entire unit without any gradients due to lighting/shadows)
-overall it looks like the new assets use a 16 colors palette only, like those super old EGA display games
How do you made the buildings and units? Blender, 3ds max?
Instead of using fantasy things like a mage, you could also use real flame based weaponry. Like pitch and sulfur throwing catapults, or "greek fire" based flamethrower. _________________ SHP Artist of Twisted Insurrection: Nod buildings
- all shp files got updated
- bugfixes (a lot)
- balancing issues (keeping on)
- new units
- new buildings (tech and faction)
- new and more Superpowers
- new maps
All shp files got updated:
made them all a bit brighter, they now matching the TD style better and the teamcolor is easier to see. (see screenshot)
New units:
- Strange Aircraft (Davinci Thopter) optainable by Superpower, very strong Aircraft
- Fire Mage replaces Nod Archer
- Battering Ram for nod wich can attack only Buildings
- Bandits (strong and fast) can be aquired by capturing a Bandit Camp
- Death dealer sneaks in Enemy Bases and silently killing units inside. Can be aquired by capturing a Hospital
- Firestorm Arrows replaces GDI Corpse Power
- Strange Aircraft to the battlefield (GDI)
- Trojan/ Wooden Horse (Nod) sneaks into enemy bases and realeses tons of Infantry
- Death Dealer to the battlefield (capturable)
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