Posted: Sun Jul 15, 2007 6:50 am Post subject:
C&C3: Tiberian Twilight
Subject description: Mod for TS
G'day,
I've been planning a mod for C&C3 and I've recently decided that i should make it in TS to be able to test out some of the ideas and designs while i wait for TW's SDK to come out.
The mod is called C&C3: Tiberium Twilight (working title)
The idea is to turn C&C3 into what C&C fans had invisioned, some people may have seen my posts on PPM/Freedom studios forums. I've been looking at ideas and so far i haven't been happy with what I've come up with, so I've decided to take it with a new approach.
Basic ideas:
All sides -
- Ships will be in, from gunboats to large carriers (however i don't know weather i will have them in skirmish, or only in the campaign mode)
- Perhaps new styles of weapons? (Plasma weapons, Ion weapons that are vehicle based, pulse cannons etc)
- Maybe adding in 'derelict' structures from TD/TS. If captured they allow units from those eras to be made? Would make the game interesting
GDI -
- Is now a very 'space based' force, meaning re-enforcements come in from space stations via the dropship bay (the dropship is now space capable)
- Uses mostly mech's, they have expanded their mech force with new/more powerful mechs. Also updates to the current mech force (eg: Titan mkII, maybe re-armed, MMKII will be updated etc)
- Use carryalls to ferry harvesters to the tiberium and back, like in Dune 2000/Emperor battle for dune. Reason for this is that GDI are based in blue zones, with no tiberium. To get the harvester over the walls and into the tiberium rich areas the easiest way is to carry them accross .
- The hovering ability from the MLRS will be expanded (exactly how tho I havent decided)
- Aircraft are still a major part of GDI.
- The MDP (Mobile Defence Platform) that WW released concept art of will be included (it works very well with GDI's defence strategy)
- The Mobile Sensor vehicle in TS will be back.
- Amphibious vehicles are back.
- EMP weapons back.
Nod -
- Stealth is now expanded in the force, more stealth units, a mobile stealth generator (like in TS) and a stealth gen (not the crappy version thats in TW, i mean a real 1 like in TS), maybe stealth aircraft.
- Subterranean units are back, and will play a bigger parts (units produced underground and come out to fight) Perhaps other ways to exploit this style of game play?
- Laser weaponry will become a more common weapon, but not the only 1.
- Since Nod uses tanks mainly, the heavy tank that is in some of the concept drawings from WW may be used for Nod (it wont be as strong as GDI's mech's, but will give Nod a tank that can do some damage)
- Nod will get 1 mech, not as strong as GDI's top mech, but will be Nod's strongest unit, I'm thinking that the mech should look like the 1 WW released, it looked almost stealth like, and had weapons that appeared to be laser/plasma based, would work with nod well. However wouldn't be too strong.
Other Race-
- Still deciding weather to have Cabal &/or Scrin as the 3rd/4th race/s. Idea's anyone?
Obviously this is a rough outline, I'm putting the ideas out there for the community to throw in some ideas, give feedback, offer designs &/or ways to implement the ideas.
The mod is also looking for members (after all 1 person cant get everything done )
The mod needs:
shp creators
vxl creators
mission makers
map makers
sound creators
movie makers (eventually)
I know how to do all of them except mission making at atleast basic level, so i can help in all areas, but people with more experience/better at it are needed
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sun Jul 15, 2007 7:54 pm Post subject:
I dont liek the over-meching idea, especaially since Ishmael himself said that GDI would have mechs toned down in C&C3 under Westwood. And a thirt side in TS is honestly crap, they end up with the Nod eva, they end up with Nod sidebar, and no loadscreens either. =| _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
The Rig is everything that was, plus repair capabilities.
Really, TS was a product of WW watching too many animes and still being butthurt about all the stuff they couldn't put into a Bladerunner game. C&C3 under Westwood really wouldn't have been that much better than EA's version. _________________
trying to finding any of those people to help you especially shp, these type of big mods, need a very good leader or someone with exceptional skills so I _________________ QUICK_EDIT
I dont liek the over-meching idea, especaially since Ishmael himself said that GDI would have mechs toned down in C&C3 under Westwood. And a thirt side in TS is honestly crap, they end up with the Nod eva, they end up with Nod sidebar, and no loadscreens either. =|
ETS fixes the 3rd side problem, atleast those bugs .
As for mechs being toned down, it makes no logical sence, a military force would not abandon a technology that has been the basic principle for atleast 1 major war and return to an obsolite technology (unless needed). Sure there would be tracks (eg: the mobile barracks, or MDP and the Sensor array), but the tanks would be mech based. Also there would be hover units (hover APC maybe?) since the MLRS proved its worth in 2TW. These are just ideas, and im not saying everything will be mech, but they wouldnt 'abandon' the tech like EA did
EDIT: Heres an Alpha unit list for GDI/Nod ive done, uploading as txt doco.
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Mon Jul 16, 2007 5:15 pm Post subject:
Westwood planned for the abandonment of this so-called 'proven technology'(really rubbish) first, and as usual, you're going to blame EA because EA actually did it. Oh well.
nice unit list, however, just a few things, the TD Light is the M2-Bradley with its machine gun replaced with a 75mm cannon, However I think there is too much hover stuff..the harvester shouldn't, or the APC, as both will look retarded ingame when harvesting and dropping dudes off. And, the portopotty is back? Aw. ;_; _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
nice unit list, however, just a few things, the TD Light is the M2-Bradley with its machine gun replaced with a 75mm cannon, However I think there is too much hover stuff..the harvester shouldn't, or the APC, as both will look retarded ingame when harvesting and dropping dudes off. And, the portopotty is back? Aw. ;_;
M2 Bradley is armed with a coaxel machine gun and its main gun is a 30mm rapid fire cannon. On the turret its got a TOW launcher. In TD movies you see the TOW launcher on the turret, so I couldnt figure why it wasnt armed with it
As for hover, we need more hover units since civilians clearly was planned to have them (concepts show hover police cars, fire trucks, civ cars etc) so the military would use the technology also, and since APC's arnt that heavy it made sence that they would have it (especially since people want an APC that fast and can traverse most terrain easily.) As for the harvester, yer i guess it is abit silly, perhaps a heavy harvester that carries more (since Nod has a 2nd harv thats unique).
Oh yer, what about the limet drone, want it back?
Any ideas how Hover could be used properly? I think the APC fits, but harv would prob be dropped. QUICK_EDIT
A hover APC is weird, I don't know why, it just is.
Anyway there isn't much terrain variety for there to be a need for more hover units.
5 mechs should be enough, Titan, Wolverine, MMKii, Juggernaut and something new. _________________ If the world didn't suck, we'd all fall into space... QUICK_EDIT
A hover APC is weird, I don't know why, it just is.
Anyway there isn't much terrain variety for there to be a need for more hover units.
There are blue zones, yellow zones and red zones.
Blue zones = No tiberium
Yellow Zones = Some tiberium, but habitable, no veins, few tiberium lifeforms
Red Zones= Tiberium infested, tiberium lifeforms everywhere and veinholes are around.
Hover units are immune to veinholes, and can escape tiberium lifeforms easier then amphibious vehicles. it could look good, if done right QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Tue Jul 17, 2007 5:43 pm Post subject:
Dump the walking portopotty, please....surely there are better recon units, hell, maybe a hover unit, in its place. That thing is awfuly lame looking. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
The Wolverine Mk II isnt the same one as in TS, its a mech LKO made, armed with duel MG's and a rocket launcher. However a hover unit might fit in, ill look into it. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Fri Aug 03, 2007 5:24 pm Post subject:
You have flecks of white on the letters. remove those, srsly. Also, maybe ditch the classic effect. Do something new...remember TS had the fire stuff? Do a tiberium effect... _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Sat Aug 04, 2007 4:27 pm Post subject:
yeah do the gold text - that one's the best _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index Last edited by Team Black on Sat Aug 04, 2007 4:52 pm; edited 1 time in total QUICK_EDIT
Hyper showed me how to use an image to make the text (without using lesso tool to trace it), ive used EA's tiberium image and come up with this, what ya's think?
And actually i personally prefer the Gold effect myself
2 more I have just done, I was looking at concept images of TT and saw an image that looked like it might fit, did this and i think i may have found what I was looking for.
C&C3blue2.jpg
Description:
Same as below with the white bits replaced with blue
Yes. Now apply that to the rest of the stale gold.
lol, no. Its C&C, that part is ALWAYS gold, and since WW's concept art always has that on it i aint changing that part. Just coz EA wants to butcher the logo doesnt meant I will
Besides, i already tested, it looks..... weird, and more plain then the all gold version QUICK_EDIT
That tiberium effect on the text is kickass, maybe have some crystals actually spawning off the text, would be awsome good work _________________ Soader, Drum N Bass!!!! QUICK_EDIT
CREDITS
Hover tank, Hover MLRS & Disruptor chasis's (as well as hover tank turret) - SaneDisruption
Mammoth Mk3 Tank - Rebel Moon
Hover MLRS and Disruptor turrets - Chriz
I have retextured the vxls and edited them (in the disruptor's case heavily), sofar I have gotten positive feedback on MSN, so I'm posting it up to see what you guys thing
Units (left to right)
Hover tank (armed with railgun or other such weapon since a cannon would flip a hover unit over/send it flying backwards)
Hover MLRS
IFV (Infantry Fighting Vehicle, an armed APC to replace the amphib APC in TS)
Disruptor
Mammoth Mk3 tank
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sun Aug 12, 2007 5:45 pm Post subject:
Srpead the IFV tires back dude. In the pic they look awfuly close....BTW, Railgun equipment, and the power needed to fire one is probably MUCH too big to fit in that puny hover tank. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Srpead the IFV tires back dude. In the pic they look awfuly close....BTW, Railgun equipment, and the power needed to fire one is probably MUCH too big to fit in that puny hover tank.
Somewhat true, but how does the ghost stalker carry one then
The IFV looks fine to me in vxl viewer, ill get pics ingame asap, gotta do some TAFE work first QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sun Aug 12, 2007 8:55 pm Post subject:
His is incredably weak compaired to the Mammoth Mark 2's. Look at the size of that thing to carry an omg rape railgun. IMO its just not worth a tiny railgun platform...railgun Zone Troopers are much better. Or a Railgun Tank...atleast a tank has the space for the equipment. not the hover chassis. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
hvers with railguns ftw, don't listen to carno, he's a blind cnc 3 fanatic and want to turn everything into the design of EAs vision. _________________ Hydraw Art on Facebook QUICK_EDIT
Incorrect Blubb, your blind faith into a mod has blinded your way, allow me to fix this by saying, in terms of the fact that a Railgun requires larger then what such a pitiful platform can handle in terms of power, stick to the rockets.
Quote:
Full-scale models have been built and fired, including a very successful 90 mm bore, 9 MJ (6.6 million foot-pounds) kinetic energy gun developed by DARPA, but they all suffer from extreme rail damage and need to be serviced after every shot.
Yes, I quoted Wiki, ohnos _________________ ... Last edited by Von Kriplespac on Sun Aug 12, 2007 10:31 pm; edited 1 time in total QUICK_EDIT
Srpead the IFV tires back dude. In the pic they look awfuly close....BTW, Railgun equipment, and the power needed to fire one is probably MUCH too big to fit in that puny hover tank.
Honestly, Dustin, who gives a ztype? It's a game. I like them very much, besides the excessively rounded (kid-safe, of course) track covers and, like you pointed out, the tires on the LAV/IFV/w.e.
Tho, personally, I'd rather it just be a medium tank, firing standard 120mm shells or something, railguns + hover tanks just DOESN'T seem like a good idea to me.. _________________
A hover APC is weird, I don't know why, it just is.
I dont think so. Actually I think it would be more practical since hover units have the capability to not only go ovr land and water but can move faster and avoid mines. But I don't think a hovering transport in TS will work. I remember trying that and the infantry couldn't get inside. _________________ 0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
[img]http://ppmsite.com/forum/viewtopic.php?t=16541[/img] QUICK_EDIT
No reason it should _not_ work. It works in RA2. Also, dont mines attach to Hover MLRS units? the limpet ones.
Kyler, I give a 'Ztype'. Remember the 3 Squid?
Can you two ever get along?
Anyway, Hover Railgun MRL is just flat out stupid, unbalanced and degrading for gameplay.
Now then, Hover APC...Fishy Idea, not really agreeing on that as it too is unbalanced as well IMHO.
Kyler, hush, theres nothing you can say that can change the fact that its unbalancing, stupid, and very much not for a MRL to have a damn railgun mounted on it. _________________ ... QUICK_EDIT
I'll use what I should have told my VP when she asked if Greg would pay for my calculator: "I think that's a rather stupid question."
Dust/b/in thinks I'm a whiny emo pussy, I just hate Dust/b/in.
Von Kriplespac wrote:
Kyler, hush, theres nothing you can say that can change the fact that its unbalancing, stupid, and very much not for a MRL to have a damn railgun mounted on it.
I'm not saying it's balanced and smart. I'm just saying it's HIS mod, his choice. Yes, I agree, it is very unbalanced to have a mass-producible unit with a RAILGUN. _________________
Nice points made here. Reason I suggested railgun:
Hover units cannot take recoil very well, ive heard of tests with a hovering platform and the cannon flips it or sends it flying backwards into a wall. A railgun on the otherhand uses magnets to fire the projectile, thus it has no recoil for the hovering unit to be effected by. And ofcouse the railgun wouldnt be as powerful as a mammoth tank's, just minorly moreso then a ghost stalker. I'll look into it, maybe a low velocity cannon could be used, but 120mm it way too big, 105mm max could be used. QUICK_EDIT
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