It looks unchanged to me. Well, the snow itself seems to have a new texture to it.
Well, the shot there was entirely for the benefit of a bunch of infantry standing around a pine tree next to some crates, and so doesn't show the city pavement, cliffs, shores, roads, dirt roads, and other stuff. So yes, that pic there really isn't a good representation of the snow theatre. QUICK_EDIT
There are a few different versions of the spiker plant, four or five if I remember correctly. Because they explode so easily and set one another off it doesn't pay to put too many in one place at a time so four has been enough so far in my opinion.
I guess more could be made if it's too game crushingly serious to only have four. QUICK_EDIT
Nod Stealth Tanks can deploy and utilize their core to generate an outward cloak field useful for creating ambush parties.
Unfortunately, 2011 has started as a rather busy year for me, studies, work and some "outside the net" projects I've been doing have really eaten into my time (and wallet) but still I'm pushing on with Tiberian Odyssey which is currently at / nearly at its second internal BETA. I've been using the small amount of time I have to dedicate to the mod to fix up and balance the game as well as add new elements and improve things, but as we all know with TS modding as you fix one thing something else breaks . The first quarter of the GDI campaign has been retuned significantly just to try and improve the general flow and pace of the missions as well as tie things together a bit more neatly. I've also been working on our 3 core game modes for MultiPlayer which can be looked at here. I will be posting a much more indepth look at some of the changes we've done to the MultiPlayer aspect soon (keep an eye on our Maps forum!). I'll also post some details on how the Odyssey Campaign is shaping up and upload a few ingame previews though I'll be leaving 99% of it up to players to discover and enjoy .
I also posted some skirmish images up in our ingame screenshots thread which is here. Not a great deal but some Nod screenshots were requested and it is a new map! _________________ QUICK_EDIT
I am updating the forums slightly, so you may see a few uninteresting new topics appear (Engineers for example) though some new unrevealed units may slip through. I'm changing the format and presentation to be more up to date on most unit -> building topics (starting in GDI forums) so many threads will be edited / have new pictures and information added they just won't show up as new. This is just to keep forums up to date. _________________ QUICK_EDIT
As per usual it's been quite some time since we've made any large or interesting updates here on PPM, or anywhere else for that matter. Unfortunately for myself the Christmas and New Years era is never a good thing for free time to go towards hobbies such as modding but with the heat off (as it reaches 45c in Australia at Christmas) I finally had a chance to get some things done, so here a few screens I've borrowed off the ModDB news update. Most of the things seen here consist of additional industrial enviromental props as well as some terrain goodies.
To compliment all of these little additions, we've also been working hard on trying to make maps more dynamic and interesting, one way of achieving this was to expand upon our lighting and weather system to be constantly changing. Maps will now progressively go through day and night cycles and we intend for this to have an effect on gameplay wherever possible, for example some unpleasant creatures may only emerge at night or some missions may be easier to accomplish under the cover of darkness. Weather cycles are now also a real thing, some areas in the more rainy climates may experience patches of rain or have a random chance to develop further into storms with lightning and thunder effects. (Please note like everything shown this material is WIP). I'll most likely make a seperate thread to explain and show off some of the mechanics of weather cycles and what not with some nicer imagery!
We're now approaching our next internal build where we will hopefully get the majority of our mapping completed for both single and multiplayer, whilst we don't expect our campaign to be finished in time for a public release we've decided to make some less story driven "Covert Ops" style missions which we can release in mission packs to add to players versions of Odyssey. _________________ QUICK_EDIT
I feel your terrain and voxels are rather outdated. The trees especially, something bugs me about them. Maybe they are rather dull, having only a few shades of green.
I'm most impressed by the pipes and other structures in the first picture. I hope they explode violently _________________
i had take a look in this Forum, im realized that the MCV is the standard one... i can remember there worse another one... o.o that looks clearly nicer than the old one <.< QUICK_EDIT
Well the Nod MCV's silhouette is reasonably distinctive, so I don't know how you can have trouble telling it apart from other Nod vehicles. As for telling it apart from other factions' stuff... the colours are pretty different.
But if it really does need remaking, fine. I'll add it to my list. QUICK_EDIT
good work and thanks for the effort, it is a huge work. i think the job that has been done from the pictures showing is far enough to release a first beta. for my perspective, although there are kinds of reasons it is can not be finished, however, if a story began at almost 10 years ago..., it should have an end, that is fair and respectful to those people who tracing and supporting Tibetan odyssey for so many years, it is really a long time. that's only my opinion. good luck. QUICK_EDIT
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