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Screenshots (19.09.2012)
Moderators: SuperJoe
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Wed Sep 19, 2012 7:54 am    Post subject:  Screenshots (19.09.2012) Reply with quote  Mark this post and the followings unread

I know I am terrible at posting updates and screens of the mod, but you know how it is with modding sometimes. Anyway, just to show some activity here are some screencaps.



forg_ai_2.png
 Description:
Forgotten AI base. This almost looks like a real well planned out base, if you ignore the few awkwardly placed helipads and field generators. Even the watch towers are placed at the entrances!
 Filesize:  1015.42 KB
 Viewed:  7413 Time(s)

forg_ai_2.png



forg_ai_1.png
 Description:
Forgotten AI walling it's base with machinegun bunkers.
 Filesize:  871.79 KB
 Viewed:  7413 Time(s)

forg_ai_1.png



forgbase.png
 Description:
Forgotten base in the "Sandbug" map.
 Filesize:  1.02 MB
 Viewed:  7413 Time(s)

forgbase.png



nodpatrol.png
 Description:
Early Nod scouting force in the "Once A City" map.
 Filesize:  796.83 KB
 Viewed:  7413 Time(s)

nodpatrol.png



cteal.png
 Description:
The new multiplayer color teal replaces pink.
 Filesize:  1.01 MB
 Viewed:  7413 Time(s)

cteal.png



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Last edited by SuperJoe on Fri Mar 29, 2013 4:25 pm; edited 1 time in total

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Wed Sep 19, 2012 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Only 5 attachements allowed per post... so here are some more screens.



forgtibteam.png
 Description:
Maulers and Fiends patrolling the base in "The Clarions Call" map.
 Filesize:  961.9 KB
 Viewed:  7405 Time(s)

forgtibteam.png



gdiheavy.png
 Description:
Heavy GDI forces coming through.
 Filesize:  947.43 KB
 Viewed:  7408 Time(s)

gdiheavy.png



nodufo.png
 Description:
Nod Shadow Hand infantry destroying a crashed Scrin ship in "The Clarions Call" map.
 Filesize:  922.63 KB
 Viewed:  7408 Time(s)

nodufo.png



gdinight.png
 Description:
GDI forces stationed in a night time city in "The Lonely Railroad" map.
 Filesize:  749.2 KB
 Viewed:  7408 Time(s)

gdinight.png



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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Wed Sep 19, 2012 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Some more screens of the maps...



civevac.png
 Description:
Civilian evacuation taking place in the "Natures Revenge" map.
 Filesize:  1.2 MB
 Viewed:  7392 Time(s)

civevac.png



overrun.png
 Description:
This tiberium research complex has been overrun by tiberium lifeforms. Maybe you should help these people out?
 Filesize:  1.2 MB
 Viewed:  7392 Time(s)

overrun.png



town1.png
 Description:
A quiet looking town in the map "Collision Clash"...
 Filesize:  1.08 MB
 Viewed:  7392 Time(s)

town1.png



town2.png
 Description:
... but what is this heavily defended structure? That billboard warning sure peaks my interest.
 Filesize:  1.04 MB
 Viewed:  7392 Time(s)

town2.png



shardcity.png
 Description:
Orca Fighters chasing down some gang bikers in the "Shard City" map.
 Filesize:  1014.5 KB
 Viewed:  7392 Time(s)

shardcity.png



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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Wed Sep 19, 2012 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

...



phoenix.png
 Description:
The city of Phoenix doesn't seem to mind a war taking right outside of their gates. After all, they are protected by the firestorm generator. (The "Phoenix" map).
 Filesize:  1.21 MB
 Viewed:  7373 Time(s)

phoenix.png



citynight.png
 Description:
Cityscape in the evening (in the map "Cityscape Redux").
 Filesize:  957.45 KB
 Viewed:  7372 Time(s)

citynight.png



glow.png
 Description:
An eerie glow in the "Last Forest" map.
 Filesize:  960.67 KB
 Viewed:  7372 Time(s)

glow.png



forgter.png
 Description:
Tiberium wilderness in the "Trivial Lands" map.
 Filesize:  1.05 MB
 Viewed:  7372 Time(s)

forgter.png



swampf.png
 Description:
Starting out with some EMP mines in the "Swampflower" map.
 Filesize:  1.06 MB
 Viewed:  7372 Time(s)

swampf.png



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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Sep 19, 2012 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very very interesting stuff. Also can't wait to scoot around Cityscape Redux.

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Sat Sep 22, 2012 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool! Is that a campaign map I see in there?

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sat Sep 22, 2012 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Death Cultist wrote:
Cool! Is that a campaign map I see in there?


These pics are all from skirmish / multiplayer maps. I THINK I have a guy working on a campaign but I haven't heard from him in a while Laughing

Anyway, I've added neutral stuff to almost all of the multiplayer maps. You will find all sorts of cool and fun stuff in the maps. A few of the maps actually have a complete storyline mission you can do beside just fighting the enemies. Theres even a big reward for completing them. E.g. in one of the pics I posted, the player who helps out the stranded scientists and escort them to his base will be rewarded.

I've actually had alot of fun playing around with the triggers and scripts in maps, think I would enjoy using them in singleplayer missions. But the thought of doing the terrain is putting me off too much, I much rather just add triggers / scripts to already completed maps.

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Sat Sep 22, 2012 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very interesting, that's similar to something I've been working on my mod, I mean, taking advantage of certain elements on the map can help you to eventually win the battle. But I do it in a different way, perhaps if I mix them both... I need to see it in action in order to get some cool ideas from you. I have always loved this idea and now I look forward to Reform even more!
BTW can you tell us how about many months it will take for the next release?

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Sun Sep 23, 2012 7:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool units and pips. Also the C/P job really has some nice buildings. BTW does your forgotten have its radar in the T.V. Station?

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Mon Sep 24, 2012 5:58 am    Post subject: Reply with quote  Mark this post and the followings unread

TiberFCSL wrote:
BTW can you tell us how about many months it will take for the next release?


The mod has been like in near complete state for a year now, but I just haven't found the drive to put it all together. Mostly due to the AI, that is pretty much the only thing that needs finishing. I would currently estimate 1-2 months. I need to do the mod launcher again from scratch since I lost the code for it when my harddisk died.

Dubzac wrote:
Cool units and pips. Also the C/P job really has some nice buildings. BTW does your forgotten have its radar in the T.V. Station?


This is the Forgotten radar building:



Most of the Forgotten buildings were done by Askhati, he was really really skilled with C/P work.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Mon Sep 24, 2012 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Often C/P sucks, feels fake or just doesn't capture the concept... but in this case, it just fits the mutants perfectly.

Askhati, whoever that is, you did a great job.

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Tue Sep 25, 2012 2:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I know this is nothing new, but think this can be used for some really cool things in singleplayer and even multiplayer maps. Just don't let the player control those aircraft.



para.gif
 Description:
 Filesize:  665.09 KB
 Viewed:  7175 Time(s)

para.gif



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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Tue Sep 25, 2012 8:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I didn't know that was possible hmmm but it's cool.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 25, 2012 10:47 am    Post subject: Reply with quote  Mark this post and the followings unread

yes, that's one workaround for the airtransport-bug and a nice sideeffect of giving the helitrans a weapon and let it shoot on a certain point. It will then kick out one passenger at each shot.
Unfortunately wasn't this workaround fixing the airtransport completely, why it's never been used in mods for player owned units.

also nice, give the carryall a weapon and it will parachute out the carried unit when it fires the weapon. (could be used for some kind of bomber that can carry different types of bombs, each bomb being a suicide unit like a demolition truck)

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