Posted: Sat Jan 07, 2006 6:34 am Post subject:
Oppression
'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.
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. _________________
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? _________________ QUICK_EDIT
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.
It should be very different from the traditional C&C gameplay, but I think it'll be fun nonetheless. _________________
Sounds cool , 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. _________________
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.
Joined: 30 Aug 2005 Location: Taking up space inside the TibWeb server
Posted: Fri Jan 13, 2006 2:17 pm Post subject:
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. _________________ This mod is dead!
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 _________________ "deth is only the beginning," Imhotep from 'The Mummy' QUICK_EDIT
so far that pic looks well, hardly much, you spent too much time on that border effect, its pointless _________________ Singer-Songwriter Christie Isaac QUICK_EDIT
That pic is a WIP. 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:
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 (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.
I could keep posting pics, but this is what we've got google for _________________ Last edited by Elerium-155 on Sat Jan 14, 2006 10:55 pm; edited 1 time in total QUICK_EDIT
I'm thinking you should have renegade Marines/Marines too They could be a side, or they could patrol key areas. Perhaps as a peacekeeping force? _________________
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. _________________
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. _________________
Joined: 30 Aug 2005 Location: Taking up space inside the TibWeb server
Posted: Tue Jan 17, 2006 1:37 am Post subject:
DeathRay2K wrote:
What are you best at?
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). _________________ This mod is dead!
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. _________________
if it´s a tank of a poor country make it look like build of different vehicles...or make it look older _________________ just a simple logo by bricks @ raminator, on Flickr QUICK_EDIT
its supose to be simple ..hell just look at the nod smbol this one is way too complex. _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
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. _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
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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