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Mental Omega News Bulletin #8 (12/01/2015)


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#1 Speeder

Speeder

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Posted 12 January 2015 - 01:37 PM

I've asked recently what Mental Omega players' TOP 3 favorite units are. If you haven't voiced your thoughts on this matter yet, you might still do before I take a closer look at the results and reasons behind them, either in the comments here, on our Facebook page or here at ModDB. The most favorite unit will of course be removed, as it's probably the most overpowered one, yup.
It's Wolfhound, isn't it?

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The Mental Omega story continues! The necessary mission remake is revealed today.
 

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The gods are kind and have allowed the Allies to tame the powers of nature. A mission that has been in the making for a long time, long before even some of Act One missions were finished, will finally take place during the Act Two. The Allies need their Weather Controller and despite the destruction of the Weather Crystals, the Pacific Front was finally able to complete the weapon. Its presence did not go unnoticed however, and now the enemy is coming to take it down before it becomes operational. 

Operation: Stormbringer

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Something we did several times in Act One was reverse the roles of the player and AI in remakes of original missions from Red Alert 2, and it's a thing we'll do again with Operation: Stormbringer. It will be your task as the commander of the Pacific Front forces to defend the Weather Controller from enemy attacks and use its devastating powers to destroy their bases. Lucky for you, it will not be possible to destroy the device with a single tactical nuke.

Or will it? The mission in Red Alert 2 was way too easy because of that, perhaps now it is time for you to be in the shoes of the Allied commander whose hopes are easily dashed with a single nuke.
 

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Map Preview #22: (2) Tournament Tower (new urban; standard map pool) by Toveena
Map Preview #23: (2) Pipeline Problem (desert; standard map pool) by Toveena
Map Preview #24: (6) Power Shift (urban; standard map pool) by Speeder

We've been on a 6-player Collection & Creation rampage recently, since we've noticed quite a demand for these kind of maps and a large disproportion between the amount of 2-player, 4-player & 6-player maps in Mental Omega. '(6) Power Shift' is another new addition to the set and it's a 3v3 team game map with a rather.. unique layout, I'd say. The map is really fun to play against the AI which will stop at nothing to deny you control over the important locations on the map. There is only so much you can do with the Oil Derricks and ore located at your starting position so expanding further to collect the gems and more Derricks is a must. Taking the Concrete Fortresses and special tech buildings might help you secure those locations.

Toveena has recreated two other 2-player maps from Tiberium Wars, namely the '(2) Tournament Tower' and '(2) Pipeline Problem'. No, destroying the Seismic Stabilizer on the former will not destroy everything else on the map, it is located in a seismically inactive region and the device is no longer working. It's just there to block easy movement for your ground forces with its rather larger size.
 

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With the Ares tags EnemyInsignia=, Insignia.ShowEnemy= and customizable insignia for every veterancy level, I've done some modifications to fix several problems and improve other minor aspects of the game. Right now, no insignia on your unit is visible for your enemy to conceal their status or presence on the battlefield. Units hiding in the trees or behind buildings will no longer be exposed because of their veteran or elite status.

All hero infantry gain a special insignia on the basic level to help you find the unit in a crowd. Libra, thanks to the new special symbol for heroes can now be easily spotted by the user in a group of Libra Clones, which on the other hand will no longer display the weird 3-square symbol they had in Beta Revision 1. A unique symbol also applies to spies - you will now be able to see an eye symbol next to your and your allies' infiltrator units. You will not see this symbol on enemy spies and neither will units which detect disguise reveal it. The look of these symbols might change.

I've considered something similar for the Engineers, but since you can disguise your spies as them and the insignia wouldn't carry over, it would be too easy to spot the "false Engineer". 

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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
Right now we're in need of additional Voxel Artists, 3D Artists, Mission Scripters and Voice Actors.
Single contributions are welcome. 

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Edited by Speeder, 12 January 2015 - 05:40 PM.

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