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Oppression
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Sat Jan 07, 2006 6:34 am    Post subject:  Oppression Reply with quote  Mark this post and the followings unread

'Oppression' is set in the near future.
*************************************A European country with a highly oppressive government finally breaks down, as riots break out in every major city. Eventually it turns completely into a civil war. The country's allies refuse to help on the grounds that it has nothing to do with them, being an internal conflict, and the country itself is too poor to afford major military action.

Civilians are forced to walk the streets with as many armaments as they can carry, and they are so disorganised that many died because of others just like them.

Eventually one of the many pseudo-military groups fighting against the government gathers the other groups, and they decide to work together, as a democracy, to rid themselves of their oppressors.

More to come...
*************************************

'Oppression' will feature mainly infantry, and very little in the way of real military weapons, with the civilians using homemade and stolen weaponry, and the government using, for the most part, ordinary weaponry, including handguns, machine guns, but they will also have access to some military weaponry.

Expect a lot of conflicts between NPC civilians, including drive-by shootings, and other such things.

'Oppression' is a mod for Tiberian Sun.
If anyone would like to help with it, please do so. Wink
I'm already rather bogged down with other projects, taking on a new one isn't all that great of an idea, but necessary nonetheless.
I'm also looking for talented individuals to work at D2K Studios.
Obviously I'm really trying to spread some of the workload. Wink

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sat Jan 07, 2006 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Sounds interesting, I'm guessing this will have a very urban sort of theme to it map / level wise? How will buildings works in this, I mean in Multiplayer will the civilians build poor quality sort of barracks or use run down parts of cities for their buildings?

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Sat Jan 07, 2006 9:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Yep, it will definately be very urban.
In multiplayer civilians will use parts of the city, as bases. For instance, perhaps an apartment for a barracks, a garage for building their (few) vehicles, and so on. Smile

It should be very different from the traditional C&C gameplay, but I think it'll be fun nonetheless.

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Sat Jan 07, 2006 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Sounds cool Smile, with a UFO: Aftershock feel (having to do everything from scratch). I like this idea.

I'm thinking you have to basically scavenge everything you need. Like you could come across a Warehouse or Factory, secure this and you can make cars, whereas secure a Factory and a Military Base, you can make tanks, just some suggestions to name a few. Your men need medics, but you have no medical equipment, so you capture the hospital to make medics, etc.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sat Jan 07, 2006 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yay! Original mod!

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sat Jan 07, 2006 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well you could have civilian buildings with all sorts of differant purposes, you could probably make about 4 types that just produce different civilian vehicles. Also would it be possible to have a type of civilian that can only fire when he has been trained? Train him with the armory logic, his weapon could be one with 0 range, and his elite weapon could be a gun with say 4-5 range, meaning until you have actually trained civilian recruits they will not be able to attack. Or I guess you could be equiping them when sent into an armory.

Just an idea.

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geekspeek
Energy Commando


Joined: 30 Aug 2005
Location: Taking up space inside the TibWeb server

PostPosted: Fri Jan 13, 2006 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

this sounds like it's going to be a good mod.  Where can I sign up? (I won't be very active early on because I'm already working on two other projects, with a third on the back burner, but in a month or so I'll be able to become reasonably active in the mod's development).

EDIT: stupid spelling errors!  Edited to remove them.

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Fri Jan 13, 2006 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

What are you best at? Smile

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Sat Jan 14, 2006 4:17 am    Post subject: Reply with quote  Mark this post and the followings unread

[b][/b]



Civilian War Factory Render.png
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Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Sat Jan 14, 2006 4:50 am    Post subject: Reply with quote  Mark this post and the followings unread

It's... bland...

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Grievous
Disk Thrower


Joined: 13 Aug 2005
Location: Singapore

PostPosted: Sat Jan 14, 2006 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

I believe you can do better. Its just a block of bricks and a door.

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DedmanWalkin
Grenadier


Joined: 20 Dec 2004

PostPosted: Sat Jan 14, 2006 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

You could start people off with engineers, or units with engineer logic,  and have them actually have to takeover parts of a pre-placed city. Make sure these engineers have some way of defending themselves, whether it additional units or armaments. Heck, you could make the MCV deploy into a barracks and have them build the engineer units. The AI could be manipulated to work, though they'd be able to build units. They have no build options other than perhaps barricades, they function like walls, that they can build near structures they have taken over. Is it for TS or RA2? In RA2, you could use garrison logic and OpenTopped logic to great success.

What kind of resource system will you be using? In TS, you'd need refineries but in RA2 you could use oil derrick logic. You could also make some structures, 1x1 size, that you take over and sell for money. Alternatively, you could make vehicles on the streets that when 'stolen' can be deployed to reveal a money crate. So many different options, but the AI will need to be babied with a refinery.

This looks interesting, good luck with the development!

\\//,DedmanWalkin

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Sat Jan 14, 2006 11:34 am    Post subject: Reply with quote  Mark this post and the followings unread

so far that pic looks well, hardly much, you spent too much time on that border effect, its pointless

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Sat Jan 14, 2006 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

That pic is a WIP. Wink Also, the extra Photoshop stuff took barely any time at all.
I posted it to get suggestions, but since that doesn't seem to have happened:



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Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Sat Jan 14, 2006 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's a little better...

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Sat Jan 14, 2006 10:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

D2k, do you have UFO: Aftershock? It's very good worth noting on the buildings used in that becuase it looks like it has the same feel to it. Basically the storyline is Humans got wiped out by an alien race called the Reticulans. In UFO Aftermath you fought the aliens with the few remaining survivors. Aftershock is based on a losing choice you make in Aftermath- to cut a long story short Humanity fled to an alien built space station becuase the aliens were observing an UBER project on Earth (turning it into a psychic planet). Anyway the space station blew up and now you return to Earth. Now lots of alien races want Earth up for grabs (alien races called the Starghosts and the Wargots, as well as the Reticulans, your old antagonists, as well as trying to stop fanatical cultists who spread across the globe like crap and kill perverted psychic mutants).

And you have to start from scratch #Tongue (researching firearms, your civlisation, etc)

Anyway, rough militarial textures, having to scavenge material in order to beat back your opponent, researching your old technology.. this just sounds excellent.

Heres one building:
http://www.gamecenter.cz/storage/articles/9688/sshot_09.jpg

Couple of soldiers taking cover from some mutant.
http://www.hcgamer.hu/gamer/images/cikkek/2004_11/UFO%20Aftershock%202.jpg

We found the jackpot of ammo:
http://www.hcgamer.hu/gamer/images/cikkek/2004_11/UFO%20Aftershock%201.jpg

Evil Cultist!
http://cerberus.gamershell.com/screenshots/7184/148996_full.jpg

Cultists blowing up a bridge:
http://www.tothegame.com/res/game/3278/feature/2005-04-15/screen2_large.jpg

Couple of soldiers:
http://1.im.cz/hrej/screenshot/65/22565.jpeg

I could keep posting pics, but this is what we've got google for #Tongue

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Last edited by Elerium-155 on Sat Jan 14, 2006 10:55 pm; edited 1 time in total

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Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Sat Jan 14, 2006 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

"That's why what got google for"? WTF?!

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Sat Jan 14, 2006 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sloppy grammar  Rolling Eyes

It's fixed. Back on topic please.

I'm thinking you should have renegade Marines/Marines too #Tongue They could be a side, or they could patrol key areas. Perhaps as a peacekeeping force?

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Mon Jan 16, 2006 1:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm trying to decide whether this should be for TS or RA2... Neutral
There are advantages and disadvantages to both...

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Jan 16, 2006 2:16 am    Post subject: Reply with quote  Mark this post and the followings unread

well tihnk of it as YR has rockpatch Sad i think that puts TS advantages in YR realy

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Mon Jan 16, 2006 2:22 am    Post subject: Reply with quote  Mark this post and the followings unread

One of the main advantages to TS is the gloomy atmosphere though, so if its in YR I have to remake absolutely everything, while with TS I only have to make most stuff.

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Mon Jan 16, 2006 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

YR.. TS just doesn't look right. I also prefer YR as it has more access to more things (especially with Rock Patch).

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Mon Jan 16, 2006 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's difficult to recreate the gloomy atmosphere in RA2, since the RA2 normals are so much brighter than the TS ones.

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Mon Jan 16, 2006 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, but Europe hasn't exactly been nuked though..

Has it?

If so D2k maybe TS would be good surroundings.
If Europe hasn't exploded into a nuclear war I'd go for RA2.

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Mon Jan 16, 2006 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, there's no nuclear fallout or anything like that, but it is supposed to be very gloomy and seem sort of derelict. If I do go with YR, I'm definately going to be using new palettes, because they're just too cheery.

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geekspeek
Energy Commando


Joined: 30 Aug 2005
Location: Taking up space inside the TibWeb server

PostPosted: Tue Jan 17, 2006 1:37 am    Post subject: Reply with quote  Mark this post and the followings unread

DeathRay2K wrote:
What are you best at? Smile


INI coding, beta testing/bug hunting, public relations, creative writing, brainstorming, single player level design (most of my talents are idea-related and not work-related, but may be useful anyway).

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Tue Jan 17, 2006 1:41 pm    Post subject: Re: Oppression Reply with quote  Mark this post and the followings unread

TS! RA2's too cheesy. Though RA2 allows a lot more urbanness. Ugh... Decisions, Decisions.



Oh well. This mod's gonna rock. its like Sim City with Ak-47s.


My Dream.

Very Happy

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Tue Jan 17, 2006 2:11 pm    Post subject: Re: Oppression Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
TS! RA2's too cheesy. Though RA2 allows a lot more urbanness. Ugh... Decisions, Decisions.



Oh well. This mod's gonna rock. its like Sim City with Ak-47s.


My Dream.

Very Happy


Do we not call that idea Syndicate?

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Tue Sep 12, 2006 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread




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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Sep 13, 2006 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

whaoh! It lives!

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Wed Sep 13, 2006 2:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Of course it does.
Those are WIP, as is everything I post in this thread.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Sep 13, 2006 3:34 am    Post subject: Reply with quote  Mark this post and the followings unread

MROE! MUST HAVE MORE~

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Wed Sep 13, 2006 8:01 am    Post subject: Reply with quote  Mark this post and the followings unread

So you decided on YR? Confused

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Wed Sep 13, 2006 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes. Yes I did.

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Tue Sep 19, 2006 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread




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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Sep 19, 2006 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

A Tank. Nice.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue Sep 19, 2006 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

The picture in here is too dark. And I really think the design is boring...

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Tue Sep 19, 2006 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

cool civlain warfare but too many mods are based on this idea thats why i didn't use it.

but great job in any case.

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Tue Sep 19, 2006 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

RAGosho wrote:
The picture in here is too dark.

Its called atmosphere.
RAGosho wrote:
And I really think the design is boring...

DeathRay2K wrote:
WIP, as is everything I post in this thread.

If you have any specific ideas to improve it, do let me know.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue Sep 19, 2006 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Anything specific? Make it look meaner, stronger, more agressive. It is a killing machine after all.

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Tue Sep 19, 2006 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Remember that this is the tank of a very poor country, I expect it would be quite minimal, hence the current design.
Also "Make it look meaner, stronger, more agressive" is not very specific either.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue Sep 19, 2006 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is because the picture is too dark and the details are hard to see. Sorry.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Tue Sep 19, 2006 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

if it´s a tank of a poor country make it look like build of different vehicles...or make it look older

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just a simple logo by bricks @ raminator, on Flickr

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DeathRay2K
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Joined: 01 Sep 2002
Location: Canada

PostPosted: Tue Sep 19, 2006 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread




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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Wed Sep 20, 2006 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

its supose to be simple ..hell just look at the nod smbol this one is way too complex.

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Wed Sep 20, 2006 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

You really think that this is too complex? I mean, its less complex than GDI's logo at least.



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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Wed Sep 20, 2006 1:09 am    Post subject: Reply with quote  Mark this post and the followings unread

now thats better.. just the detail was too much exspeicaly
on units ..but white is ok

just remeber you have to use this symbol alot on buildings and units ,etc (ie:gates)

if is too small and detailed it will just look like a blur
in your case this whouldn't be a great look. Very Happy

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Wed Sep 20, 2006 1:28 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm using the white version, or a variation of it for usable stuff ingame, and the 3D one for the sidebar and generic win/lose videos.

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Wed Sep 20, 2006 1:38 am    Post subject: Reply with quote  Mark this post and the followings unread

oh ok then thats cool.

can't wait to play it.

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DeathRay2K
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Joined: 01 Sep 2002
Location: Canada

PostPosted: Wed Sep 20, 2006 10:49 pm    Post subject: Reply with quote  Mark this post and the followings unread




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