Go for a mammoth style tank, not actually a mammoth but the quad tracks and the double guns show raw power and a little simplicity. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Behold, that which crushed both the Mammoth tank, Apocalypse tank and Overlord tank...
The CSA MBT. (Shitty cg because I do this in Oekaki with mouse)
Reposting the sideviews.
(These concepts are temporary until my scanner can upload the paperwork.) Last edited by Ixonoclast on Sat Nov 29, 2008 10:11 pm; edited 1 time in total QUICK_EDIT
Joined: 29 Aug 2007 Location: Village of Creston, British Columbia.
Posted: Sat Nov 29, 2008 10:08 pm Post subject:
I know, I figured as much. Don't remember, but is it possible to make an infantry flat-meat death anim? Missed that one, and now they just disappear when they get run over. A satisfactory squish-spot to go with the sound would be excellent. _________________
New mouse: failed (palette problem I presume)
New selection boxes: failed (no idea why it failed)
New gas: success
New pips: success (thinking about making ammo pips smaller...)
New interface: being worked on
New "Tiberium-to-Nanite-conversion": in progress
Some more SHP work, as well as a nice little terrain experiment by Aro, thanks man.
BTS is going to have a very very green terrain, as you can see. Watch however, the green you see here is for test purposes, it is not the final version.
You can't really see it well in the gif, but I am editing the rocket infantry to have a shoulder mounted rocket 'pod'.
The European anti-armour unit fires an hail of biomechanically grown guided missiles, filled with an corrosive and explosive fluid, making it dangerous to infantry, armour and aircraft.
As most European units, this unit won't be able to take as much damage as the Con-American units, but is much faster.
It's still able to take more damage than SSC or Colony units.
Aro is helping out to create some nice terrain so BTS alphas won't look like TS, and he helps out with ideas in regard to mapping and scripting. (BTS will use special ways to map and script, so the battlefield will be more... alive.)
I'm working on some SHP's and all the designs right now.
Within time BTS will need mappers, voxelers and modelers. SHP artists, UI makers and musicians are welcome, but not really needed since I'm planning on doing that myself.
No need to apply now, but keep it in mind. QUICK_EDIT
Right now BTS consists out of terrain, concepts and a global "philosopy".
That means that I can use TS or RA2YR.
I spoke to DCoder, and he believed it was possible to recreate the power up/down button from TS in RA2YR.
Now is the big question... Should I use RA2YR or TS?
I like TS more than RA2YR, and it will be less work to make an TC out of TS than RA2YR...
However RA2YR has much more possibilities.
Actually, comparing it now would be mean, not? I mean, we don't even know how Hyper's patch will be... :/ QUICK_EDIT
Joshy, fun is whatever a person wants it to be. It is relevant so to speak. Since (checks name) Sindri is an artist, I believe it is safe for me to assume that he enyoys the artistic aspect of modding, and therefore the ability to include more detail of his work would be a source of enjoyment for his modding. _________________ Please, read the signature rules of the forum. QUICK_EDIT
TBH I usually create something which first I consider to look good,then I change my mind with something better xD
Anyway,I see progress is moving pretty nice,At the beggining of this mod,I wouldn't have give it any slight chance of success,but now I'm kinda changing my mind QUICK_EDIT
Ares will have a lot of TS features, I know, I'm testing it Seriously, go for what you feel like. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Ares will do all that shiz, except chem missiles maybe, IDK I've seen the Tib. discussion and RA2 does per-weapon mutation too. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Ah I see... all my points of critique on the RA2YR engine are up there.
(For easy reference, my preferred fixes listed:
1. tiberium damage, mutation and growing veins
2. deformable terrain
3. breaking and growing ice
4. better occupation system) QUICK_EDIT
Yep, although the occupation system is better than the nonexistant one in TS That'd be a good feature for it, forget tertiary weapons and stuff.. sticking troops in buildings anyday. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Tabs are so much more efficent, and makes everything so much easier to find. No more scrolling down forever to find something. And atleast they are organized, units always appear in the same order, unlike in TS where the next thign available to build goes to the end of the list. The User Interface is imo the most important apsect of an rts because it is how you control you units, which is what rts is all about. the more efficent the scheme, the better. The best UI of any game every has to be cnc3-the use of two sets of tabs, one for unit/building type and one for building number, is the biggest innovation the game had. _________________ Please, read the signature rules of the forum. QUICK_EDIT
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