I'm pretty sure Covert Ops or something had a CTF mode
Vanilla TD had MHQ (if destroyed you lose)
RA1 had true capture the flag.. was great fun except the AI didn't understand it so it was for player vs player only
OmegaBolt wrote:
He means Assault created by Cannis where players each had flags that if destroyed caused them to lose the game. The issue is that you can't "pick up" flags but you can still replace MCVs with Mobile HQs or something similar.
Ahh ok I wasn't aware of this _________________ QUICK_EDIT
One thing, I recommend lowering the ambient lighting value for that map so buildings using unitem.pal are better affected. _________________ QUICK_EDIT
Joined: 16 Dec 2007 Location: Modding other games.
Posted: Wed Oct 24, 2012 10:02 pm Post subject:
That scene looks almost perfect...the only thing that bothers me is the scale that GDI powerplant is small compared to everything around it. _________________
Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.
ah, ok. I thought parts of the truck are hidden by terrain or buildings, where they shouldn't be hidden. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Thu Oct 25, 2012 1:32 pm Post subject:
Next. Nod Covert Ops begin. No one is allowed to enter, Access will e granted ony if you keep follow us!
Edit HD Pic _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey Last edited by LordCesare on Thu Oct 25, 2012 3:59 pm; edited 1 time in total QUICK_EDIT
Ahh jpeg, so soft and cuddly. I'm sure there's been this discussion before but is that actually grass under the Tiberium or some kind of Tib corrosion? QUICK_EDIT
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Thu Oct 25, 2012 3:50 pm Post subject:
ANNOYING PAINT XD however, that is Tiberian Ground, grass, as you can see, is under trees Edited the Pic _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
like so impressed with the walls and and all those new graphics. Bravo. so pretty. _________________ Link to a document to see what mods i have and/or working on or working with
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Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Thu Nov 01, 2012 12:13 pm Post subject:
Morpher pic shows TO Assets progression, My pic show official Nod Covert Ops. _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
1. Look more like pillboxes
2. Boring design
3. Cannot see tiberium level (main aesthetic feature of silos)
4. Instead of tiberium level you have giant lights on the roof of the silo representing how full the silo is..... giant lights the size of the entire roof that no one on ground level would be able to see
5. Also the render angle looks wrong, like its (TS) East direction is sinking into the ground
However everything else looks great and I'd rather see a release than further delays for a new silo
Great work overall
Edit: I would like to add the silo's aren't actually that bad, I am being picky and it is in comparison with all the other high quality work _________________ Last edited by SMIFFGIG on Thu Nov 01, 2012 5:32 pm; edited 1 time in total QUICK_EDIT
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Thu Nov 01, 2012 5:09 pm Post subject:
the silo its perfect to me. You see that blue part of it? its glass, so more you fill the silo with tiberium, you'll see tiberium inside it.
and after all, the GDI silo HAS to BE Bunkerish XD, cuz its GDI, they have to protect tiberium. _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
I'm pretty sure Covert Ops or something had a CTF mode
Vanilla TD had MHQ (if destroyed you lose)
RA1 had true capture the flag.. was great fun except the AI didn't understand it so it was for player vs player only
TD has the same CTF mode as RA in addition to MHQ. _________________ QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Fri Nov 16, 2012 3:09 am Post subject:
SMIFFGIG wrote:
Still dislike the GDI silos (sorry daTs)
1. Look more like pillboxes
2. Boring design
3. Cannot see tiberium level (main aesthetic feature of silos)
4. Instead of tiberium level you have giant lights on the roof of the silo representing how full the silo is..... giant lights the size of the entire roof that no one on ground level would be able to see
5. Also the render angle looks wrong, like its (TS) East direction is sinking into the ground
However everything else looks great and I'd rather see a release than further delays for a new silo
Great work overall
Edit: I would like to add the silo's aren't actually that bad, I am being picky and it is in comparison with all the other high quality work
Silo's aren't my design. My design was deemed not good enough.
This is my design:
_________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Although the unit itself is ridiculous, that's a very pretty model.
Highest possible praise for a mech
How would people feel if it was sort of... dropped from orbit in a special pod? Just testing the waters here.
As for the silo design:
Quote:
1. Look more like pillboxes
2. Boring design
3. Cannot see tiberium level (main aesthetic feature of silos)
4. Instead of tiberium level you have giant lights on the roof of the silo representing how full the silo is..... giant lights the size of the entire roof that no one on ground level would be able to see
5. Also the render angle looks wrong, like its (TS) East direction is sinking into the ground
1. I guess, but that's because it's a sort of circularish bunker.
2. Boring designs are intentional on things which we expect to see a few of in one place. This is the same issue as with helipads and Nod powerplants, they're designed to look OK alone and still OK when there are two or three or six of them.
3 & 4. I agree, and this is my main concern about it. the interior is visible through the slot windows, but I'd like the expand upon that.
5. Render angle is derived from the setup of the 3D Max scene, which is the progeny of the original ones used back in the old days of TO. I do not believe the camera angle or location has changed in that time.
Although the unit itself is ridiculous, that's a very pretty model.
Highest possible praise for a mech
How would people feel if it was sort of... dropped from orbit in a special pod? Just testing the waters here.
Mechs can be really cool, I'm not against them in general. However, this design has several flaws. The legs are too tall and too close together, meaning it's a very unbalanced build. To make things worse, the turret is very big (and I suppose heavy) compared to the body, and it's located far above the legs.
While the Mammoth Mark II was an obvious homageripoff to the AT-AT, it had a quite robust build. The potruding "head" was just a small cockpit, and the large and heavy weapons were mounted at the sides. _________________ QUICK_EDIT
You might wanna shrink down the turrets and keep the same barrel length.
That should balance it out perfectly, I think.
I do like the turret on top, it brings back the traditional GDI military doctrine, puts a bit tank back in mech, like with the Titan design. QUICK_EDIT
2. Boring designs are intentional on things which we expect to see a few of in one place. This is the same issue as with helipads and Nod powerplants, they're designed to look OK alone and still OK when there are two or three or six of them.
This doesn't make sense
Why would you intentionally design the building to look boring
You can still have functional buildings look interesting
Look at the TS silos, they don't look boring, nor the unused concept silos.
I have just made a quick post regarding the silo in the other topic anyway
http://www.ppmsite.com/forum/viewtopic.php?t=33659
Also... is that giant mech going to be in TO? _________________ QUICK_EDIT
That was a quadruped, and a render test by AreaSZ (Now long gone), and my version (This one named Atlas to keep the greek myth and letter A theme going) is somewhat inspired by the very brief FMV featuring it. Last edited by Orac on Wed Nov 21, 2012 2:34 am; edited 1 time in total QUICK_EDIT
I've always hated the original Mammoth MkII if I'm honest or haven't made clear enough . I've always been more a fan of this type of leg arrangement as it looks more balanced:
I agree that kind of leg design does in deed look a lot more practical. If the AT-AT in Star Wars had those kinds of legs, a plane with a rope would've never been able to take it down _________________ QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Tue Nov 20, 2012 1:52 pm Post subject:
wait a sec, I thought Holy_Master already made us a kickass Mammoth Mk2 shp
TBH I don't think we're going to have a 4-legged turret design that will look as beastly as a non-turret shp (like the original) _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
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