Posted: Tue Aug 18, 2009 5:45 pm Post subject:
CABAL's Legacy
Subject description: Events from Firestorm to Kane's Wrath. Lots of pics inside!
Hi everyone!
I have finally decided to make an announcement thread of my mod, called CABAL's Legacy, which I started to design with my brother over three months ago (well, he doesn't care of the story, but is CL's 3d artist).
The main idea behind this TS mod is to tell a story, or actually two stories.
Story #1 will be made out of 3 campaigns, which will tell the events starting after the end of the Firestorm and leading up to the beginning of Kane's Wrath, seen trough eyes of the GDI, Nod and Forgotten (Kane won't be seen or heard in this mod).
Story #2 is CABAL's own campaign, showing what could have happened if the AI would have succeeded in beating both Nod and GDI.
So as you might have noticed, this means that CL will have four factions: GDI, Nod, Forgotten and CABAL.
GDI and Nod will stay mostly as they are in TS, with few units added and removed, and of course new graphics, at least new voxels.
For CABAL and Forgotten everything will be made from scratch (excluding mutant infantry).
As what comes to new terrain, all I can say that snow theatre will be replaced, IF I can learn make tiles good enough. Temperate is staying for now.
Some details on faction technologies:
GDI:
Special weapon systems: railguns, ion cannon, sonic weapons
Main strenghts: vehicles, air force
Brotherhood of Nod:
Special weapon systems: lasers, flame weapons, stealth
Main strenghts: stealth, speed
The Forgotten:
Special weapon systems: tiberium based weapons; shards, gas, liquid
Main strenghts: infantry, mass forces
Other Special: doesn't need power plants (structures has solar panels mounted)
CABAL:
Special weapon systems: lasers, plasm, EMP, webs
Main strenghts: durable units, cyborgs, unit disabling (EMP and webs)
Other special: things are costly, quality over quantity
Some WIP pics (yeah they are jpgs unfortunately):
CABAL's engineer unit, the cyborg mechanic.
Yeah... I asked my bro to give a render from some better-looking structure but this is all you get for now .
It's CABAL landing pad if you didn't already guess.
Ok, so here comes techtrees for all four factions + GDI intro/1st mission briefing to tell how CL begins.
About the story; it will be told like I have done in Treason (http://www.ppmsite.com/forum/viewtopic.php?t=24592) , by briefings and ingame texts/actions.
Some main things seen in the plot is Marcion's rise in power, CABAL's final plan, and the demise of the Forgotten.
BTW, does anyone know if it is possible to make the briefing appear at the beginning of the mission, like in some RA1 missions?
Here's the GDI 01 intro text:
Welcome back, Commander. We wouldn't have called you unless the situation wouldn't be so urgent.
About twenty hours ago our spy plane found something really concerning in Italian wastelands - an active base full of cybernetical units.
By using every possible information source, we managed to find out the following: CABAL was not apparently only the main core
that we destroyed in Africa, but a world-wide network consisting of tens of datacores. The reason for lack of CABAL activity is probably
that the destruction of the main core severely limited the communications of the network, and thus CABAL can't have as good control
over his units around the world as before.
One of these subcores, as we call them, is most certainly situated in the base our spy plane found near Rome. We are sending you to
attack and capture the datacore. Hopefully we'll find the locations of all subcores in the datamatrix of the core.
Good luck, Commander!
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Wed Aug 19, 2009 8:10 pm Post subject:
TS. Otherwise, Silo's and Chemical Waste Facilities won't have any use. Although, perhaps it can be done with Generals, but I'm almost 100% sure it cannot be done with it. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
TS. Otherwise, Silo's and Chemical Waste Facilities won't have any use. Although, perhaps it can be done with Generals, but I'm almost 100% sure it cannot be done with it.
Lies, the Sage Engine is a gold mine, C&C3 hasn't used its full potential, or did RA3 _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
Here is the first finished building Forgottens Communications Uplink
Forgottens buildings are heavy structures and they don't have very much need for power. Because of rough climate conditions their structures are some kind of bunkers and solarpanels are attached in most buildings to generate power.
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3d render of it
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Buildup gif (its not perfect gif but here you can see it)
Quess I didn't say it clearly enough, but this is TS mod.
I have four CABAL units to show, although three was already shown in media hut a while ago.
Here they are:
Chaser - anti-infantry scout unit.
Radically designed to achieve great speeds, this unit is fastest ground unit in CABAL's arsenal, and only Nod Attack Bike can outrun it.
This makes it a great scout unit, and it's twin machine guns are lethal against infantry. However, it lacks armor and is only useful against
very small groups of infantry unless used in greater numbers.
Slayer Tank - main battle tank.
This tank is CABAL's most commonly used armored vehicle. It has twin-barreled cannon to punch through even
heviest armor and it's spiked appereance causes fear in enemy troops.
Slayer has enough armor and firepower to keep two Titans at bay,
and in groups it can really lay waste in enemy armor platoons with minimal losses. This comes with cost, though, and too many Slayer Tanks
aren't seen simultaenously on the battlefield.
Featuring extremely heavy armor, this unit can really take punishment while mobile. It is relatively harmless until deployed; it reveals a huge
tri-barreled plasm cannon capable to fire over huge distances, but is lacking air defence. However, it is also more vulnerable when deployed,
because the cannon isn't armored and thus deployed Plasm Artilleries usually have cyborgs and Sky Erasers protecting them.
Terminator - a sniper drone
Terminator is small and weak unit, but nonetheless it's real nightmare to infantry who are unlucky enough to get in it's way. Equipped with
high-powered sniper mounted in it's tail, only few Terminators are often enough to stop all but largest infantry armies. Due to it size, Terminator
can have only limited amount of ammunition and has to go back to reaload at nearest CABAl Landing pad. Even though it is effective in
it's role, only one or two missiles are enough to bring it down, and thus
shouldn't be too big trouble to deal with.
However, it is also more vulnerable when mobile,
because the cannon isn't armored and thus deployed Plasm Artilleries usually have cyborgs and Sky Erasers protecting them.
However, it is also more vulnerable when mobile,
because the cannon isn't armored and thus deployed Plasm Artilleries usually have cyborgs and Sky Erasers protecting them.
It sould probably be less vulnerable instead of more, I think.
I have a new voxel to show, the CABAL's Hunter. It's basic shape was done in Anim8or by TiberianPast and then finished in VXLSEIII by me.
Hunter - anti-infantry/scout unit.
Moving in three wheels and equipped with twin machine guns, the Hunter can move over various terrain types with ease and is excellent as a
scout in. Thanks to it's light armor, it can also be used against infantry more effectively than it's successor, the Chaser. Nevertheless, Hunter is
more expensive and slower than Chaser, and therefore isn't anymore used by the latest Gamma-class Cyborg Commanders, which tend to
launch quick strikes on unprepared enemy and then retreat with minimal losses.
perspective is off... re-render, TS and RA2 are not true isometric IIRC so be warned. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
I like your voxel style (blue... good... like). The designs look creative, unique, and fit CABAL. Just focus more on detailing; there are too many solid colours and plain parts, like the chaser's tire black and slayer's middle (below, closer to front, by torso-like part). QUICK_EDIT
I like your voxel style (blue... good... like). The designs look creative, unique, and fit CABAL. Just focus more on detailing; there are too many solid colours and plain parts, like the chaser's tire black and slayer's middle (below, closer to front, by torso-like part).
Yeah, I know detailing is my "weak spot", but I'm working to improve it.
New, detailed versions are in fact ready, so look at the .gifs upper in this thread, they have been updated.
Lt Albrecht wrote:
perspective is off... re-render, TS and RA2 are not true isometric IIRC so be warned.
Deformat wrote:
Hm..
Noticed you managed to render it.What did you guys use to render it?
Don't worry, it'll be re-rendered when buildup is done. They are done and rendered with Anim8or.
Dubzac wrote:
please change your remap for cabal is too much the same as Dawn of the legions will clash
Few more new things are ready to be shown, namely CABAL's Sky Eraser unit and new streetlights. Credits go to me (Sky Eraser and alphalights),
[TiberianPast] (lightposts) and LKO (that plasm anim).
Sky Eraser - Anti-air support unit.
Even though CABAL had strong forces, he had one major disadvantage: lack of anti-air. While Obelisks of Darkenesses were effective air defence,
they had no use in attacks, and Cyborg Reapers was no real use because of problems in their targeting systems. CABAL started to develop a new
unit, primarily designed for anti-air purpoces. That's how Sky Eraser was born. Featuring 360 degrees turning turret with dual rapid plasm cannons
and advanced targeting system, Sky Eraser is more than capable to do what it's name suggests: clear the sky of any enemy aircraft in sight.
As it wouldn't be dangerous enough like this, it also has an EMP launcher mounted in it's "neck", which can be used to temporarily disable single
enemy units or structures. One blast uses a lot of energy, though, and thus recharging takes far more time that the duration of the EM effect.
Once again CABAL gains a new unit in his collection, this time an aircraft called Phantom (I'm not satisfied with the name, if you can make up better, feel free to make an suggestion)
Phantom - High-speed fighter.
Phantom is a result of long-term research work, which was first started by Nod and then continued by CABAL. Banshee fighter was the most
succesful result of this research during second tiberium wars, and after CABAL's betrayal the AI managed to develop even more succesful
aircrafts. Phantom is the latest model in the line of Banshee variants, and is superior to old Banshee in every aspect: Phantom features quad rapid
plasm cannons capable to shred any armored unit apart, it is also extremely fast and has moderate armor. It's only major downfall is it's
very high build cost, and loss of a single fighter is always major setback to CABAL's forces.
In other news, I have run in trouble with the plasm artillery. It seems I can't make it turret to appear after deployed. Weird thing is that it still
worked a while ago, but now it just refuses to show up. HVA shouldn't be the problem, and I can't find anything in the code either.
I'm actually liking the progress seen on this mod. I really do like the voxels and buildings you are making but they seem a bit, I don't know... Not so good when I see them ingame which is a shame. I don't know why though. Perhaps lack of detailing as mentioned earlier? _________________ QUICK_EDIT
Don't like the fighter and the front of the eraser. The fighter is just ugly design and the eraser's front looks like a cockpit. I can't imagine why CABAL would need such human things on his vehicles. _________________ Victory! QUICK_EDIT
Don't like the fighter and the front of the eraser. The fighter is just ugly design and the eraser's front looks like a cockpit. I can't imagine why CABAL would need such human things on his vehicles.
CABAL doesn't have pilots in his unit's, every unit has it's own limited intelligence and they are further controlled either directly by CABAL, or
via his cyborg Commanders. I admit it looks a bit like Eraser would have a cockpit, but it is so mainly because of the armor on the wheels. I see if
I can do something about it.
About Phantom: I just tried to make a less generic looking Banshee variant, but my brother dislikes the design too so it is most likely a
subject to change.
Orac wrote:
The lack of shadows on the buildings for one thing.
True, they don't have shadows, because both will be re-rendered (barracks because of buildup and radar's animation is too short + it is too big)
so it felt a bit pointless to make shadows yet.
Morpher wrote:
I'm actually liking the progress seen on this mod. I really do like the voxels and buildings you are making but they seem a bit, I don't know... Not so good when I see them ingame which is a shame. I don't know why though. Perhaps lack of detailing as mentioned earlier?
Yeah, I'm trying to keep steady flow of progress About the voxels, I know what you mean, they get somewhat messy in game for some
reason. Detailing might be one reason, and I'll keep updating the older voxels as I get better.
I still have the problem with p-arty's turret, help would be really... helpful!
Posted: Sat Sep 26, 2009 6:31 pm Post subject:
Brotherhood, Unity, Peace!
I decided to take a small break of making CABAL voxels, for the favour of the Brotherhood of Nod. Five more or less redesigned units are ready
to be shown. So prepare.
Attack Bike - Fast scout/hit-and-run unit.
Attack bikes have always been a part of the Brotherhoods arsenal, and many different versions with different names has been in action.
Now, the latest version is even more effective than its predecessor, the Attack Cycle. This new Attack Bike can achieve greater speeds than
ever before and it's missile systems have been tweaked so that bikes can now target aircraft, too. Primary task for Attack Bikes is scouting and
harassement strikes, which are usually aimed against enemy harvesters.
Subterranean APC - Underground troop transport.
Subterranean APC is Nod's method to transport troops around the battlefield. Not really changed after the Firestorm crisis, the APC is
still pretty vulnerable and slow when moving on ground, but thanks to it's huge drill, it can dig it's way trough nearly any type of terrain and thus
it has the advantage of surprise on it's side. Only way to stop Subterranean APC is pavement, and GDI has already paved a large
quantity of their bases to keep Nod out.
Tick Tank - Deployable light tank.
Tick tank's changes after Firestorm crisis are mainly cosmetical, as the tank is already filling it's role very well. Beign a light tank, Tick Tank can
move faster than most GDI's armored units (or CABAL's. if that matters), but it doesn't have enough armor to challenge Titans or Slayers. However,
Nod engineers have find a way to fix that problem: Tick Tank is able to burrow partly underground, which increases it's durability and range.
For that reason, enemy forces usually tries to destroy any and all Tick Tanks before they are able to get fortified positions.
Stealth Tank - Cloaked hit-and-run tank.
During the events of the Firestorm crisis the AI managed to seriously cripple Nod's stealth tecjnology, and many original prototypes and
designs were lost forever. In fact, Nod engineers faced a really difficult task when they had to reinvent the stealth generators from the
miscellaneous pieces of information that was left. The outcome was successful. Now the iconic tank for the Brotherhood, Stealth Tank, is
deadlier than ever. It has a wide tread in it's back instead of two wheels, which allows greater high speeds. Rocket launchers were separated from
the chassis to their own 360 degrees turning "turret" and can now also launch greater number of rockets at time. Beign stealthed and dealing
high damage, Stealth Tank is a nightmare for it's enemies, and without proper stealth detection systems nearly impossible to kill when used by
a commander talented enough.
Viper - VTOL craft.
CABAL's betrayal caused a lot of harm to Nod's air forces. Banshees were gone and Harpy was badly outdated. A new aircraft was developed to
replace old Harpys, and so Viper was born. Unlike Harpy, Viper is no helicopter but a VTOL craft, which allows better combat effectivness.
Viper is armed with a machine gun capable to mow through infantry and cause considerable damage to lighter vehicles. However, Viper has no
use against structures or hevier vehicles.
Wow, pretty large wall of text. I wonder if you like these unit background stories or would you prefer shorter descriptions? Oh, and note that I have
put few pics to the post above.
Comments, are welcome
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Attack Bike as seen in 60 frames.
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Subterranean APC in a spinning .gif file.
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Tick Tank, in every directions.
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Stealth Tank 360 degrees.
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Viper VTOL Craft spinning around and around and around and... well, you got the idea.
12MB for 5 gifs?
use the green/blue background instead of the ground and sky...
safes some space and loading time, ya know? _________________ just a simple logo by bricks @ raminator, on Flickr QUICK_EDIT
First, I have tried to do new terrain. I know it's a bit repetitive as there's only three different tiles, but more will be done if it looks ok. They were
done by editing a texture from C&C3/KW.
Secondly, I have recolored some TS animations into plasm animations: Trails were done for those plasm balls shooted by plasm artillery and
cyborg commando. I did also a green plasm explosion, which is medium-sized. Additionally, I did that huge glowing plasm ball and matching
explosion, used by that mysterios tick-tank-looking unit.
Thirdly, I SHPd plasm artillerys deploy anim. If I just could make the turret to show up after deploy...
CL won't get new updates from my side in few weeks, as I will be making the third and final part of the Treason (check my sig). Still, TibPast should
be working on the Forgotten, and I hope new structures will be ready soon.
newclear.jpg
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New clear tiles, I can't decide if it is total crap or decent try, so opinion are wanted!
I first thought this mod would suck because the idea didn't seem original but jeeze. This keeps looking better and better. Something about the ground tile bothers me... Can't pinpoint what though... but the voxels, christ.
Tell me you've got a campaign in the works? _________________ Victory! QUICK_EDIT
I think it's that the ground is repetitive... but it might be something else :/ _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
Yeah, the terrain is repetitive because it's only 3 tiles that variate. Just like Volgin, the tiles have something that bother me, too. Maybe it's those
darker and lighter areas, whichs borderlines are a bit blocky... I'll check if it will make a change.
Quote:
obtw, the projectile doesn't fit in with the unit style
I assume you mean the small plasm ball which is used by c commando and artillery? For those, I have plans for replacing them, but it doesn't
have very high priority atm.
About the campaigns; story wise all but CABAL's are pretty much done (as his campaign is different from others and kinda a bonus thingy), but
the actual mapping is barely started, as it's hard to make missions when most things needed are not ready yet. Still, I have all basic map layouts
planned on paper and making them won't be so slow when properly started. _________________ Check out some TF Kane's Wrath action:
Tournament 3rd place. Vs. bikeRushOwnz in tournament. Ladder wars vs. bikeRushOwnz. QUICK_EDIT
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