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Suggestions to keep this mod from being...Another TD mod
Moderators: Reaperrr, red_rebel
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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sun Oct 10, 2004 2:59 pm    Post subject:  Suggestions to keep this mod from being...Another TD mod Reply with quote  Mark this post and the followings unread

1:Keep the Tiberian Feind. there annoying,loug,and fun as heck to kill,why not keep em?
2:Make some new dangers for the world,perhaps,a tiberium tree,that instead of puffing tiberium,shoots out highly toxic gas.(weed-monster gas,basiclly)
3:Like in renegade,make some 'mutated' terrain. like under the tiberium in renegade,something swampy,mossy for temperate.
Just some ideas. Razz

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Mon Oct 11, 2004 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

...another TD mod? <_<

There aren't THAT many of them out there... and especially not for TS.

And no, I really hate the idea of keeping the Fiend. Tiberium creatures simply haven't evolved that far yet in TD.

The Blossom Tree's only function in both TS and TD was creating tiberium, so I don't see any reason to change that.

Mutated terrain... well, dunno... does the mod already have a temperate terrain anyway?

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue Oct 12, 2004 4:56 pm    Post subject: Re: Suggestions to keep this mod from being...Another TD mod Reply with quote  Mark this post and the followings unread

1:Keep the Tiberian Feind. there annoying,loug,and fun as heck to kill,why not keep em?
like Nyerguds said...
2:Make some new dangers for the world,perhaps,a tiberium tree,that instead of puffing tiberium,shoots out highly toxic gas.(weed-monster gas,basiclly)
I think that would rather be something for a mod, but a total conversion should target to get as close to the original as possible.
3:Like in renegade,make some 'mutated' terrain. like under the tiberium in renegade,something swampy,mossy for temperate.
Just some ideas.

Nope, sorry, but I don't think that would work... don't forget that tiberium is spreading.

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Tue Oct 12, 2004 5:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

And that was already a pretty stupid thing in TS.. the green glow under tiberium that stayed even after all tiberium was gone, and wasn't added when the tiberium spread far beyond the original area.

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Sun Oct 31, 2004 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

They were just invisible light posts.

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Tue Nov 02, 2004 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here are some suggestions from me:
I'd rather have ladders instead of blinking lights on the Gun Turret.
The Power Plant should be taller.

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue Nov 02, 2004 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

SeaMan wrote:
Here are some suggestions from me:
I'd rather have ladders instead of blinking lights on the Gun Turret.
The Power Plant should be taller.

The problem is that Jokeman is capable for the building stuff, but he's too busy to work on the mod atm, so there won't be any changes made to the building graphics for now.

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