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Future of TS Allout please read!
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G10N89TS
Rocket Infantry


Joined: 22 Oct 2003
Location: Netherlands

PostPosted: Fri Feb 13, 2004 5:56 pm    Post subject:  Future of TS Allout please read! Reply with quote  Mark this post and the followings unread

Whel let's put it different. The game was original gonna be for the Tiberian Sun engine hench the TS Allout. The mod is gonna center about the assault of Cabal after the final movie in Firestorm. The story continues that Cabal is able to make clones and massive cyborg amrys. Cabal strikes fast and swift. Almost all GDI and Nod forces are dead and they all got a gigantic tech setback. The leaders of the last surviving devision are being held in a prison of Cabal on a heavily defended island. In the first mission you will have control over the Arc Prime 50. A special commando team. You can think of 'm by putting the dead six with Tanya, Ghost Stalker and a Cyborg Commando only then in 7 commando's. When you've freed them you need to defend a city to gain technology from the Civilian resitance there and then the survining fraction (Montaunk, Black Hand, Kodiak, Mammoth Claw, Arc Prime 50, Devision 8159 and the Scorpion Tail) all launch a gigantic offens against Cabal. That's the campaign. And for the Cabal campaign you play most mission against the GMF only then on the other side.

For Tiberian Sun it was gonna have some new feutures like the special Rage Mode. This would mean that ones in a while some tanks would be able to become three times as strong only far slower. The game would also have some special overlays of Conflict Zone, Red Alert, Tiberian Dawn and Renegade. I even got information about the 1976 warfare and so another overlay would come of it. The only problem is that I was the only staffmember. And like I said earlier I suck at graphics. So I searched around the web and found some voxels that precisly fitted the description. On YR Argentina. I have made a rescale of a shp created by Kal El.

Since most voxels and SHP suited for the job were in Red Alert II form and most of the logic for the Super Weapons were in Red Alert II, and for some earlier mentioned reasons I chose to swith the mod to the Red Alert II engine. But I ain't gonna do all by myself. I'm fourteen years old and so have school and some other stuff. The modding and researches are time-concuming and so I guess I will be 19 before the mod is finished. And I've been a time busy with it. From 2000. I created some maps for it before. They sucked and no one liked them. That was before I met the forums. The maps were the Clock of Doom and Tiberian Cliffs I and II. They were for Tiberian Sun. Luckely they were all removed.

So I say this. If don't have a staff before the end of three weaks ahead the project TS Allout will be cancelled. Of course I'll post the stuff I found on forums. They will be the PPM and Origin Forums since that is where I am mostly acctive. If you need any more info about the mod visite: http://forums.origin-network.net/index.php?s=fe3c4530c82a589b6fafc53f751f1539&showtopic=1019&st=30.

The staff members I nead are Voxel Editors, SHP Editors, Mappers, Testers, Coders and a AI Coder.

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