Posted: Sat Apr 28, 2007 7:16 am Post subject:
Announcement: COMMAND & CONQUER - REBELION
This Mod will feature an alternative twist to the Tiberian Universe going back to the time of Capt. Nick "Havok" Parker's heydays.....
The plot for this Mod will play around "the supposed disillusionment" of Havok with the GDI leadership concerning conflicts in principles and Havoks inate rogue character, unwieldy attitude towards the chain of command and unbreakable beliefs in the facts regarding the last tiberium wars.... The Plot will thicken with the unexplained disappearance of Dr. Mobius Daughter, Sydney and the "Relic" found in the last tiberium war.
Command and Conquer - Rebelion will focus on a more "Tactical Gameplay" going back to "Individually" controllable units instead of squads.
FEATURES:
Hero Units;
Havok
The Dead Six Team
NOD Elite Forces (6 types)
Mutant Mercenaries (6 types)
Zone Renegades (Former veteran members of the GDI and Nod who went back to civilian life after the last tiberium wars- 6 types)
Regular Units;
Variants of the units present in the last tiberium wars.........
GAMEPLAY ASPECTS;
TACTICAL RTS GAMEPLAY
WEAPONS RECONCEPTUALIZATION
Experimental Resource Model (Tiberium will still be a resource- more info on this later)
Full utilization of the capabilities of the NEW SAGE ENGINE....
For a glimpse of what to come; (upcoming screenshots of 3D models will be featured here, take note: this models are only conceptualizations provided in order to present what is coming for this MOD)......
ASSISTANCE in the following aspects will be needed;
Posted: Sat Apr 28, 2007 7:27 am Post subject:
GDI Defensive Structures
Command & Conquer - Rebelion will also emphasize the ART of Defense and Offense in a more Tactical way....
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The 4 Defensive Strucrures of GDI: AAA, Fixed RailGun, Fixed MG, Fixed Anti ArmorGun. All are reliant on power and complimentary structure (The AAA will have an increased range once an airfield is upgrded with a long range radar system- each will have a d
Posted: Sat Apr 28, 2007 9:28 am Post subject:
These 2 vehemoths will meet in battle
The experimental Mammoth 2-B1(Rail Gun Equipped Tank) will do battle against a similarly tough opponent from the NOD Arsenal, the NM71-B alias "THE BUG"..............
A snippet from the strory line of COMMAND & CONQUER: REBELION (working Title).............. "In the dead of night only the flickering light from the near empty gas lamp casts shadows within the room....Capt Parker, GDI Special Forces -Retired, was reading from a page of the diary he took from sydneys locker in the now abandoned Dead Six Special Training Command barracks somewhere in the Nevada Desert.............. when the door suddenly crashed open and something huge came through the door........ Havok agile as usual tubled nimbly onto the floor and in the same sweeping move trains his gun on the intruder........... "comin in foh a visit eh? yuo're still the same havok, nimble and quick on the gun" Deadeye stated offhandedly while the one remaining eyes reflected both joy and a hint of boiling rage......................................................
.........................The Ground Trembles in fearfull vibrations as 25 Mammoths 2 maneuvers to meet 49 "BUGS"...........Rail Gun muzzles flashes while in the distance the flare and exhaust smoke from the barrels of 135 mm high velocity guns from the "BUGS answered in chorus...................
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A worthy thing to fear............
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A Giant versus Giant...........
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Last edited by cavesyudepu on Sun Apr 29, 2007 12:51 am; edited 1 time in total QUICK_EDIT
Yes some of these models are from SupCom (as i've already stated these models are just used to present the artistic direction that the mod will take and to try out some dx9 shading/material effects - at the moment i'm using the BFME2 shaders in max9)................
SupCom is indeed one of the most "MOD FRIENDLY" game i've ever encountered and the devteam are on their forum daily, answering everything from the community). I just wish EALA could do the same.....................................
btw, i've changed my mind regarding my post in my other thread re-cancellation of all my c&c3 mod projects. I am now determined to make use of the sage engine because of its better graphic potential. SupCom has the best Zoom and Camera Controls i've encountered in an RTS (The Camera Unit Tether wherein you can attach the camera to a plane in flight or any other units then, combine it with the free camera mode and you can have an almost cinimatics experience of the game, how i wish c&c3 could have such a dynamic camera...........)
the only thing that's preventing us from making c&c3 even better is the MOD SDK from EALA ----- [/quote] QUICK_EDIT
Joined: 30 Dec 2006 Location: Hidden In Tiberium Field
Posted: Sat Apr 28, 2007 11:56 am Post subject:
cavesyudepu wrote:
Yes some of these models are from SupCom (as i've already stated these models are just used to present the artistic direction that the mod will take and to try out some dx9 shading/material effects - at the moment i'm using the BFME2 shaders in max9)................
SupCom is indeed one of the most "MOD FRIENDLY" game i've ever encountered and the devteam are on their forum daily, answering everything from the community). I just wish EALA could do the same.....................................
btw, i've changed my mind regarding my post in my other thread re-cancellation of all my c&c3 mod projects. I am now determined to make use of the sage engine because of its better graphic potential. SupCom has the best Zoom and Camera Controls i've encountered in an RTS (The Camera Unit Tether wherein you can attach the camera to a plane in flight or any other units then, combine it with the free camera mode and you can have an almost cinimatics experience of the game, how i wish c&c3 could have such a dynamic camera...........)
the only thing that's preventing us from making c&c3 even better is the MOD SDK from EALA -----
[/quote]
tru Ea has a bit of a slow finishing time for thing like that
but this mod is a good idea and i have many ideas of my own(which i'll probily never be made coz of modding abilitys) but u shouldn't just abandon ur mod because of the fact that ea sucks and supreme com
is more "dynamic" i'm sure a few people would help u in this mod,
lol one of my ideas involves the mutants being a "pest" and devloping
new technolgy from a scirn underground base controled by AI drones _________________
Posted: Sat Apr 28, 2007 12:29 pm Post subject:
Enhancing Gameplay Elements
Gameplay Update 01-001:
COMMAND CONQUER: REBELION will try to enhance c&c3 Gameplay through implimentation of the following;
BUILDING "Visible Infantry" (Civilian Structures) GARRISONING- In C&C GenZH it was already possible to impliment "visible garrisoned infantry" through the placement of bones in the building model (ExtraPublicBone = STATION01) which places an infantry in the point where the bone in the model was placed (see image 1 & 2). these will greatly enhance gameplay and provide for a more tactical approach in the way certain missions will be designed (i,e- sniper use, individual targeted enemy, etc... something like Company of heroes style..)
These will be possible however only if the codes in c&c3 will have the same features posible as in c&c GenZH.....
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garrisoned infantry
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Snipers and Gunners in tower
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Last edited by cavesyudepu on Sat Apr 28, 2007 7:13 pm; edited 1 time in total QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sat Apr 28, 2007 12:49 pm Post subject:
Dont want to be rude here, but Havoc and the dead six are far too old to be preforming active combat service, nevermind they probably have dentures and all live in some nursing home.
And Sydney Moebius is NOT dead six... _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
"This Mod will feature an alternative twist to the Tiberian Universe "GOING BACK" to the time of Capt. Nick "Havok" Parker's heydays....."
Intel Update:
THE ZONE RENEGADES are elite infantry units that can be recruited from the ZONE RENEGADE BARRACKS, these elite soldiers are comprised of veteran elite forces from both the GDI and NOD Armies who were disenfranchised after the 2nd Tiberium Wars....... They are an elite army on their own, with no loyalties to anybody, except........MONEY...... They are the free lancer army in COMMAND & CONQUER REBELION.................
GAMEPLAY HIGHLIGHTS:
These Infantry Unit types varies in specializations and weaponry skills (If it will be code possible as in C&C GenZH wherein i have been able to make an infantry with 3 to 5 weapons/armaments in one type -i,e; using the codes of the gla mob grenade throw animations, col burtons, knife attack, bomb placements, cliff climbing anims, primary weapon firing anims & Missile Defender primary weapon anims in one infantry type... these features will be utilized to realize the goals of making a more tactical rts gameplay........
Infantry Warfare will also be given more focus in C&C REBELION; certain specilized units can compliment another type of unit through "SHARED" Line of Sight (The spotter ability in c&c3 will be utilized in such a way that, for example; Tanks with a minimal LOS will be able to fire at a distant enemy armor unit automatically at an "increased" range through"SHARED LOS", hence, infantry will now be rendered useful in more ways than just cannon fodders. These "UNIT COMPLIMENTARY ABILITIES" will be highlighted in order to make C&C:REBELION a real tactical RTS.
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Posted: Sat Apr 28, 2007 8:14 pm Post subject:
Infantry Warfare at its best...........
In C&C GenZH, it was already possible to create squads comprised of infantry with varied weapons type.
In one of my modified ini. codes, i have been able to replicate the Angry Mob Codes in a much better way; selecting the team leader (The one with the spawn code entry) and move or attack ordering makes the whole team respond as one, selecting an individual member (from the 5 spawned team members) and move attack ordering makes the individualy selected unit to respond independently.
In C&C3, EALA in their attempt to replicate the "INTILLEGENT" A.I. of Company of heroes Infantry Squads failed miserably (Note the way C&C3 Squads always forms a simi-circular formation when idle and even when moving!!, likewise, you can only see them try to take cover behind buildings only; and thats when you see them separate and behave in a more "Soldier like fashion").
In COMMAND & CONQUER: REBELION - "Squad Tactics" and "Infantry Cover, formation & movement" will be remade in a more tactical and better way in order to further enhance gameplay............
The ART of "COMBINED ARMS" warfare will also be highlighted (Some of the elite commandos will be able to utilize EMP grenades to disable armor units, FlashBang Grenades to non-fatally disable enemy infantry, direct an aerial strike by laser targeting of a structure/enemy armor, steathily "knife attack" a guard infantry with the assistance of a sniper eliminating an "officer" that has a stealth detecton capability. The posibilities for a TACTICAL GAMEPLAY is endless..........
DAMN IT!!!! EALA.................Give us that SDK NOW!!!!! I'm really Rearing to make a go for this MOD, the more i think of this concepts the more i am anxious for that darn SDK...................
Posted: Sun Apr 29, 2007 5:23 am Post subject:
GAMEPLAY ENHANCEMENTS
THE INFLUENCE BEHIND COMMAND & CONQUER: REBELION
The decision to create a mod emphasizing TACTICAL RTS for C&C3 was mainly influenced by my fascination with the Tiberium Universe of C&C, as well as its very imaginative and idea provoking storyline. C&C has been my favorite game and will always be. One game in the series which has hook me into this "TIBERIAN UNIVERSE is the RENEGADE FPS game. I was always wondring at that time if i could ever make that FPS game into something sort of an RPG game with a zoomed out top down camera view instead of an FPS. Then, i accidentally modified something in an ini setting which zoomed out the view into something like the "SACRED" RPG Game.... From that moment on...... The idea of a tactical RTS in the C&C Universe of Game came and made me learn everything about "Modding"......
GAMEPLAY ENHANCEMENT TARGETS:
COMMAND & CONQUER: REBELION will try to impliment the following;
"SHARED LOS" = shared line of sight will be an inovative enhancement in a TACTICAL RTS gameplay. AFV's, Tanks and other heavy armor units which should have long range weapon category but limited by their LOS ranges will be able to "acquire and fire" at an enemy unit within weapons range once an infantry unit "see's" or has that enemy within LOS. This will be possible through the existing ability of the "Spotter Unit" in C&C3. Copying and modifying these parameters to apply into the "SHARED LOS" principles.
"COMPLIMENTARY UPGRADES" = these are the upgrades which will enable certain abilities to a particular unit/Structure and add more depth to the gameplay. Airfields will have the "GPS-Global Positioning Ability" enabled once a "RADAR CENTER" is built through upgrading of the "FORWARD COMMAND CENTER" this ability will give "Weapons Range and LOS Bonus" to "ANTI AIR ARTILLERY POSITIONS/fixed AAA, Fixed RAIL GUN ARTILLERY and the fixed MG Emplacements. Infantry Units, like the Spotter/scout/sniper which relies on Satelite Communications also gains certain abilites like "Target Acquisition and calling for Aerial Units/Taget Painting", "Satelite Reconnaisance-opening up the FOW in a certain location of the map", and "Calling for Airdropped Reinforcements". These complimentary upgrades will be discussed more once a site hosting is made available for this MOD.
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed May 02, 2007 2:30 am Post subject:
cavesyudepu wrote:
Banshee wrote: Do you want hosting here?
Difinetely!!! Its an honor too....
pm me your email ad so we can talk............
Actually, please PM me with forum name and description and which subforums you want and their description. And also, if you are interested on a FTP space. QUICK_EDIT
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