Posted: Tue Jan 17, 2017 10:18 am Post subject:
What was Dusk?
OpenRA TS engine is nearing completion and logically that would be the best place for this mod to resurface. (I have tried in the past but it changes so fast and breaks your work that it's best to wait (Yes I was working on bleed as that's where the TS goodness could be found))
However I have alittle problem. I don't actually know what TSD really was all about as I only made it's voxels after the mod's peak and later retained control while Judeau took an indefinite hiatus to pursue game development full time.
Looking back I also burned out at this stage because of my own incompetence and immature views (my own fault looking back, all due to immaturity) and tried to get Rico to take the lead (under the pretense the mod was still active btw) as he was a good candidate, but nothing happened (surprisingly). So I took back control last year and named it just Dust and came out with some out there theories about what it could be, which was met with little interest at all from the community and old developers, which made me think a resurrection was not worth pursuing.
Yet for some reason I still find myself coming back. And the entire time I have taken over the mod I have felt a strong sense of percieved negativity (but no actual negativity) about coming back because for the most part, it has mostly been fleeting attempts to create a mod (At all those times I was making a mod for the wrong reasons (eg the pursuit of superiority, credit and the potential to transition into the games industry) But never about making a good mod.
What I would love to know though, is from the original contributors of the mod. What was the mod actually about? What was it's narrative and direction in the TS universe? This is so that it can be definitely resurrected on OpenRA in a form that it was always meant to be, while also following the direction it was initially designed for. QUICK_EDIT
Yeah I don't seem to remember ever seeing a story either, with the exception of Ackron's writings, but that was more just fan fiction than anything relating to the mod itself. QUICK_EDIT
This does leave an absolute tonne of room for what the story can be. as long as the TS narrative is left mostly untouched.
Am thinking of bringing in some of those out there ideas I had but tone them down alittle to make them fit into the TS universe.
Firstly GDI is still composed of member nations. So there should be some distinct differences between say USA and Europe. Russia is also part of GDI so a definite difference of aesthetic should be present there for areas close to it. While aesthetically different, the functions of each unit should be similar, but are effectively separate factions. QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Sun Jan 29, 2017 8:37 am Post subject:
Dusk was one of the first mods to implement semi-working shipyards. It was well ahead of it's time! _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Dusk was one of the first TS mods I remember seeing with well done custom assets, which left an impression on me for sure. That massive obelisk is the first thing that comes to mind when thinking of the mod.
As for the story, apart from those Ackron shorts I don't recall mention of one. _________________
"And Cain went out from the presence of The Lord, and dwelt in the Land of Nod, east of Eden."
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Fri Mar 10, 2017 10:04 pm Post subject:
Ah, Dusk! I was on this one - the first major project I was a part of. I dumped a ton of voxels into it, though only a few actually made it into release.
Judeau put his sweat and blood into this mod. He'd get the team to constantly play matches, and provide feedback. If I were to summarize it, it had all the class and ambition as Odyssey had at that time, except that Dusk actually delivered. (Odyssey's time will come don't worry )
As the story goes, he put so much into finally releasing it, that he straight-up abandoned it afterwards. I believe that if he stuck with it, Dusk would be right on par with Twisted Insurrection today.
The strength of this mod was not the story like so many other mods try to do - it was in finding creative, unique, and practical ways to enhance the gameplay and balance.
One brainchild I'm proud of was the gamemode we called "frogger". It's a city map where you use only infantry, and thick traffic and civilians are a constant interference to your mission. It's really fun. _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
I don't think TS Dusk ever had any clear goals and it was more like Judeau's sketch book in which he drew whatever came to mind (for as far as it was fitting within the C&C universe) while attempting to simultaneously keep everything balanced. So while the end result was good, the mod was primarily an outlet for Judeau's personal creativity and given the lack of any intended direction for the mod and since the mod was really still far from "finished", I don't think there's really a point in reviving it when Judeau isn't a part of the team.
Even if you do end up porting everything to OpenRA, I doubt the mod will still be anything like the way we remember TS Dusk by the time it's done (nor should it once enough work has been put into it and the new features of the OpenRA engine are thoroughly utilized) so you might as well start your very own project and design it according to your own ideas.
In other words, while I have nothing against seeing TS Dusk ported to OpenRA, I think it'll inevitably turn into something else over time anyhow, so it might as well be something else from the start. _________________ QUICK_EDIT
That's actually a really good point, and now that I think about it couldn't agree more. In the end it was Judeus's personal creative outlet. Porting it over to OpenRA wouldn't enhance the experience or even do the mod justice at all so for that reason will not do that, even though that was my initial intention.
I do have some ideas of my own that I would love to put in a mod though. These where ideas that I had started to talk to Jud about before the mod went quiet and would go in a direction that no other mod (namely TI and Odyssey) has gone in but would still be something that is distinctly C&C, as well as something that is different to what Tiberian Sun Dusk was.
I would however want to keep the new name for this project which is Command and Conquer Tiberian Dusk. It fits with Dawn, and Sun. QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Fri Mar 17, 2017 10:12 pm Post subject:
I could understand a re-imagining of Dusk, but not something that tries to suggest that it's from the same handiwork. The spirit of Judeau may become displeased _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
I could understand a re-imagining of Dusk, but not something that tries to suggest that it's from the same handiwork. The spirit of Judeau may become displeased
What?...
This will neither be a re-imagining or a remake. If I chose too thought, I could do either. If that was to happen Judeau wouldn't care. We have already established that that is not going to happen.
Just as Tiberian Sun Dusk was the Judeau's creative outlet, Tiberian Dusk is one of mine. Since I control both, and have worked on both all those years ago it is to be expected that there will be some similarities. Think of Tiberian Dusk as a completely separate creative extension to Tiberian Sun Dusk, in ways I have been thinking about for doing years since the time when I was working on TSD with Judeau. QUICK_EDIT
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