Posted: Tue Jun 08, 2010 7:15 pm Post subject:
CABAL's Legacy
Subject description: It has returned!
Someone might remember the first CABAL's Legacy announcement I made almost a year ago... well things has changed since then and CL
has evolved from a noobmod to a little more organized mod. In other words, I'm not adding 36309273 things in the mod.
The mod will have 3 playable sides: Nod, GDI and surprise surprise, CABAL. Some Forgotten stuff will be found as tech structures (+ in campaign.)
Each faction will play differently and have their own strenghts and weaknesses.
The main focus of the mod will be its campaign, basically a FS sequel seen trough CABAL's eyes (or more appropriately, trough Cyborg Commander Model Delta's eyes.)
3 missions are already done and I'm planning to release a demo of the mod at the end of this month.
Graphically, my aim is to replace as many things as possible, including all voxels, Nod/GDI buildings (this doesn't have too high priority atm) and of
course to make all new stuff for CABAL. I have tried enough times to be sure that its no use for me to try to make new terrain, so unless someone
is willing to help there won't be new terrain in CL.
My brother [TiberianPast] is the 3d modeller in this mod (he's pretty good with Anim8or), and everything else is my duty.
Last but not least some pictures, I'll try to get more ingames for you tomorrow
tstback.png
Description:
Main menu background, featuring CABAL's WF and MBT, all made by [TP].
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CLrender1.png
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Render of CABAL-ified Nod adv. power. Made by me with the final twaks and texturing by [TP]. Not yet in-game.
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CLrender2.png
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Render of the destroyed Obelisk of Darkness, can be seen ingame below. Made totally by me! O.o
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CLscreen1.png
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Campaign mission 1 screenshot.
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CLscreen2.png
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There's few outdated things but can't take new ingames atm.
Imma gona keep me eye on this one, it looks promising. _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Thanks for positive comments, I have some more screens now.
[TP] will post more soon (yes Vef, SHPs... ).
You may ignore pretty much all CABAL voxels seen in the screenshots; they will be replaced with shp vehicles (mostly mechs).
CLscreen3.png
Description:
CABAL's base... mainly showing the advanced power here... credits for the red-eyed cyborg goes to SuperJoe. (Please ignore the horrible green tib reactor!)
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CLscreen4.png
Description:
All voxels in CL will have 2-3 unique debris pieces, I'm trying to demostrate that in this screeny.
Here is new CABAL's Slayer unit.:
-Slayer is my first shp vehicle
-Slayer is CABAL's main anti-tank vehicle.
-It uses two cannons
-Has plasm blades for anti-inf
Aside from the lack of shadows, that looks excellent though I feel it could do with having more contrast so it stands out from the terrain a little bit more (Shadows will probably help). Good job though. QUICK_EDIT
@DonutArnold: Thanks, looks like our objective is completed then .
@MT: Yeah Orac is correct, [TP] is my little brother.
@Aro and Orac: I agree, I have to see if we can do something for it.
@Morpher: Thanks! This time things have been planned more carefully and progress is faster (and better quality!)
I have one question about the Slayer: is it possible for it to have 2 different firing animations (cannons shooting and slashing with blades)
without problems. Basically other could be assigned to the weapon and other be part of the SHP but then they would overlap, right?
The CABAL Advanced Power Plant (which is, BTW, campaign-only structure) is now compeleted with animations and damage frame, opinions wanted!
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