I have been making games for quite a long while, and even take courses for it. I can understand the hardships of testing a game you make yourself, espeically when everyone is busy and working. While I have little skill with modding games, and while I haven't really finished any of the games I've made yet due to working alone being hard, I should be aware of what to look for and what to take note of in terms of playtesting, from balance, to bugs, and joy playing it brings. Played C&C and essentially every RTS game, but I'm not the best player, I'd consider myself a little less than average, but I still have fun.
I still am waiting for a mod where you can put turrets and stuff on the power plants, and build power turbines on the component towers. Just mix and match all the plugs! Hopefully with this someone will...
Someone...
Having made games, I understand the pain of play/beta testing and know what to look out for, so I would love to participate if possible!
And while 58 might just be a smidgen too big, it would be interesting to see much bigger maps past 8
A long time ago I saw this and simply ignored it going "Just another dungeon keeper remake doomed to die off eventually"...... Then I look now and holy grog is it something. War for the Overworld has been praised for being the true dungeon keeper remake, but in all honesty I'd rather play this from what I see so far. I like the resource management and the ability ti climb to different levels, and I'll be sticking around to see how this goes. Keep up the good work!
I know the feel of working solo on projects... Is hell... However, I'm not so good at 3D game making/modeling/anything, but if there's anything outside of that you'd like help with feel free to ask
The "Qucikfix" to playing tier 10 is to run crystalized doom from the tiberian sun EXE and not the Crystalized Doom one. However, the other tiers are very buggy, resulting in many crashings, and isn't finished. So far the two tiers are fun to play with! I have had a few other crashes too, but very rare. I personally find it odd that watch towers give off a beam when using bullet shots, but that's visual. As for balance, I feel like CABAL needs some sort of sensor defense, or a larger one on the construction yard. And it would be neat if the mutant hovel woul have a spotlight and defense too considering it has a tower on it.
Thanks for the correction. I just remembered that Kane was somehow in ra1, and that the unreleased Renegade 2 was about after RA2 the soviets turning into the brotherhood of NOD, but since it wasn't finished or made at all I guess it doesn't count.
It'd be neat if the Forgotten acquired original blueprints for the weather storm device from RA2 erra, and found a way to turn it to control Tiberium (and maybe storms as well). The red alert universe is somewhat connected to the tiberium universe, so it'd make sense if the forgotten found some very old equipment.
Glad the forgotten is happening. Take your time with it and it'll be awesome!
Curious if a campaign would happen or if it's just a multiplayer thing.
As for CABAL, I don't think it'd work, because essence is a remake of C&C3; where the factions keep their old and useful tech and have their new ones as well (if I'm correct) so CABAL should still be dead. (Not counting Kane's wrath)
If anymore factions were to be introduced, it should be minor factions that would work that never got much attention. Like Scavengers or Sword of Chagall.
Not requesting, it'd be cool. But work on this first before worrying about anything else
I believe in tiberium dawn rockets and tanks did a good amount of damage to infantry, but i suppose if rockets and explosives were everything effective there'd be no reason to use guns. I always thought they tried to fix it in C&C3; by having infantry squads, so explosives would do great damage to single infantry in squads, but because of multiple infantry it'd take longer than a single tank.
-about to state that tiberium weapon should be effective against infantry as well-
-remembers that in C&C universe weapons don't make sense, as tanks and rockets with actual explosives are needed in hordes to actually kill one infantry in most C&C games-
....
Aside from that, I like the idea of this and can't wait to see it in action
Kind of an odd question, but what happened to the Mental Omega wallpapers you before? I remember using them for my desktop, but then once I got a new computer and looking for them again they aren't online anymore... Just invalid URL's. Kinda miss them.
Have to agree... The tiberium plants were a cool idea, but when used in bunches, which is inevitable due to their little power output, it just looks kinda... Blah. Perhaps solar panels or some kind of tiberium to energy converter thingy...?
Left would have to do it for me. It looks nicer with the green boxes. I'd be happy if you combined the two, giving the middle one box outlines, however.
I like the new ones, especially the GDI's. If I were to change anything, however, I'd change the blank slots from the GDI's. Maybe to just the regular black like the original, or like a grey... Something.
And CABAL should have a darker one, kinda too bright.
I'd be willing to continue the game, in another engine of course, and am already starting it. If you have any files (sprites, sounds, ideas on what does what) that would help as well.
If my understanding is correct, fortress mode is primarily about everyone in the map against the people in the fortress. From experience, the fortress is pretty weak. A few defenses at the start are night, but in the end one extra player can determine a match. I'd add a bit more defenses, spread them out a bit more, make sure entrances are well guarded, and maybe even some walls would be nice. A few tech buildings in general would also help. The defenses have to be enough to even out the extra player(s) the one in the fortress is going against. Aside from that, the concept is awesome and I hope to see more maps of it!
Edit: Did not see the screenshot well before posting. It seems more like a fortress now and should hold good. I am impressed, but can't give a true opinion until I try it for myself.
Ah the sniper rifle... Let's face it, this was one of those games where all the snipers did was snipe each other until one side eventually gives up, then the others finally decide to actually do their job. Unless this is the revolver. Then you just be a jerk and 1HKO everything you run into
Glad this is still being worked on! While the war team deathmatch was definitely my favorite, It's still nice to hear you're working on the other gamemodes. Will you be attempting to "remake" all of them? Ones like Heist and Beach won't be too hard I'm sure once you've finished with this one, but what about the ones like Raptor or Tanks? ... or Race... Not really a memorable one for me though, too much chaos. And lastly, will you be attempting to make your own gamemodes?
I was bored and decided looking for RTS games... again, I've played many of the good ones, and all of them are old, and I was starting to doubt if there was ever going to be a good RTS game again. Starcraft II is good, but one can only handle so much starcraft. As I was scrolling through the many boring uninteresting RTS games, this one was the only one that caught my eye, the graphics, playstyle, and overall appearance seemed familiar in a way... Good luck with this! Tracking
When I try to start a game, it won't let me input a map size and it tells me the map size is too small.
Floater Hive?
I made this map for them, and there isn't anything really. Everything you see is what's on the map, the rest is blank XD
I have been making games for quite a long while, and even take courses for it. I can understand the hardships of testing a game you make yourself, espeically when everyone is busy and working. While I have little skill with modding games, and while I haven't really finished any of the games I've made yet due to working alone being hard, I should be aware of what to look for and what to take note of in terms of playtesting, from balance, to bugs, and joy playing it brings. Played C&C and essentially every RTS game, but I'm not the best player, I'd consider myself a little less than average, but I still have fun.
Can... Can this be a thing? Please? Special unit or real...
...
Or just spontaneous fifth faction even
I still am waiting for a mod where you can put turrets and stuff on the power plants, and build power turbines on the component towers. Just mix and match all the plugs! Hopefully with this someone will...
Someone...
Having made games, I understand the pain of play/beta testing and know what to look out for, so I would love to participate if possible!
And while 58 might just be a smidgen too big, it would be interesting to see much bigger maps past 8
Please
Make a custom mission/map
Where this lies in the center and obliterates anything near it.
A long time ago I saw this and simply ignored it going "Just another dungeon keeper remake doomed to die off eventually"...... Then I look now and holy grog is it something. War for the Overworld has been praised for being the true dungeon keeper remake, but in all honesty I'd rather play this from what I see so far. I like the resource management and the ability ti climb to different levels, and I'll be sticking around to see how this goes. Keep up the good work!
I know the feel of working solo on projects... Is hell... However, I'm not so good at 3D game making/modeling/anything, but if there's anything outside of that you'd like help with feel free to ask
The "Qucikfix" to playing tier 10 is to run crystalized doom from the tiberian sun EXE and not the Crystalized Doom one. However, the other tiers are very buggy, resulting in many crashings, and isn't finished. So far the two tiers are fun to play with! I have had a few other crashes too, but very rare. I personally find it odd that watch towers give off a beam when using bullet shots, but that's visual. As for balance, I feel like CABAL needs some sort of sensor defense, or a larger one on the construction yard. And it would be neat if the mutant hovel woul have a spotlight and defense too considering it has a tower on it.
Gyrocopter, the sky shoes of justice
Irkala, powerful mothership of death
Flak Trooper, "At least I have job."
Thanks for the correction. I just remembered that Kane was somehow in ra1, and that the unreleased Renegade 2 was about after RA2 the soviets turning into the brotherhood of NOD, but since it wasn't finished or made at all I guess it doesn't count.
It'd be neat if the Forgotten acquired original blueprints for the weather storm device from RA2 erra, and found a way to turn it to control Tiberium (and maybe storms as well). The red alert universe is somewhat connected to the tiberium universe, so it'd make sense if the forgotten found some very old equipment.
Glad the forgotten is happening. Take your time with it and it'll be awesome!
Curious if a campaign would happen or if it's just a multiplayer thing.
As for CABAL, I don't think it'd work, because essence is a remake of C&C3; where the factions keep their old and useful tech and have their new ones as well (if I'm correct) so CABAL should still be dead. (Not counting Kane's wrath)
If anymore factions were to be introduced, it should be minor factions that would work that never got much attention. Like Scavengers or Sword of Chagall.
Not requesting, it'd be cool. But work on this first before worrying about anything else
I believe in tiberium dawn rockets and tanks did a good amount of damage to infantry, but i suppose if rockets and explosives were everything effective there'd be no reason to use guns. I always thought they tried to fix it in C&C3; by having infantry squads, so explosives would do great damage to single infantry in squads, but because of multiple infantry it'd take longer than a single tank.
-about to state that tiberium weapon should be effective against infantry as well-
-remembers that in C&C universe weapons don't make sense, as tanks and rockets with actual explosives are needed in hordes to actually kill one infantry in most C&C games-
....
Aside from that, I like the idea of this and can't wait to see it in action
Kind of an odd question, but what happened to the Mental Omega wallpapers you before? I remember using them for my desktop, but then once I got a new computer and looking for them again they aren't online anymore... Just invalid URL's. Kinda miss them.
Have to agree... The tiberium plants were a cool idea, but when used in bunches, which is inevitable due to their little power output, it just looks kinda... Blah. Perhaps solar panels or some kind of tiberium to energy converter thingy...?
Left would have to do it for me. It looks nicer with the green boxes. I'd be happy if you combined the two, giving the middle one box outlines, however.
Much better shade of blue. Not too sure about the blank slots, but it's nothing really irritating, and it does fit with CABAL, good work!
I like the new ones, especially the GDI's. If I were to change anything, however, I'd change the blank slots from the GDI's. Maybe to just the regular black like the original, or like a grey... Something.
And CABAL should have a darker one, kinda too bright.
WHY HAVEN'T I HEARD OF THIS TILL NOW
I'd be willing to continue the game, in another engine of course, and am already starting it. If you have any files (sprites, sounds, ideas on what does what) that would help as well.
Well I appear to have not been signed in. The message above was mine.
If my understanding is correct, fortress mode is primarily about everyone in the map against the people in the fortress. From experience, the fortress is pretty weak. A few defenses at the start are night, but in the end one extra player can determine a match. I'd add a bit more defenses, spread them out a bit more, make sure entrances are well guarded, and maybe even some walls would be nice. A few tech buildings in general would also help. The defenses have to be enough to even out the extra player(s) the one in the fortress is going against. Aside from that, the concept is awesome and I hope to see more maps of it!
Edit: Did not see the screenshot well before posting. It seems more like a fortress now and should hold good. I am impressed, but can't give a true opinion until I try it for myself.
Ah the sniper rifle... Let's face it, this was one of those games where all the snipers did was snipe each other until one side eventually gives up, then the others finally decide to actually do their job. Unless this is the revolver. Then you just be a jerk and 1HKO everything you run into
508? Only 1/2000th of the way there!
Glad this is still being worked on! While the war team deathmatch was definitely my favorite, It's still nice to hear you're working on the other gamemodes. Will you be attempting to "remake" all of them? Ones like Heist and Beach won't be too hard I'm sure once you've finished with this one, but what about the ones like Raptor or Tanks? ... or Race... Not really a memorable one for me though, too much chaos. And lastly, will you be attempting to make your own gamemodes?
I was bored and decided looking for RTS games... again, I've played many of the good ones, and all of them are old, and I was starting to doubt if there was ever going to be a good RTS game again. Starcraft II is good, but one can only handle so much starcraft. As I was scrolling through the many boring uninteresting RTS games, this one was the only one that caught my eye, the graphics, playstyle, and overall appearance seemed familiar in a way... Good luck with this! Tracking