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Mod Announcement: Tiberian Eclipse LOADS OF CONCEPTS/MODELS
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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Mon Jun 18, 2007 4:53 pm    Post subject:  Mod Announcement: Tiberian Eclipse LOADS OF CONCEPTS/MODELS
Subject description: BIG UPDATE WITH NEW GOODIES
Reply with quote  Mark this post and the followings unread

*UPDATES* - I have added some new models for the several new units including:

hover predator
titan mkII
dropship
dropship bay

i have also tested out the sketchup-3ds conversion system and it works extremely well so many of these concept models will work as final ingame models but i may need to adjust stuff for animation.

considering im useless at gmax and texturing im looking for help with animation and texturing and some of the modeling like infantry. i need someone who thinks they can make a good realistic animation and someone who can create textures for new units that will already fit the factions style of the game as this is not a total conversion.

i also will be looking for coders as the more the merrier and any1 who can reproduce frank kalepecki (i think thats how u spell it) style music much like the tiberian dawn mod team have done very well (im really impressed)

In terms of scorpion tank, im thinking about making it into a scorpion mech, credit goes to 3d master for the idea and transformers movie for making it look cool, yea the movie was not great but that scorpion thing looked sweet and something like that would look sweet. therefore i also think EAs avatar mech would suit the style more too
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FOR NEW CONCEPTS LOOK FOR END OF THIS PAGE OR THE NEXT PAGE

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This is a mod that will modify most stuff in Tiberium Wars to be how I would imagine "Tiberian Twilight" or a more "continuous" version of the game to turn out. It will have mutating tiberium like in TS and TD but
obviously more advanced. While most units will be the same like mammoth tanks and the structures for most sides remaining the same there will be adjustments.

<GDI>--------------------------------------------------

Structure wise GDI seems pretty good and I will add a few structures that I'll list below. However unit-wise it seems more like inbetween TD and TS than past FS. The lack of hover units seems pointless and generally the unit technology seems more backward than in Tiberian Sun and although the carryall call-in idea is pretty cool it is a pain in the ass.

STRUCTURES >>>>>

Here are the changes for the mo

Vulcan Cannon

COST: 600
PURPOSE: Light Defence

Works just like in TW but can now be airlifted by a carryall to different locations

Firestorm Defence

COST: 3000 and 200 per length of wall from node to node
PURPOSE: Advanced Defence

Firestorm defence works just like in TS but also blocks underground underwalls, this makes it effective against sub and air attacks.

Dropship Bay

Kind of like a warfactory where you order the units and then they arrive about 7 minutes later, also allows you to build MKIIIs and Titan MKIIs

EMP Cannon

Just like the one in TS

INFANTRY >>>>

Rifle Infantry Squad

COST: Same as in TW
PURPOSE: Light Infantry

Exactly the same as in TW but looks more like TS

ABILITIES: Dig In

Discthrower Squad

COST: 600
PURPOSE: Anti vehicle/infantry

Has 2 modes

>>> Standard Disc Mode - These work like the discs in TS, I found the grenades in TW abit too slow and innacurate. More effective against squads of infantry

>>> Anti-Vehicle Disc Mode - These discs are sharper and spin fast so they cut through the metal of vehicles and make them more effective against vehicles.

ABILITIES - Clear structures. These use grenades like in TW so that they can clear structures efficiently.

Rocket Infantry Squad

COST: Same as in TW
PURPOSE: Anti Vehicle/Air Infantry

Works just like in TW but looks more like TS

Sniper

COST: Same as in TW
PURPOSE: Long Range Infantry

Works just like in TW but comes with 2 snipers making them more effective

Zone Trooper

COST: Sane as in TW
PURPOSE: Heavy Infantry

Works similar to how they are in TW but there armor is much more resitant to machine gun and anti infantry weapons but less effective against anti vehicle weapons more like the wolverine but stronger. They also can now properly fly like the Jumpjet Infantry from TS so you change if you want them in the air or not like you do with Shadow Troopers.

ABILITES: Jumpjet ON/OFF

Engineer

COST: 500
PURPOSE: Repairs/Captures Buildings and Husks.

Works just like in all C&C games (expt. Gen) and is faster than it is in TW

Commando

COST: 2000
PURPOSE: Advanced Infantry

You can build a max of 2. They work just like in TW. Its jumpjet works the same too. However it can heal in Tiberium like a ghostalker

ABILITIES: Jumpjet

Medic

COST: 500
PURPOSE: Heal Infantry

These infantry can heal wounded soldiers on the battlefield just like TS.

VEHICLES >>>>

Vulcan Pod

COST - 500
PURPOSE - Light Attack vehicle like Wolverine or Nod Buggy

This unit can hover like the MLRS from TS and uses same weapon as the Guardian APC from TW

UPGRADES - Ion Storm Resistance - this it to function during ion storms as it normally wouldn't because it hovers

Guardian Amphibious APC -

COST - 800
PURPOSE - Infantry Transport

This unit can now transport 2 squads of infantry but has given its weapon to the Vulcan Pod. It also has the ability to travel on water and land like in TS making it much more versatile

Hover MLRS

COST - 950
PURPOSE - Quick attack vehicle

This unit works similar to the Pitbull as in stats and armor but it can now hover and uses a different model/graphic. It launches more missiles like 8 dealing a bit more damage (however each missile is slightly weaker than Pitbulls but makes up for it in numbers). It also is more long range shooting just a bit further than a standard Predator. Obviously it can shoot down AA aswell

UPGRADES - Ion Storm Resistance SEE VULCAN CANNON
- Mortar Launcher - same as in TW

Medium Attack Vehicles (Predator and Titan MKII)
>>>> New Predator

COST: Same as TW Predator
PURPOSE: Medium Tank

Same as TW Predator except it can now be upgraded with the ability to hover. CANNOT BE ORDERED/BUILT AT DROPSHIP BAY

UPGRADES - Hover Ability Upgrade
- Ion Storm Resistance APPLIES FOR HOVER VERSION
- Railgun Upgrade

>>>> Titan MKII

COST: Same as TW Predator
PURPOSE: Medium Mech

Pretty much this is a more heavily armored but slower moving Predator, it has a slightly longer range and more powerful weapon. However it's husk can be captured. NEEDS TO BE BUILT/ORDERED AT DROPSHIP BAY

UPGRADES - Railgun Upgrade

Mammoth Tank

COST: About 600 more than standard TW version
PURPOSE: Multipurpose heavy tank

The Mammoth Tank will work similar to that of TW but have more abilities

>>> Cannon Mode - This version has a normal state like the current mammoth and also has a deployed state that will rotate the front track sections vertically so that the front will rise (this is from an old concept). This will improve range to about same as Nod Obelisk and also release a hatch from underneath where small scout drones can be built, they can be used for exploration and act as Limpet Mines like in FS.

>>> Railgun Version - Just like the TW version, it gives it a more powerful weapon but won't have cannon versions abilities of the deployed state.

Juggernaut

COST: 2000
PURPOSE: Long Range Artillery

This will work more like the Firestorm version were it needs to be deployed to fire, however it can shoot much further than the TW version and also can shoot into Snipers and Scout Drones sights.

Mammoth MK III

COST: 3500
PURPOSE: Heavy Attack Mech

The big beast of GDI, this will be 3 legged mech that moves slow that can crush small-medium vehicles in its way, its like a mobile defence tower, it can even climb cliffs to making it very mobile. its weapon uses the disruptor crystals concentrated into a thick pulsating sonic beam that will rip things apart, watch out for these, they have to be deployed via dropship to the battlefield and only one can be deployed at a time. REQUIRES DROPSHIP BAY TO BE DEPLOYED

ABILITIES - Dropship call in - the dropship is bigger than the vOX Orca Transport and is used to pick up very large units like Mammoth MKIIIs and MCVS

Rig

COST: 2500
PURPOSE: Multi purpose Mobile HQ

The new rig has 1 central defence tower and also has the ability to repair. It also has is a mobile barracks so you can build infantry on the battlefield.

Whistler Sensor Drone

COST: 750
PURPOSE: Sensor Array

Detects Stealth and subterranean units on the battlefield. Drone apperance based of TT concept art

MCV

COST: 2500
PURPOSE: Base builder

Same as every C&C game (exc. Gen) it is used to build your base.

ABILITIES - Dropship Call-in

Surveyor

COST: 1700
PURPOSE: Base Building Node

Same as in TW but deploys quicker.

Harvester

COST: 1400
PURPOSE: Resource Collecter

Same as in every game it collects money. Once filled with tiberium it also can act as a suicide bomb if necessary.

>>>> AIRCRAFT

Orca Fighter

COST: 1300
PURPOSE: Anti vehicle/infantry helicopter

Same as in TW but has an anti infantry weapon added to it aswell to clean up squads of infantry, it can also dogfight unlike in TW.

ABILITIES - Deploy Mines: Can deploy explosive mines for a price of 500, these mines are stealthed

Orca Firehawk *UPDATED*

COST: Same as in TW
PURPOSE: Anti Structure/Anti Aircraft Aircraft

Works mostly like TW with 2 modes but now the bombing mode will carpet bomb dealing more damage. This is not totally finalised and I may add a GDI power instead that uses Orca Bombers.

UPGRADES: Stratofighter

Orca vOx Transport

COST: 900
PURPOSE: Airlift Unit

Can airlift every unit except MCVS and MKIIIs. It can also pick up small vulcan towers and move them. Works just like the carryall in TS but like in TW can pick up infantry

Dropship

COST: UNBUILDABLE
PURPOSE: Airlift largest units

This aircraft is deployed in via space to drop units as reinforcements or to the dropship bay, it also can be called in to pick up MCVs and MKIIIs

Droppod

COST: Unbuildable
PURPOSE: Quick deployment of infantry

Works more like TS version as it is much faster and more efficient


Infantry not got round to yet nor have i got round to nod or scrin stuff yet.

<Nod>----------------------------------------------------------

BUILDINGS >>>>>

Defence Systems

Although I like the systems now they kind of get annoying, instead of most defences except the obelisk will pop out like laser turrets do in the TS FMVS and the Sams did in TD. Then once you destroy the turret there will be the hub left which will act like a GLA hole and then you have to destroy that or it will regrow

Hand of Nod This will be like in TW but it will look more like the TS hand version

Black Hand of Nod This is where advanced infantry are built, it will look similar to a normal HoN but will be blacker with red lights or whatever team color you are

INFANTRY >>>>>

Light Infantry Squad

COST: 250
PURPOSE: Light Infantry

Just like the Militant Squad but they look more like Light Inf from TS. More powerful than Militant Squad slightly.

UPGRADES: Tiberium Infusion - This allows all Nod infantry to become effectively mutants allowing them to heal in tiberium
- Confessor Upgrade

Rocket Infantry Squad

COST: Same as in TW
PURPOSE: Anti Vehicle/Air

Just like in TW

UPGRADES: Tiberium Infusion

Saboteur

COST: Same as in TW
PURPOSE: Engineer

Just like in TW

UPGRADES: Tiberium Infusion
ABILITIES: Booby Trap

Black Hand Squad

COST: 1500
PURPOSE: Elite Infantry

These infantry are cybernetic infantry, unlike before they just have mechanical implants making them stronger but not making them robots. They carry flamethrowers and heal in tiberium as standard

UPGRADES: Equip with chemspray weaponry - This weapon is more powerful against infantry and occasionally can create visceroids. They also are given ability to clear vehicles

ABILITES: Clear vehicle - only works on non mechs (because cockpit is too high up) and needs to charge up to become concentrated enough, this kills the infantry inside the vehicle allowing it to be captured by any infantry squad put inside. REQUIRES CHEMSPRAY
- Grow Tiberium - This weapon can also be used to grow tiberium, it also needs to charge up over time

Mutant Fanatics

COST: 1000
PURPOSE: Collateral Damage

These aren't like the suicide bombers in TW, instead they are a group of different looking mutants that act like the Angry Mob from Gen, they carry different weapons and in large enough groups cause extreme damage. They heal in tiberium as standard.

Hijacker

COST: 1000
PURPOSE: Capturing Vehicles

Just like an engineer this infantry can capture vehicles, he is weak armored tho and doesn't run as fast as most vehicles.

Shadow Squad

COST: Same as in TW
PURPOSE: Elite Infantry

Same as in TW

UPGRADES: All the TW ones
Tiberium Infusion
ABILITES: All TW ones

Virus

COST: 2000
PURPOSE: Commando

Nods commando, this infantry is cybernetic like the blackhand, he has a hand held shock weapon that looks like a tesla coil when it fires, it has a slower rate of fire than the GDI commando but fries an entire squad in one go, it also fries circuits in vehicles causing a temporary EMP effect, it has a shorter range than GDI Commando, it also carries explosives like the GDI commando. Heals in tiberium

VEHICLES >>>>

Nod Buggy

Same as in TW

Recon Bike

Same as in TW

Scorpion Tank

Same as in TW but with slightly stronger armor and weapon

Flame Tank

COST: Same as in TW
PURPOSE: Medium Vehicle

Although I really like the appearance of this one I'm going to change its appearance to something different, the new flametank will be similar to the TW one but will be faster and more effective and can run over heavy infantry, this will become an infantrys worst nightmare.

Subterranean APC

COST: 1000
PURPOSE: Infantry Transport

Much like the subterranean APC from TS this can submerge to move around places, unfortunately it will have more trouble in this game due to new types of defences.

Beam Cannon

COST: 1200
PURPOSE: Long range artillery

The new beam cannon looks more like a spider mech, it can also deploy its self into the ground make it stronger but stationary, it has a longer range than the TW beam cannon aswell also matching the range of a deployed juggernaut. Like the railgun in TS it will slightly damage any unfriendly units in the line of fire.

Stealth Tank

Just like in TW

Avatar Warmech

COST: 2100
PURPOSE: Heavy vehicle

I will most keep this the same except that it can rip the weapons of GDI and Scrin vehicles aswell. It will also look like the original PC Gamer concept art and be heavier armored. Beam Cannons also have the ability to power its weapon.

ABILITES: Commandeer Technology

Harvester

COST: 1400
PURPOSE: Resource Collector

Nods harvester has the abiliy to go subterranean aswell to get to places on the map quickly

ABILITY: Submerge ON/OFF

Mobile Sensor Array

COST: 750
PURPOSE: Sensor Array

Works like in TS, detects stealth and subterranean units

Seismic EMP

COST: 2000
PURPOSE: EMP Cannon

Nods replacement to the EMP Cannon, this vehicle moves underground and deploys an underground EMP Charge, this also deals damage to vehicles and buildings aswell as disabling them for a short while.

Mobile Stealth Generator

COST: 2000
PURPOSE: Stealth Generator

Works just like it does in FS, it stealths everything within a radius.

MCV

COST: 2500
PURPOSE: Base Builder

Works like it does in every C&C Game

Emissary

COST: 1700
PURPOSE: Base Node

Works like it does in TW but deploys quicker

>>>> AIRCRAFT

All aircraft are the same as in TW apart from Carryall that works like it does for GDI

Well thats it for now til the next update. I will add more concept art pictures over the next few days.

COLLATERAL AND ENVIRONMENTAL DAMAGE AND DESTRUCTION EFFECTS
*UPDATE*

One thing Tiberium Wars lacked was collateral damage and neutral damage, if you don't know quite what I mean it is like when debris hits your units and causes slight damage or when you set trees on fire and it spreads. What I wanna add to this game is fire effects like when something explodes little flames were left over like in Tiberian Sun. Also now player structures will leave little ruins and a big scorch mark and some flames.

THE 3 ZONES *UPDATE*

In this game I want to have a slightly harsher environment, Tiberium Wars felt a bit too clean even in Yellow Zones.

Blue Zones

These zones will still stay futuristic but instead they will be more cramped and congested and smaller which is realistic for what the situation is. Alot of them are located towards the North so there will snow maps with ice aswell

Yellow Zones

Instead of just being like a Desert is nowadays, Yellow Zones will feel more like maps in Tiberian Sun where they are wastelands and semi functional cities, throughout these areas there is war and rebellion. These areas are also inhabited by humans but the conditions are awful. Most of these humans suffer some kind of Tiberium mutation where many are part of the Forgotten who are a neutral uncontrollable faction. This is a very active area for GDI who are trying to improve conditions by building hospitals and utilities (tech structures).

These areas vary alot and some are more clean and some are more extreme like this:

[img]http://www.cnc-source.com/forums/index.php?automodule=gallery&req=si&img=2438[/img]

[img]http://www.cnc-source.com/forums/index.php?automodule=gallery&req=si&img=2430
[/img]

These areas are the more extreme with terrible weather conditions and are usually in the more countryside yellow zones where tiberium is more free to spread. In these areas GDI have set up temporary accomodation like the PortaShacks and PortaShack Deluxes seen in Tiberian Sun.

Red Zone

The most extreme terrain where human life cannot survive, the air is toxic from the Tiberium lifeforms, there areas are described as Tiberium forests where all kinds of tiberium life grows, these areas just feel like another planet. The weather here is more extreme.

TERRAIN AND TIBERIUM *UPDATED*

Tiberium will be like in the previous 2 where it mutates and is more "plant" like, there will be new kinds of Tiberium life that will evolve. Forgotten will be back and bigger than ever

I'm hoping to add a mutation system like in Tiberian Sun Rising that will mutate the environment as the game progresses.

ENVIRONMENT TOYS AND TECH STRUCTURES

Aswell as the new Tiberium life there will be new toys including

- Tunnels like in TS
- A subway system - This will be a group of neutral buildings that you don't have to capture so anyone can use them and they will work like GLA tunnels, the subways will vary to wrecked modern ones in Yellow and Red Zones to futuristic ones in Blue Zones.
- Trains - There will be working railway sytem that will look like the Tiberian Sun monorail, in some cases you can capture the trainstation giving you access to the train so you can transport your units.
- Cars - They won't just be detailing but you can now hijack them to use as APCs and also just destroy them for fun
- Civilians - Kill civilians like classic C&C and watch them die a bloody death.
- Technicians - Yes they are back
- Weaponry from past wars - In the case of the mechs you can capture them with engineers and there may be old structures you can use, certainly there will be more old structures for decoration purposes. Bare in mind old weaponry will be weaker than newer stuff.

- CABAL - old cyborgs left from the old war will start attacking you and there will be old CABAL stuff lying around
- The Forgotten - like I mentioned before Forgotten camps and bases will be full of structures for you to capture and stuff to use


STORY UPDATED

The story will be pretty much the same but with the singleplayer maps changing to suit the new zones and the forgotten. The story will hopefully therefore feel more C&C-esque.


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FOR NEW CONCEPTS LOOK FOR END OF THIS PAGE

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Tiberian Eclipse for TW
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Last edited by zdflamer2 on Tue Jul 31, 2007 12:39 am; edited 11 times in total

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NiGhtPiSH
Cyborg Soldier


Joined: 19 Aug 2006
Location: Sofia, Bulgaria, Yellow Zone

PostPosted: Tue Jun 19, 2007 7:50 am    Post subject: Reply with quote  Mark this post and the followings unread

I think the predator should be out and replaced by an enchanced Titan.

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TX1138
Jumpjet Infantry


Joined: 18 May 2007
Location: Australia

PostPosted: Tue Jun 19, 2007 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread

This mod sounds great Smile I wouldn't mind helping out here and there Very Happy Once I learn how to use 3dsMax, I might help with some of the modeling (if required)

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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Tue Jun 19, 2007 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

one of the things i was thinking about is havin a dropship bay and from there u could build titan mkIIs

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Tue Jun 19, 2007 10:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Regarding the title, I don't think "Eclipse" is a good metaphor for a "Sun" sequel, because, don't you remember what Cypher wrote at that time on the EA forums?

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Clarkson
General


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

PostPosted: Tue Jun 19, 2007 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

A three legged mech? :S Lol. I am really curious to see the concept. I say you keep the tanks and stuff currently as they are, and make the Mammoth Mark 2 and Titan Mark 2 husks capturable. Lets face it, just about EVERY mod will have mechs in TW,nevermind they dont have proper VOs.

And the Juggie's distance is fine as is. Its more logical with things like spotters and such. I'd rather him not be put on some 'range cap' for a TS feel. Just send a Sniper and bah-boom. Razz

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HaMsTeYr
Vehicle Driver


Joined: 15 Jun 2007
Location: Australia

PostPosted: Tue Jun 19, 2007 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm it DOES sound interesting... I'd like to see concepts up soon Wink You've got something rolling here haha

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Tue Jun 19, 2007 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some nice ideas, ZD.

I have to agree with Desu, I think the Juggernaut is good as is. Perhaps a bit of a range boost, but nothing too intensive.

I like your ideas for the units, although my personal preference goes against 3-legged mechs, but thats just me.

I was thinking, could the Orca not have an additional weapon, like the minigun, like in TD? (Or at least in the TD FMVs), just to give the unit more of an effectiveness over a larger range of units. Or give it a few more options/upgrades, as there were loads of suggestions shown in some of the concept art for it.

A few questions;

Hover Units; will they be able to traverse small obstacles, potentially terrain jumps which most other units cannot, and water? The thing which really annoyed me with hover units in TW, is they gain no advantage over other locomotors.

With the Mammoth Tank; will its options be individually chosen per tank, or a generalised option over all of that unit?

GDI Defenses; No upgrade system like TS?

Any addition uses of EMP? Or would you reserve that more for a Nod tactic.

Also, do you have any plans for making slight differences between the common units for each side? IE, the MCV + Surveyor? Like having GDI's slower but more heavily armoured, Nod's lighter but faster. etc?


I look forward to hearing more of this mod, as it could be shaping up TW into something more enjoyable for me.

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Clarkson
General


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

PostPosted: Tue Jun 19, 2007 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eew. Keep those awful component tower upgrades in TS. In TD and TW GDI can actually slap down a GT quickly, chop down an engie runnin to your C.Yard. TS? You have to build two structures for goodness sakes, by the time you place down the tower, engie's got your C.Yard. No need for that plugin now, is there?

I also suggest ditching that Mammoth Mk Three..It looks like a Radar Dome with legs, beside, its terribly short compaired to a Mammoth Mk2 it looks.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Jun 19, 2007 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting concepts, but you really gotta cut out this hover crap.

I did not play much TS, but I do remember that Ion Storms caused issues for vehicles/etc that were above the ground. Crashing/deactivating/etc.

Hover Tank = very bad idea
I can recall discussing the issue of removing the GDI recon unit with a LRFS unit, and how it makes no sense, and would leave GDI without a nice part of its early game tech tree.

This Vulcan Pod, again, you are going too much into hover units. GDI-ish is not hover. If you to advance the TS GDI tech-tree, it would probably be mechs. You know, what all the TS fanboys really want.
Everything GDI would be walker, like their infantry, aircraft, harvesters. Everything. PLZ, B TRU 2 TEH TS GDI TEKTRE.


And for the Mech Rig thing...Dont do it. It already seems ridiculous unpacking 2 turrets, a missile launcher and repair devices, when it is smaller than a tank. Having it deploy all this crap and being able to stand would be even more retarded.

And last, the Mammoth Mark III. Eww. What concept art you showed looks nothing like anything even the most delusional GDI engineers would invision. Interesting, but definitely not GDI. The Mammoth Tank (NOT MECH), is supposed to inspire fear, and look powerful. That thing looks sorta silly. BTW, trend says that the Mammoth has dual weapons and AA. I see neither.

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Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Wed Jun 20, 2007 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread

the mammoth MKIII comes from this vehicle designed by cybergooch (the guy who did the ts fmvs)

http://www.cybergooch.com/pages/MW-77climbing.htm

as u can see it can climb and is more versatile so i thought that it would fit well for something new, this mech is more stable and is like a defence tower on legs. the turret didnt turn out totally how i invisioned but i will change that. i personally like it and will modify it alot but it will work the same way. it will be bigger (a tiny bit bigger than mkII)

the point is gdi have over come the ionstorm issue (either it will be auto or come as upgrade) which allows hover units and water units to be more effective, i generally want this game to be more original in its units, im personally sick of tw gdi and tw nod as they are all land based units. scrin are dissapointin as the hover units are useless but still more interestin and i probs wont change them much

in this mod i want units to be more versatile as it is logical progression from ts considering ts became more versatile from td. units will be able to more on water (hover, amphibious)
air (air planes or by carryall/dropship/vOX tran)
cliff (mKIII)
underground (sub units)
on land (most vehicles)

i think component towers in ts were annoyin but i may do it the same way powerplants work in tw. most defences will come with anti-sub with subterranean missiles.

EMP cannons will be bak, it was the one thing that really made ts good as well as unit versatility, without proper ones this game turns into a game of tank rushes.

nod will be most interestin, i will post more on that next week includin more concepts as ive goin on a short holiday for 5 days

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HaMsTeYr
Vehicle Driver


Joined: 15 Jun 2007
Location: Australia

PostPosted: Wed Jun 20, 2007 6:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow... its a Crab mech... now thats something >.< Its a bloody crab mech! lol With an abrams turret stuck on it...

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Wed Jun 20, 2007 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

So the Mk.III would be able to traverse cliffs, like that big Protoss thingy in Starcraft II?
Thats pretty cool if it can be done.
But the turret does need more work, I have to say, it doesn't look very GDIish, at the moment.

And whatever happened to Disruptor/Sonic units using dishes? There was a lovely character definition to that dish..

And I'm glad about the Hover Units, as I'm total agreement with you, ZDFlamer. I loved them, I loved their versatility, and I want them back! And I was disappointed also, in the hover units for the Scrin.
- Although, I did love how the devourer could strafe sideways around buildings to find its target, a very nice little effect there.
And I like your idea of the upgrade feature to cure it in ion-storm areas. Steal the tech off the scrin, if they can pull it off.

With regards to Sub-Defense. Sub-missiles could work but I loved the tactic in Firestorm, where an emp defense forces the units to surface, and from there, they can be disposed of.

Will there still be direct counters for everything in the sides?
IE, each side has a power plant which can be upgraded. Each side has the same build style. To me, there still feels like a lot of things in C&C3 has a direct counter, to make balancing easier. I'd love for a bit more diversity and difference between the sides.
For example, give Scrin a more powerful power plant with no upgrade, but its more expensive, thus slightly hindering their initial speed, however, you'd only need to build one for every two GDI/Nod power plants you need.

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Lightstorm
Light Infantry


Joined: 01 Mar 2007
Location: Dead and back Commander...Dead and back

PostPosted: Wed Jun 27, 2007 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

sweet. i would make the predator always a hover unit,

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Fri Jun 29, 2007 9:20 am    Post subject: Reply with quote  Mark this post and the followings unread

zdflamer2 your model skill is very impressive,i cant wait to see them with texture,IMO Mammoth MKIII triwalker not fit to use Mammoth name,in C&c series GDI call they big tank as "Mammoth Tank" because it "look like" Mammoth doesnt mean it size and triwalker doesnt seem like mammoth anyway, however this's your mod you can do what you want to do if it can make you fun, comment from ppl is only idea. mod is just mod it cant be official. Smile

i'll wait to see another work from you,well another mech for GDI? Very Happy

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Fri Jun 29, 2007 10:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I love the updates, some of the unit ideas are really creative, and I think will really work out brilliantly.

Already it feels like a brilliant sequel to TS.

My only niggles;

I don't overly like your Dune-esque Buzzsaw flamer. Its design is just.. I don't know. I'm not keen on it, sorry.

The Mammoth Mk.III. Will it have an Anti-Air weapon? And maybe an anti-infantry machine gun underneath, to just take out those pesky infantry, while the main gun deals out the damage to the heavier units?

And Holy does have a slight point with regard to the name/look of the Mammoth.

Finally.. I wasnt overly keen on the original concept of the Nod Avatar Warmech. Its too heavy and bulky for a Nod unit. I think the ingame Avatar looked good as it was.

I'm glad to see the Beam Cannon is getting a boost, it could work brilliantly. Also, I'd love to see 4 beam cannons boosting a central Avatar war-mech, to completely devestate a base. That alone would be worth an FMV in itself.. Kind of on par to the Mk.II ones from TS Wink.

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Fri Jun 29, 2007 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I spy some Harkonnen Buzzsaws.

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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Fri Jun 29, 2007 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

cheers for the comments as usual, i got some more concepts on the way.

as for the mammoth, u have a very good point about the name but im more refering to the size than the look. and to answer ur question muldrake, the boxes eitherside are missile launches, i just didnt bother putting rocket ends. the mammoth MKIII isnt really designed against infantry but one shot from the big beam will take out an entire squad, its just its rate of fire isnt very high.

as for the buzzsaw thing, it is from a concept for my original mod tiberian twilight evolution for generals, if u find the forum ive got a hand drawn version. they r quick and lethal and quite strong and compact. it can take quite a beating for its size and the advantage it has over blackhands is its speed really, it will be as fast as a buggy and will cut all infantry in half too.

thanx for the comments on my modelin too. ive never been a great modeler but i find sketchup, the program i use easy and i will probs convert all files to w3d or wateva it uses or ill ask sum1 else to do the modeling.

anyways more concepts on the way including, mammoth tank, its basically showin how the deployed mode will work and the whistler sensor drone and the beam cannon

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Fri Jun 29, 2007 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looking forward to more work very much, ZD.

And yeah, I remember TTE, looked forward to it. Now I have this to look forward to Wink. Just don't die on us. I think I need this mod quite badly.

With the buzzsaw design.. I'm thinking I could get used to it given time.

Oh. No appearence from the good ol' Nod Ticker? I missed that Tick Tank.

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TiberianFiend
AA Infantry


Joined: 30 Dec 2006
Location: Hidden In Tiberium Field

PostPosted: Sat Jun 30, 2007 6:55 am    Post subject: Reply with quote  Mark this post and the followings unread

I really hope that you make the gdi commando a mutant coz nomal humans would nomaly die in tib, and that mutants and scrin are the only ones who can heal in tib,i can understand for nod as their cyborgs nomal heal in tiberium quite well.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sun Jul 01, 2007 9:05 am    Post subject: Reply with quote  Mark this post and the followings unread

I love the Mammoth Mk 3.

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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Tue Jul 10, 2007 4:14 pm    Post subject: Concept Pictures Reply with quote  Mark this post and the followings unread

Here are some more concepts, I will update this post with more over time until I reach max no. of attachments per post



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3D Master
Civilian


Joined: 13 Jul 2007

PostPosted: Fri Jul 13, 2007 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, I didn't like the old avatar, I'd say the new one is better, looks more nasty too if you see the concept art for the new avatar. So I'm wondering; if you're going to change it, why not go all out, and turn the avatar into a (Nod) Scorpion? Six large legs, two large claws, a tail that contains the laser emitter, and it deploys a second one when absorbing a beam cannon. The flame throwers get mounted on or under the claws. And on its back are mountain ant-air rocket launchers. I'd think it would scare the bejesus out of just about everyone.

Also; the MMKIII can use a tune up. A few more legs; some more rail gun mounds instead of just one cannon; more of a mixture to that picture you linked to above and the MMKII.

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blubb
General


Joined: 31 Jul 2005

PostPosted: Fri Jul 13, 2007 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

scorpion mecha look cartoony so as the new avatar does, the old one looks cool and like possible future warfare, not like a giant cyborg commando and not so fragile.

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3D Master
Civilian


Joined: 13 Jul 2007

PostPosted: Fri Jul 13, 2007 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

The old one is way too generic for me. And a Scorpion Avatar looks no more cartoony than any other unit if done well.

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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Tue Jul 31, 2007 12:44 am    Post subject: Concept images and models Reply with quote  Mark this post and the followings unread

more concepts showing the models

these show gdis snow camoflauge, no im not stealing this from ts rising, ive always wondered y gdi only had camoflauge for one environment and i think it makes sense that gdi should have camoflauge for both.

also the 3 legged mech on the cliff and wot its weapon is like and why you should be scared.

finally the dropship bay and dropship, check next post for how it will deploy



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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Tue Jul 31, 2007 12:47 am    Post subject: Reply with quote  Mark this post and the followings unread

more models and concept images showing the dropship bay deployment and the nod new radar



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Lightstorm
Light Infantry


Joined: 01 Mar 2007
Location: Dead and back Commander...Dead and back

PostPosted: Sat Aug 04, 2007 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

the windows on the dropship make it look much smaller then it really is, i would shrink them down a lot.

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noek1993
Combat Engineer


Joined: 09 Aug 2007
Location: Holland

PostPosted: Thu Aug 09, 2007 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

why using sketchup????
why dont you make models you can use
for what I know you cant use google sketchup models

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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Thu Aug 09, 2007 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

u can, like i said in the updates i can convert them to w3d files and then use them in gmax. i personally find it much easier. i use the proper sketchup which has more than google sketchup

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Aug 09, 2007 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

heh, good'ol SketchUp Wink good work indeed ZD

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DeathMummy
Rocket Infantry


Joined: 07 Apr 2007
Location: Turn Around.

PostPosted: Thu Aug 09, 2007 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't really like the back leg of the Mammoth Mk.III(in the ''GDI's NEW TOY'' screenshot), it looks like it is about to drop off or that the leg on it's own has been disabled by EMP, it is literally hanging there.....
Otherwise i like your concepts.

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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Fri Aug 10, 2007 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

yea i see wot u mean it doesnt look very stable, that will definately changed ingame

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Fri Aug 10, 2007 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Holy SHIT this looks ztyping AMAZING.

I love the 3-legged walker MkIII! Hopefully EA will release SDK soon so you can produce this! Also nice to see people using sketchup, you're really good at it. Fun little program. Very Happy

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ccgx
Medic


Joined: 12 Aug 2007

PostPosted: Sun Aug 12, 2007 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

noek1993 wrote:
why using sketchup????
why dont you make models you can use
for what I know you cant use google sketchup models

i think that ea will release a exporter only for 3ds max. i would do my work with that...

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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Sun Aug 12, 2007 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

yea but sketchup exports to several different file types like .3ds or w3d so its all gd

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noek1993
Combat Engineer


Joined: 09 Aug 2007
Location: Holland

PostPosted: Sun Aug 19, 2007 8:36 am    Post subject: Reply with quote  Mark this post and the followings unread

how can you convert it to 3ds or w3d

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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Sun Aug 19, 2007 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

go to file > export > 3D > then save as 3ds

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noek1993
Combat Engineer


Joined: 09 Aug 2007
Location: Holland

PostPosted: Mon Aug 20, 2007 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

how do you animate it

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Mon Aug 20, 2007 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I doubt that the tri-walker could be called a mammoth though, it hardly looks mammoth-ish... I think it needs a new name personally although you could say it was derived heavily from the old Mammoth MK2. It also reminds me somewhat of the Star Wars Dwarf Spider Droid.

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noek1993
Combat Engineer


Joined: 09 Aug 2007
Location: Holland

PostPosted: Mon Aug 20, 2007 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just made 570mm cannon on sketchup
took me ca. 3 hours


Shot at 2007-08-20

what do you think of it

and I still want to know how I have to animate this thing

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Mon Aug 20, 2007 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

That turret took 3 hours!? It's either that Sketchup is horrible or you're very slow. That could be made in 3D Studio Max in less than 5 minutes. Good luck continuing with Sketchup. Rolling Eyes

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noek1993
Combat Engineer


Joined: 09 Aug 2007
Location: Holland

PostPosted: Mon Aug 20, 2007 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

it whas 2 hour inculding instal and I did some other things
this whas my second turret

AND

I am new, I can make medium models but they need texture (I realy cant texture things) maby help

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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Wed Aug 22, 2007 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

sketchup takes a while 2 get used to but once uve used it enuf its piss easy. i made this turret in about 45 mins



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noek1993
Combat Engineer


Joined: 09 Aug 2007
Location: Holland

PostPosted: Wed Aug 22, 2007 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice, can jou give me the color in RGB
R: 1 to 255
R: 1 to 255
B: 1 to 255

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