Red Alert 2/Tiberian Sun Modding
#1 Guest_Wonderer_*
Posted 10 January 2010 - 01:40 AM
I kind of want to start on it, but because I already got a lot of stuff going on, like studies, work, a girlfriend, friends, getting a driver's licence, working on music, rebuilding a car and a lot more stuff, I want to know if it's worthwhile to start on this modication/total conversion.
Is there still an active community that would be interested in (another) new project, if I can't handle it solely, I might ask for help on those willing to aid. If there would be a still-active community on this, I would start on it. If not, I won't.
So yeah, the question is.. is this whole community still really active or have you all gone to bigger and/or better things?
#2
Posted 10 January 2010 - 02:25 AM
So yeah, I'd say that the community is still active, it may be a crummy fraction of something like the Half-Life 2 modding community in terms of size, but it's not dead at all and there are several quite talented individuals here.
Things seem to go at a slowy pace too, so it doesn't really matter if the work you're going to put in your mod will be occasional.
My advice to you is that if you're confident you can start something good by all means give it a try.
Edited by Chozo, 10 January 2010 - 02:33 AM.
#3 Guest_Guest_*
Posted 10 January 2010 - 02:56 AM
#4
Posted 10 January 2010 - 01:43 PM
In fact Ra2 and TibSun are quite old games...and is incredible to see that people still modding it. So yes...there's a quite strong mod comunity.
If you mod gathers attention, i'm sure that someone will want to help you.
#7
Posted 13 January 2010 - 04:01 AM
Tiberian Sun: UMP
Tiberian Sun: Modding Tools
Tiberian Sun: Mapping Tools
"Aro is OP." - TiberianFuture
"Aro for Dictator!" - Droke
"Aro for President!" - CL4ymOr3
"You're Aro, you always win." - daTS
"He's referred to as The Aro because he really is that f*cking awesome!" - Fenring
"Only members of the A.R.O. Society are allowed to use :WAT and related terms (TAW:, :BIGV, etc.)." - Crimsonum
"To Aro, founder and leader of TI, the best public relations and mod manager, great friend, modder and mapper." - Lin Kuei Ominae
#9 Guest_Wonderer_*
Posted 13 January 2010 - 10:30 PM
How many people sould I think that fall under that category? Are we talking just a small band of friends, like somewhere around 25? Or more worldwide and near a 100? I have absolutely no idea how big of a selection this group of core members is.
#10
Posted 14 January 2010 - 08:06 PM
Nah, not really. 25 sounds about right I think.
Edited by Chozo, 14 January 2010 - 08:08 PM.
#12 Guest_Wonderer_*
Posted 15 January 2010 - 02:07 AM
Here are some images. I made this first draft in Google Sketchup. First time using that program, though..
The building is un-textured, though and might need some more details.
View left-side: http://img195.images...s/i/view3z.jpg/
View right-side: http://img62.imagesh...s/i/view2j.jpg/
View front-side: http://img16.imagesh...s/i/view1x.jpg/
View of entrance: http://img35.imagesh...s/i/view5p.jpg/
View of fans: http://img195.images...s/i/view4g.jpg/
View of spikes (more for appearence feature, though): http://img121.images...us/i/view6.jpg/
Do you reckon quality-wise it could work?
#13
Posted 15 January 2010 - 12:57 PM
So i guess it'll be for Nod.
It's okay for me, but i do think that if you really wish infantry paradroped, you'll need to make the barracks with a more oppened space, since now, it looks like a structure, where the soldiers born from the inside.
And i'm impressed with the quality for a first Sketchup attempt. Keep it up!
#14
Posted 15 January 2010 - 01:10 PM
Paradrop is possible to the extent with exe hacks but currently only with vehicles, but tbh in this case, gameplay > realism
Imagine if you were tank rushed and needed a last ditch AT troop defence, by the time they arrive, its game over.
As for your concept, yeah its very Nod like probably due to the spikes.
#16 Guest_Wonderer_*
Posted 15 January 2010 - 11:37 PM
After reading that post from Allied General, I have to agree with him though that the whole bunker idea wouldn't exactly work due to that primary selecting logic.
And Gen. Kenobi, the idea was that the troops would just land on the side of the structure, much like droppods for GDI or how tanks appeared for Nod in the original Command & Conquer.
What do you think of this second building? It's a concept model for a radar dome. I kind of want to make this to be a very important structure, as to relay communications ingame through this as well. For example, that if your radar gets destroyed, you can't order new units, new infantry, new aircraft or anything. And also have it serve as an auxilery structure for any superweapon, so that it can't fire if you lost your radar. So this could give some interesting strategies for sabotaging your enemy with the use of spies in that Red Alert fashion.
Front view: http://img196.images...us/i/view6.jpg/
Top view: http://img19.imagesh.../i/view3ge.jpg/
Right view: http://img46.imagesh...s/i/view2y.jpg/
Standard view: http://img188.images...s/i/view1e.jpg/
Radar-dish: http://img46.imagesh...us/i/view5.jpg/
Control booth: http://img693.images...s/i/view4f.jpg/
#17
Posted 16 January 2010 - 06:24 PM
As for primary building issue, its ok if structure isn't garrison, so its a useful game mechanic if balanced because the bunker by itself is kinda pointless
As for radar importance, I think it would only affect higher tier units which require electronics for detection purposes.
I doubt a basic tank driver needs a radar display in his vehicle unless its a high tech beast and even then a high tech unit could be experimental and thus only require tech centre prequisite.
AuxBuilding logic is kind of useful too but I perfer to reserve that type of sutff to tech centre level
#18 Guest_Wonderer_*
Posted 16 January 2010 - 10:31 PM
The higher tier units already have electronics build into their system, so technically they don't require a radar to function. It's more the being allowed to order the strike of a superweapon or more material that I want to connect to the radar-dome.
As for the garrison and primairy logic problem, the idea could still work, but then it a different form. Basically what a bunker does is protect it's infantry. To protect them from a superweapon would make this troublesome, but perhaps the barracks can be combined with the component tower logic from Tiberian Sun, that you can add 1 component on the barracks. So a chain-gun for anti-infantry purposes, or a cannon for against tanks, surface to air missiles or a sort of medic station that heals infantry nearby the barracks. Is that component tower logic still workable in Red Alert 2?
I had to laugh at your description of the radar, though, with the whole castle-like look. Here's my second version of it, I changed the radar tower and the spikes.
Front view: http://img44.imagesh...us/i/view1.png/
Right view: http://img44.imagesh...s/i/view3e.jpg/
Left view: http://img197.images...us/i/view2.png/
Radardish: http://img130.images...s/i/view4e.jpg/
Control booth: http://img85.imagesh...us/i/view5.png/
Entrance: http://img130.images...us/i/view6.jpg/
#19 Guest_Wonderer_*
Posted 19 January 2010 - 07:43 AM
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