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Tiberium Reactor
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sun Jul 06, 2008 10:12 am    Post subject:  Tiberium Reactor
Subject description: Tiberium Reactor Core Power Plant
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Tiberium Reactor









Strength: Medium
Armour: Medium
Cost: 300
Power: 100



Nod's Tiberium Reactors use the different waste products from tiberium processing to generate power. The reactor core is located underground, where the sludge from the refineries is exposed to various easily obtained chemicals (often different waste products). The following chemical reaction produces large amounts of thermal energy and thus causes some of the liquid compounds to evaporate. This "Tiberium steam" (which actually only contains minute amounts of tiberium particles) is then directed through a set of turbines. The resulting mechanical energy is then passed through a big dynamo like in every conventional power plant.

The "depleted sludge" is then either used in the construction of weapons, or dumped to artificially seed tiberium fields.

Last edited by Morpher on Fri Dec 12, 2008 4:42 am; edited 2 times in total

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Jul 17, 2008 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Great design, very Noddy.

Does the power plant leave Tiberium shrapnel when destroyed?

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sat Sep 06, 2008 11:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesone.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Sep 06, 2008 2:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Great design, very Noddy.

Does the power plant leave Tiberium shrapnel when destroyed?


That's a nice idea. I hope it will be implemented.

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
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PostPosted: Sat Sep 06, 2008 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is that how big it is ingame? It looks good; I just hope the size is semi realistic with regards to infantry & vehicles... and terrain.

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Audiopulse
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Joined: 08 Jul 2006
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PostPosted: Sat Sep 06, 2008 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Orac wrote:
Great design, very Noddy.

Does the power plant leave Tiberium shrapnel when destroyed?


That's a nice idea. I hope it will be implemented.


It IS a nice Idea - but it has been implemented already to other buildings - and not all of them are faction-related - meaning - there are civilian buildings spreading such shards as well. Theres no need to have the Nod-PP spread Tibshards when destroyed just for the sake of the Idea.

Anyways - as I said, this feature IS in the game.

And about the size and comparison relative to the Units: I think yes - of course there yet are some differences between civilian houses and Infantrysize e.g. but we ironed them out as far as we could without insulting the gameplay. Yes - Skyscrapers in a proper size - looking like infantry could really enter their lobbies are nice, but theyd just hide too much behind them. Imagine a city full of those - youdnt see a thing in there. Plus: Destroy one and it will be like as if those giants would just cease to exist - beamed away, popped out of their reality, however youd like to call it.
So much about size of buildings generally ingame. The Powerplant up there itself has a foundation of 3x3 and looks nice next to Nods tanks, which are anyways naturally smaller in comparison to the GDI-pendants. The whole Architecture of Nod is supposed tu suggest a buried-style - and looking at the PPs ball-like foundation it suggests that quite nicely I think Smile

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sat Sep 06, 2008 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

DoMiNaNt_HuNtEr wrote:
Is that how big it is ingame? It looks good; I just hope the size is semi realistic with regards to infantry & vehicles... and terrain.


I think it's 2x2 cells.

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Audiopulse
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Joined: 08 Jul 2006
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PostPosted: Sun Sep 07, 2008 4:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Strange - youre right :/

Somehow I thougt it was 3x3 - but kay - wayne... Very Happy

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Pepzi
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PostPosted: Sun Sep 07, 2008 10:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Great! I love the powerplant! =)

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DonutArnold
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PostPosted: Fri Dec 12, 2008 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bumpage!

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Dec 12, 2008 6:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Excellent improvements Donut! Smile

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Audiopulse
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Joined: 08 Jul 2006
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PostPosted: Fri Dec 12, 2008 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, is there any way now to implement the glowing into the building itself? Id LOVE the Powerplant that way. I posted a photshopped pic once...

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DonutArnold
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Joined: 18 Jan 2005
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PostPosted: Fri Dec 12, 2008 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's very hard for me to make glow that works in-game without any problems. However, Morpher told me he'll handle the active animations...

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Audiopulse
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Joined: 08 Jul 2006
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PostPosted: Fri Dec 12, 2008 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah, right - alphalightning could do the job pretty well I think Smile

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Destiny
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Joined: 02 May 2006
Location: Singapore

PostPosted: Fri Dec 12, 2008 11:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wondered if the Red could be Green/Blue but meh, leave that for imaginary upgrades for PPs #Tongue


The warning strip isn't very...clear in-game, though.

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IceDragon200
Shrapnel Sniper


Joined: 18 Apr 2008
Location: At home relaxing..

PostPosted: Sat Dec 13, 2008 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

I would say that warning strip is too clean.
Dirty it up a bit.
Glow[Echo 3 times] I think I remembered how to do it in 3dsmax.
.Create a light
.Use the motion scale
.Start from 0 then go to 50 Set scale 0 at frame 0 then set scale at 100 at 25 then 0 again at 50
.Then just test it out by rendering it.

NB.The frame length can be anything you want.

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Ickus
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PostPosted: Sat Dec 13, 2008 6:43 am    Post subject: Reply with quote  Mark this post and the followings unread

imo I preferred the older one. It captured the Nod style well, with a dash of nostalgia. this not so much.

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Ixonoclast
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PostPosted: Sat Dec 13, 2008 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

OMG TEH IKKUZ IST BAKK!

Ontopic. I like the design, althrough the "sunken" look doesn't really work on this one. At least, I don't see it.

And what was the old version?

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Dec 13, 2008 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ickus wrote:
imo I preferred the older one. It captured the Nod style well, with a dash of nostalgia. this not so much.
Hmm yeah your right. I'd forgotten about the old one... it was a damn good rendition of the TD PP.

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Ickus
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PostPosted: Sun Dec 14, 2008 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

yea it slightly had a "gothic" feel to it, as in architecture, so I am a bit partial to its design. With it's bony rib-cage like roof and dark charcoal cooling tower.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Dec 14, 2008 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I agree with Ickus. but couldn't Nod have both?

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sun Dec 14, 2008 2:40 am    Post subject: Re: Tiberium Reactor Reply with quote  Mark this post and the followings unread

Morpher wrote:
Tiberium Reactors’ use Tiberium leftovers and remains to produce electricity and power.

Amazing! This building can produce electricity, a concept, and redundancy all at the same time!

T__T

Last edited by IcySon55 on Sun Dec 14, 2008 4:05 am; edited 1 time in total

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Destiny
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Joined: 02 May 2006
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PostPosted: Sun Dec 14, 2008 2:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah, that was why I found the description strange...


You've got some pretty good hindsight.

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Audiopulse
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Joined: 08 Jul 2006
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PostPosted: Sun Dec 14, 2008 3:24 am    Post subject: Reply with quote  Mark this post and the followings unread

With all respect, Icy, but your "T__T" fits so well with your very own post... :/

About the things that really matter - I dont think it would work too well for Nod to have both since the concept differs so much in its look - the older PP looks just more clumsy, the newer one more like hightech. I personally prefer the newer one.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Dec 14, 2008 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Couldn't you give them two types of powerplant?
One for early game when your setting up (Gothic TD-styled, Older version)
One for later game with higher power output etc. (This one)

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Dec 14, 2008 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

But where could Nod get the necessities to build expensive architecture everywhere? Surely it would make sense if they saved all their resources for a big gorgeous Temple.

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Audiopulse
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Joined: 08 Jul 2006
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PostPosted: Sun Dec 14, 2008 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

As I said, orac, both designs wouldnt harmonize with each other. And If I had to pick one, id take the newer one. Because were not really aiming to make a sequel, tho the story plays after the original TS, but were primary aiming to make TS more like we think it should have been. And we think Nod is not the type of Organisation that builds heavily fortified, bulky or simply huge buildings that much. Instead theyd choose cheaper buildings with less strong armor and stuff.
Everything may be hightech and advanced, but theyre not the type to build castles - they want to stay mobile with bases that can be errected way more quickly than GDIs bases. And thats why we redesigned the Powerplant to look sunken into the ground with a more thin chimney/cooling-tower. Trust me, youll see the magnificant difference between Nod and GDI once youre ingame Wink

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Sun Dec 14, 2008 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

IcySon55 wrote:
Morpher wrote:
Tiberium Reactors’ use Tiberium leftovers and remains to produce electricity and power.

Amazing! This building can produce electricity, a concept, and redundancy all at the same time!

T__T


Is this any better? #Tongue

I wrote:
Nod's Tiberium Reactors use the different waste products from tiberium processing to generate power. The reactor core is located underground, where the sludge from the refineries is exposed to various easily obtained chemicals (often different waste products). The following chemical reaction produces large amounts of thermal energy and thus causes some of the liquid compounds to evaporate. This "Tiberium steam" (which actually only contains minute amounts of tiberium particles) is then directed through a set of turbines. The resulting mechanical energy is then passed through a big dynamo like in every conventional power plant.

The "depleted sludge" is then either used in the construction of weapons, or dumped to artificially seed tiberium fields.


(And I'm not even a native speaker...)

Ickus wrote:
yea it slightly had a "gothic" feel to it, as in architecture, so I am a bit partial to its design. With it's bony rib-cage like roof and dark charcoal cooling tower.

Orac wrote:
Couldn't you give them two types of powerplant?
One for early game when your setting up (Gothic TD-styled, Older version)
One for later game with higher power output etc. (This one)


We chose for a different design because it reflects Nod's style better overall. Since GDI is supposed to be slow and bulky, this is reflected in their architechture. Nod is stylish, sleek and stealthy. The previous design was too bulky.

Iron Cathedral wrote:
But where could Nod get the necessities to build expensive architecture everywhere? Surely it would make sense if they saved all their resources for a big gorgeous Temple.


If architechture would only be about efficiency, they would all look like geometric shapes... This isn't the Borg from Star Trek. Wink

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sun Dec 14, 2008 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Resistance is futile. In other words, don't bother to ask them to change the design...



...right?

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DonutArnold
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Joined: 18 Jan 2005
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PostPosted: Sun Dec 14, 2008 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

When most of the staff agrees to use the certain design, it's no use make them change their minds...

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Sun Dec 14, 2008 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Destiny wrote:
Resistance is futile. In other words, don't bother to ask them to change the design...



...right?


Bingo. Wink

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Dec 15, 2008 1:49 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah. We've been on this long enough to learn, there's no way to please everybody.
I am Team Black, and I approve of this design.

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Destiny
President


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Location: Singapore

PostPosted: Mon Dec 15, 2008 4:51 am    Post subject: Reply with quote  Mark this post and the followings unread

I wonder if I should put that in the PPM Sayings thread...your approval, of course. #Tongue
heh, fine by me if you really want to
-TB


Though it looks...what are the 4 vent-like thingies there for? #Tongue Just wondering.

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Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
Location: in your closet... Post = true

PostPosted: Mon Dec 15, 2008 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use your imagination Wink
I say Peepholes for peeping or Peeholes for peeing... #Tongue

About the "changing design"-stuff...
Well, as it has been said: If most of the crew agreed on the design it is unlikely that there will be changes to it - yet you can try and argue why you think this or that should be changed. Try to convince us, if you manage to give proper reasons we are willing to take that critic into account and change it.
Its just that there hasnt been any real Argument yet besides the "...would look better that way!"

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Mon Dec 15, 2008 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Our argument is simple:

The smooth shape is Nod-like, and the fact that apart from the chimney it has a low profile shows it is partly located underground.

TO style GDI has big, bulky fabrications whereas TO style Nod has small, smooth low-profile buildings. This is a decision in design on our part, not just for the PP, it's the TO feel for Nod we were aiming for.
And then, there is the new Nod design. #Tongue
~Orac

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Dec 15, 2008 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, keep the old one for the campaign? Old bases etc? #Tongue

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Mon Dec 15, 2008 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, the old one has been "promoted" to the position of Cabal PP for the time being... #Tongue

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Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
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PostPosted: Mon Dec 15, 2008 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

where it should be kept, I think, as it fits perfectly in there. Cabal doesnt really care for the look and so he did nothing to the old Powerplant-design but change the Interior since he doesnt have to rely on engineers to run his plants. However - even those details altered the outer appearence abit and thats why e.g. the coolingtower has been slightly moved.
Cabals Powerplants provide a nice Power-output which makes them somewhat valuable. However, on the downside every other Cabal-artifactbuilding drains a correlative big amount of juice, so youll need them if youre about to capture a Cabal-artifact... Wink

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your raging arse is creating storms?
Luke | CCHyper sagt:
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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Tue Dec 16, 2008 10:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Stop bitchin', it looks fine. RELEASE TO!!!!

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Eagle 11
Rocket Infantry


Joined: 21 Oct 2009
Location: Somewhere in the great nothingness

PostPosted: Wed Nov 25, 2009 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Modern continuation of classic model in TD,very good

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Nov 25, 2009 9:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

More of a highly advanced, streamlined TS one, imo.

EDIT: Added image for ModDB



PP.png
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Last edited by Orac on Wed Nov 17, 2010 6:34 am; edited 1 time in total

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jerry32j
Cyborg Engineer


Joined: 13 Jan 2008
Location: I am GDI! I am multiple people!

PostPosted: Thu Nov 26, 2009 3:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Is there a glow animation on it like in the render?

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Dec 06, 2009 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Updated damage frame.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Dec 06, 2009 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

The crack on the tower could be larger, like in TS Nod power plant.

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