Posted: Mon Nov 24, 2003 7:37 pm Post subject:
Mod features
I know i may seem to be making new topics but this is an overall look at what this mod features
- Scrin make an appearance with the scrin shadow walker and other scrin units, they first make there appearance at the scrinship site and cause havoc in the gdi surrounding base and a nearby city (one of only remaining nearly unaffected cities)
The scrin shadow walker: a semi transparent scrin infantry, this soldier has some kind of energy wave which breaks apart the bond of human and material cells, the cells start mutating into tiberium, if trees are hit they mutate into tiberium spawners.
- Cabal is dead, ruins of cabal cores and the almighty core defender r left on the battlefied
- Ruins of old C&C structures (barely standing) and tiberian sun structures remain, the titan is still used (slightly upgraded)
- cyborgs will buildable in different forms and nod have got ideas from cabals cyborg factory.
- new tiberium lifeforms including the tiberium spirit and the tiberium goo
- bridges are destroyable, a feature generals didnt include, they r repairable aswell.
- tiberium has evolved to survive icy conditions and a new kind of tiberium plant has started to grow in extreme cold conditions (it cant survive in hot conditions) this tiberium plant releases gases which block out sun rays and cause cold areas to get colder and enter the new ice age, northern usa and canada, uk and northern europe, siberia and northern russia and places near are frozen, the other places remain normal (or what is normal in a tiberium world).
- tiberium sea creatures, watch out when using amphibious units, some of the more lethal creatures are underwater, the tiberium sonar dolphin (cant think of a very good name) can sense amphibious units ages a way and use sonar rays to destroy electronics and to cause peoples brains to malfunction.
craters and more fx - genrals never had a very realistic destructiivity. u could destroy a faction building and there would be no crater or scorch mark. Tiberian twilight evolution has more realistic destructivity, bridges are destroyable, craters will appear aswell as scorch marks which werent in generals. buildings will have a ruin which gradually fades away
lethal terrain - u may find random holes in places, which are covered by normal terrain, like those on glaciers which u cant see, these holes may collapse under ur feet (this is caused by tiberium effect on the mud and soil). ion storms are lethal and natural rock dams may fall away and water will flood cities. ice will crack if u cross it and u may find urself in deep trouble. ocassionaly pylons fall in forest creating forest fires. meteors fall from the sky and can destroy armies if caught underneath.
WATCH OUT FOR THE TERRAIN
there will be more features than this and they will be posted _________________ Tiberian Eclipse for TW
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the falling pylons is simple, the pylon will have a timed death meaning after a certain amount of time, the pylon will fall over like all collapsing generals structures do and will have a death weapon which is a fire which will set trees on fire and create a firestorm
the way the holes work is similar to ice and to destroyable bridges, and is explained on another post
craters and ruins left after destruction is simple, crater would appear on destruction and would randomized like the gla technical so u didnt have the same crater appearing everytime a structure was destroyed. the rubble is even simpler and is the RUBBLE STATE, to make it sink would be different and would work like the dead tank hulks, the dead structure rubble would be an object that appears on death
the repairable bridges would use gla hole tech to allow structures to rebuild after death
the rock dam would be a pile of rocks blocking a lake like a dam and if the rocks are hit the pile of rocks would collapse and water would rush through, this would be on missions due to hard triggers _________________ Tiberian Eclipse for TW
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Joined: 10 Aug 2003 Location: Laughing at Donald Trump in a rather flat place
Posted: Wed Nov 26, 2003 9:00 pm Post subject:
I got an idea: Mutated Scorpians!
They can sting vehicles and infantry, and crush infantry with theyr'e claws. They only appear in desert regions, and have heavy armor, fast, but very uncommen to see and vunerable to veins... _________________ Tiberian Station
Image guy on the Dune Sun\
- Peace - Through - Wossname - QUICK_EDIT
i was thinking of something like that, maybe they could be called Wasteland Scorpions. in vehicle deset reagions. Missions will take place in Africa, northern europe, very southern europe and the USa and possibly other places like japan or australia.
scorpions are seen on the first level of renegade, in the intro u see a scorpion move around,
they could be neutral
or possibly for nod as they r nods logo.
ill think about scorpions as it seems more like a mutant lifeform rather than a nod unit _________________ Tiberian Eclipse for TW
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they would be small because the mutations dont make things grow. the scorpion could be like a mutant scavenger, which poison infantry and also leave some tiberium crystals in the base.
ive got an idea.
tiberium scavengers and wasteland scorpions are small but @$$pains. they come from cracks in the ground whih are made by tiberium changes to the earth. to get rid of cracks u have to cover them with pavement.
scorpions can be only found in africa and desert areas but scavengers can be found everywhere.
if u dont know, a scavenger is a tiberium lifeform which scavengers around in bases and bites electronics disabling the unit. that unit or structure will be only disabled for a few seconds but is a pain if ur base depended on that structure (eg a powerplant) _________________ Tiberian Eclipse for TW
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