Donut did a bunch of awesome Nod buildings, but he left unfinished (with missing buildups and anims on some things). Most of his/Gangster's models are now in my care, but a bunch of them are lost forever.
So here we go. Just a few more buildings for me to cross off the list QUICK_EDIT
Well I've got uni stuff and other continuing 'issues' but I've done a few voxels. I've been trying to sort out just exactly what each capturable structure will provide (GDI doesn't really need a Forgotten Carryall, and Nod doesn't really need a Forgotten Repair Vehicle, etc.)
Here are some HVA editor shots of voxels we may not have displayed elsewhere yet.
Also, since this is the Input topic, would anyone like to suggest some names for the Cabal units?
We've got:
-[No name at present]: A ginormous tank with a big plasma gun.
-[Cabal Light Tank at present]: A regular tank, with a regular plasma gun and a little SAM.
-[Shredder at present]: A hover tank, with a bunch of machineguns.
-[No name at present]: A stealth tank, with a standard cannon.
-[Falcon or Dart or something]: A jet.
-[Machinist]: a WIP.
+ Cyborg, Reaper, Commando, Guardian, but none of them need names. QUICK_EDIT
-[Decimator/Executor/Diplomat/Mauler]
-[Steelhead/Scimitar/Phalanx/Sarissa/Skirmisher]
-[Shredder/Raser/Widowmaker]
-[Blindside/Spinner/Scythe]
-[Interceptor/Siren/Stratagem/Scalpel]
-[Machinist/Menial] (I guess it's a repair/utility vehicle or something?)
They are in the same order. _________________ Last edited by Crimsonum on Sun Sep 01, 2013 7:14 am; edited 1 time in total QUICK_EDIT
Looks amazing, by the way! Keep the old Tick Tank in, too, I love its design. Give this to some Nod subfactions that use aged TW2 tech. I could see this new Tick Tank work as a modernized variant of the TW2 Tick Tank. QUICK_EDIT
I love the idea of an overwatch blimp - reminds me of the Batman comics where the Gotham City police have blimps patrolling the city. So impractical but... damned if it doesn't look cool. _________________ Victory! QUICK_EDIT
The idea behind it came from the unbelievably awesome/creepy idea for high-altitude surveillance airships, which would act as controllers for drone strikes, such as the LEMV (http://en.wikipedia.org/wiki/Long_Endurance_Multi-intelligence_Vehicle).
The idea of an airship at altitude identifying individuals via facial recognition software and authorising drone strikes against them is so very sinister, and the sort of big brother-ish authoritarian watchfulness is something which I really want to play up in GDI. QUICK_EDIT
This unit with a following spotlight would surely look amazing on night maps. *imagine the blimps slowly patrolling the streets, here and there spotlighting some units under them*
I'm just not sure about the single engine on the blimp. It gives it a quite unbalanced look and surely would make it fly in circles only in reality.
Really great work on all the voxels Orac. They have some of the best unique designs I've seen so far. I especially like the asymmetric design of the weed eater. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I would assume that in reality, to allow for the single engine design some care would have to be taken with weight distribution. I primarily wanted to give the airship something akin to the tail rotor of a helicopter, allowing it to adjust left and right by swiveling the engine.
...The machinist (or possibly artificer, if the nod repair vehicle doesn't take the name) is a mobile repair vehicle/mobile cyborg production facility. I've finished up the voxel and deploy frames are in the works. QUICK_EDIT
The more I think about the blimp the more I remember RA 1.5 and how myself and evanb90 experimented with Kirovs... the flight could -never- look right. Pitch would be change so that they moved parallel to the ground of course, but the flight just never would look right. God forbid the thing had to cross a bridge or over a building, it always did the annoying lift so it wouldn't crash into it like an Orca. (mind you we also had to deal with making it land - something which shouldn't be an issue here!)
How are you gonna make these move? I assume they'll be SP only and on scripted paths - but ca you make them move better than 1.5's or RA2's Kirovs? Also, won't they act dumb when they hit a waypoint on a path before turning to go to the next one? _________________ Victory! QUICK_EDIT
We were actually playing with the idea of the Overwatch Airship being a goodie for capturing a civilian array, be it a buildable aircraft, or perhaps a support SW (we're currently not using either HunterSeeker, because, y'know, they're hunter seekers). So there's a sliver of a chance of the Airship turning up in MP. But we'd need to work out something cool to do with them in a skirmish situation and there just aren't that many interesting weapons/abilities available in the TS engine, so it's still a toss up. In campaign I think they'll make for a good addition to a few Nod stealth missions.
If memory serves, and I haven't really played with aircraft too much recently, TS doesn't do the aircraft-climb-to-avoid-tall-buildings thing? I know that they do for cliffs and that will look a little bit annoying on the airship, but iirc buildings aren't an issue. QUICK_EDIT
I don't recall that... there was a render test or two and some very preparatory stuff, and I did a few highpoly Nod vehicles, but no.. We've hardly had time to map the missions let alone do videos for them. QUICK_EDIT
Orac, I'm really glad to see the good quality work you're doing here. Keep it up as usual, really great job to you, but also to the entire TO team.
I feel the need to wish you all the best. QUICK_EDIT
Looks excellent.
My only complain would be that it looks a tad top heavy with such a big turret on a fragile, supposed to be lightweight chassis. _________________ SHP Artist of Twisted Insurrection: Nod buildings
The idea behind it came from the unbelievably awesome/creepy idea for high-altitude surveillance airships, which would act as controllers for drone strikes, such as the LEMV (http://en.wikipedia.org/wiki/Long_Endurance_Multi-intelligence_Vehicle).
The idea of an airship at altitude identifying individuals via facial recognition software and authorising drone strikes against them is so very sinister, and the sort of big brother-ish authoritarian watchfulness is something which I really want to play up in GDI.
Somebody's been playing MidEast Crisis 2
In all seriousness, one idea that I had related to GDI is that, as a branch/child of the UN, it's mandate is technically broader than combating international terrorism, to encompass upholding International Law generally. In that light, although it might not be completely opposed to the use of drone strikes, it would probably prefer to equip those drones with nets and flashbangs instead of guns and missiles. E.g., International Convention on Civil and Political Rights, Article 6(2) ("In countries which have not abolished the dealt penalty...[t]his penalty can only be carried out pursuant to a final judgment rendered by a competent court."). So GDI has the "Big Brother" vibe, but is ultimately so bogged down with bureaucracy backing up benign motives that anything truly sinister gets smothered in red tape.
In any case, just an idea I thought I'd throw out there.
And now to gush: those are some amazing designs.
I especially love the "Cabal Stealth Tank" because it is visibly derived from Nod's stealth tanks but also solidly distinct from them. Also, the idea of a cannon-armed stealth tank reminds me of Act of War, which is not a bad thing.
The GDI sprayer reminds me of an idea that I had for something for a GDI campaign; the basic idea was a sort of chemical-sprayer unit inspired by Nod's Flame Tanks, only the chemical's sole purpose was to corrode and decontaminate Tiberium. It was mostly harmless against normal infantry, but using it against Tiberium mutants would constitute a war crime because of its effects on their biology. This would serve as a plot point when a rogue general starts using it on Tiberium mutants.
The old Banshee Eclipse looked great and the new one still looks great, just in a different way, so that's awesome.
Also, the Mobile SAM looks like a Tiberian Odyssey Nod SAM Site strapped to the back of a Tiberian Twilight Stealth Tank chassis and I am totally okay with this because the Stealth Tank was one of the units that TT got somewhat right.
Orac wrote:
...The machinist (or possibly artificer, if the nod repair vehicle doesn't take the name) is a mobile repair vehicle/mobile cyborg production facility. I've finished up the voxel and deploy frames are in the works.
...wait. Does that mean that it acts as a deployable Barracks for Cyborgs? That's awesome.
What's really weird is that I had actually tossed out a similar idea as a placeholder only about a week before you posted this description and only a few days before you posted the image (See "Cyborg Carrier" here). QUICK_EDIT
...The machinist (or possibly artificer, if the nod repair vehicle doesn't take the name) is a mobile repair vehicle/mobile cyborg production facility. I've finished up the voxel and deploy frames are in the works.
I've noticed that new HoN there. Great model, a bit more compact than the last one. My question is, is that a Black Hand exclusive, of the new HoN we're going to be using?
If so, I propose adding the spinning globe in it... the featureless blue orb doesn't quite communicate the same thing the current HoN does.
Nice carryall too, I'm going to assume that's a Black Hand exclusive.
Another question: how do those supply pads work? QUICK_EDIT
I've noticed that new HoN there. Great model, a bit more compact than the last one. My question is, is that a Black Hand exclusive, of the new HoN we're going to be using?
If so, I propose adding the spinning globe in it... the featureless blue orb doesn't quite communicate the same thing the current HoN does.
It does feature a spinning globe at the moment, the screenshot caught it in a blank frame but it may very well be improved upon.
Lord Firestorm wrote:
Nice carryall too, I'm going to assume that's a Black Hand exclusive.
The Carryall / Paltus is indeed a specific SP unit used for missions where you will be required to move defensive structures across the map and of course units if needed.
Lord Firestorm wrote:
How do those supply pads work?
Eh, we're still going through some ideas of our own so any other input is welcomed! _________________ QUICK_EDIT
2x2 Hon is wip, damage and buildup are still in the design stage. The change was due to the sudden realisation that 3x3 is too big for the Hand of Nod. GDI barracks won't be changing though.
I envision supply pads as exploding violently, like a giant Ammo Crate. But maybe we can work out some kind of capture bonus - input is welcome. QUICK_EDIT
I envision supply pads as exploding violently, like a giant Ammo Crate. But maybe we can work out some kind of capture bonus - input is welcome.
Two ideas for the Supply Pads:
1-Pads works like tib trees, spreading "crates" (a new tiberium type, maybe?) that can be harvested for money. These pads can be captured to defend them (this also means they can be destroyed).
2-Pads works like filled silos, when you capture them they give you the stored money. QUICK_EDIT
Pre-placed silos are always empty, but they can be filled if the neutral house also owns a refinery and a harvester that's actively harvesting. _________________ QUICK_EDIT
That doesn't work, unfortunately.
The Neutral house can't store any tiberium. The silos and refinery are always empty, regardless if you let them harvest tiberium. (Neutral house also always has 0 money, even after selling buildings and other stuff)
The only thing that works is spawning a Neutral harvester with full storage or let the harvester harvest it.
But once the harvester unloads at a Neutral refinery, the storage is gone too.
So your only chance to get some stored tiberium would be by capturing a full harvester.
btw, what are the supply pads you were talking about? haven't found them in this topic nor in the GDI/Nod buildings forums.
Collectible crates doesn't works, as they stack to the random crates and sooner or later the map is full of random crates. _________________ SHP Artist of Twisted Insurrection: Nod buildings
How does that happen, though? Is it because of the 'neutral passive'/'mutiplayer=no' key? And if yes, which one...? Would be interesting to experiment a bit with these keys.... _________________
So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway. QUICK_EDIT
That doesn't work, unfortunately.
The Neutral house can't store any tiberium. The silos and refinery are always empty, regardless if you let them harvest tiberium. (Neutral house also always has 0 money, even after selling buildings and other stuff)
I thought I saw this before, but I probably remembered wrong (could have been a single player mission or something).
Lin Kuei Ominae wrote:
Collectible crates doesn't works, as they stack to the random crates and sooner or later the map is full of random crates.
Looking at Da Arg's post, I'm pretty sure he wasn't talking about collectable crates, but about harvestable tiberium with the image of crates. _________________ QUICK_EDIT
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