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> The User Interface for Tiberium Wars revealed!
The DvD
post Oct 18 2006, 05:19 PM
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Command and Conquer 3 : Tiberium Wars' Executive Producer Mike Verdu reveals the game's user interface.

(click to enlarge)


Control Interface/Side Bar Definitions
1. Objectives / Player Status: Click this button to view your primary and bonus objectives during the single-player campaign, or view player status and alliances during multiplayer games.

2. Sell Button: Use this button to sell your structures and be refunded a percentage of their build cost.

3. Power Toggle: Use this button to shut down an individual structure in trade of freeing up more power for the rest of your base.

4. Repair Button: Use this button to repair your damaged structures.

5. Power Meter: Use this meter to determine how much power your base is generating versus consuming. Moving your cursor over the meter will provide exact numbers.

6. Minimap: The minimap provides a strategic overview of the battlefield and allows for instant navigation to any point on the map.

7. Resources: This displays the total amount of resources available to purchase items.

8. Contextual Tab: The contextual tab provides the commander with a complete listing of all selected units and structures. This allows the commander to quickly view the composition of his forces, add or remove units from his group, give unit-specific orders without losing his top-level group selection, and a host of other organizational tools.

9. Production Tabs: Use these tabs to manage your production queues from anywhere on the battlefield. Each tab represents a unique category, specifically production structures, defensive structures, infantry, vehicles, and aircraft. By clicking on these tabs, you will be presented with all of your available construction options.

10. Production Sub-Tabs: Use the sub-tab system to manage your production queues for each individual structure, allowing you to create different units out of each barracks, war factory, etc. Each sub-tab represents a production structure under its parent production tab. By double-clicking on a sub-tab, the camera will be taken to that production structure.

11. Build Buttons: Use these buttons to queue up, pause, or cancel the building of units and structures. Remember, build times will be longer if your base is low on power.

12. Contextual Window: This section displays a portrait and the overall information about the currently selected unit or structure.

13. Health: This bar represents the remaining hit points on the selected unit or squad.

14. Upgrades: These images display which upgrades the item can receive and/or if they have already been purchased.

15. Combat Chain: These icons indicate where the unit falls in the combat chain. The green section indicates what weapon the unit has (middle icon) and what unit types that weapon is strong against. The red section indicates what unit type it is (middle icon) and what weapons that unit is weak against.

16. Veterancy: If the selected unit has earned enough combat experience to gain a rank, their new veterancy level will be displayed here.

17. Special Abilities: Use these buttons to activate special abilities for the selected unit or structure.

18. Purchase Upgrades: Use these buttons to purchase upgrades for the selected unit or structure.

19. Common Command Interface: This bottom bar allows quick and easy access to many of the most commonly used commands. Some of these include attack, move, force fire, stop, and rules of engagement.

20. Superpower Timers: Has your enemy constructed a devastating superweapon? If so, the weapon name, player color, and countdown timer will be represented here. If the timer has stopped, then the enemy is low on power and now would be your best time to strike.

21. Player Powers: Gained from building certain faction structures, these special powers can range from artillery strikes and bombing runs to radar scans and reinforcements. The left side of the screen will fill up with these powers as you gain them throughout a match.


The full article can be found on Gamespot, here.


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Xenus
post Oct 21 2006, 12:50 AM
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That look's really nice, I can't wait.


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The DvD
post Oct 21 2006, 12:52 AM
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I think the functionality looks really good, but they might have made it a bit more grim-looking... would fit the theme a bit better IMO.


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Xenus
post Oct 21 2006, 01:21 AM
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Yeh i agree, the functionality looks good, but the design and colouring looks bad.


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Aztek985
post Oct 21 2006, 03:16 AM
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Too close to RA2's interface :o .


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Xenus
post Oct 21 2006, 03:25 AM
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QUOTE (Python @ Oct 21 2006, 11:16 AM) *
Too close to RA2's interface :o .


Yeah, it is. But RA2's Interface was cleaner.


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ChielScape
post Oct 21 2006, 07:00 AM
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functionality-wise, i likes RA2's better. with some good graphics it couldve been much better than TS's.
The C&C 3 one rocks. though the metal on the minimap is a bit too large, and it should actually be blue too. (or maybe connected to the side of the screen.)


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El_Serpiente
post Oct 21 2006, 07:29 AM
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QUOTE (The DvD @ Oct 19 2006, 06:19 AM) *
9. Production Tabs: Use these tabs to manage your production queues from anywhere on the battlefield. Each tab represents a unique category, specifically production structures, defensive structures, infantry, vehicles, and aircraft. By clicking on these tabs, you will be presented with all of your available construction options.

10. Production Sub-Tabs: Use the sub-tab system to manage your production queues for each individual structure, allowing you to create different units out of each barracks, war factory, etc. Each sub-tab represents a production structure under its parent production tab. By double-clicking on a sub-tab, the camera will be taken to that production structure.

Yes, not complicated at all... But still, it looks the part
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=NX=Firefx
post Oct 21 2006, 10:18 AM
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It's a mix between RA2 inteface and generals interface. Red alert's different menu's and generals sort of colour and style. But i was mostly looking at the graphics there amazing, never seen an INGAME screenshot. It was either a movie or flilming a computer not an actual screenie.


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Mr. Pokey
post Oct 21 2006, 11:00 AM
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I think this looks like the best UI in a C&C. For functionality. You can do anything anywhere and know information about your troops etc just by clicking on them - very useful.
I think it might just be a little bright. But it appears that they wanted to show off their transparency effects. It does look quite futuristic though. Which is quite fitting.


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Crimsonum
post Oct 21 2006, 11:16 AM
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It looks rather fantastic, but it seems to be quite confusing at the same time...I see EA took some example from Red Alert 2 sidebar (the guy, tank, building and aircraft buttons).
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post Oct 21 2006, 11:23 AM
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Its very shiny smile.gif . I hope this is just a GDI one, as the cool-blue tint would ruin Nod. As for functionality, it does seem to have RA2 origins, andif it works off the same principles then I doubt it can be too bad.


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post Oct 21 2006, 12:31 PM
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Yes it does have a shiny haze about it... Nice futuristic desighn... :blink:
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post Oct 21 2006, 12:38 PM
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It looks awesome, it's got nice details and the color's are quite enticing. Overall, i think this is quite easily the best interface i've seen. Although i am gonna miss the Generals one.


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Bedeage
post Oct 21 2006, 02:22 PM
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Its a bit too like the RA2 Allies interface, all blue, whereas GDI has always been gold. But since all the screenies I've seen so far have been desert, maybe gold didnt have enough contrast...


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post Oct 21 2006, 02:40 PM
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QUOTE (WorManiac @ Oct 21 2006, 01:16 PM) *
It looks rather fantastic, but it seems to be quite confusing at the same time...I see EA took some example from Red Alert 2 sidebar (the guy, tank, building and aircraft buttons).


RA2 didnt have an aircraft button.


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post Oct 21 2006, 06:37 PM
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I love the functionality but hate the look.
Although it is nice that they now fit 3 icons per row.


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ChielScape
post Oct 21 2006, 09:11 PM
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hey, you're right. didn't really get to me yet.


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Xenus
post Oct 21 2006, 11:40 PM
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QUOTE (Bedeage @ Oct 21 2006, 10:22 PM) *
Its a bit too like the RA2 Allies interface, all blue, whereas GDI has always been gold. But since all the screenies I've seen so far have been desert, maybe gold didnt have enough contrast...


Yep exactly they need to give GDI, GDI's colours.


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post Oct 21 2006, 11:48 PM
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Hmmm, looks to complicated, like Generals complicated. I would have prefered a solid taskbar. Well still I guess I can't complain if its not my game.


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post Oct 22 2006, 03:39 AM
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Sounds useful but looks trashy... I don't know why they call it a sidebar, its just a bunch of floating buttons that look really stupid. I don't see any cnc theme in it.
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post Oct 22 2006, 04:47 AM
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QUOTE (cheese_master @ Oct 22 2006, 04:39 PM) *
I don't see any cnc theme in it.

What do you mean by cnc themed toolbar? Its a toolbar like tibsun, tibdawn ra1 and ra2, is that not cnc themed?!
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post Oct 22 2006, 06:05 AM
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QUOTE (El_Serpiente @ Oct 21 2006, 11:47 PM) *
What do you mean by cnc themed toolbar? Its a toolbar like tibsun, tibdawn ra1 and ra2, is that not cnc themed?!

I think he means that i merely looks like a generic rts sidebar, rather than a straditional highly stylized CNC sidebar. As for me, the design is sounds, but its not cnc-ish at all.


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post Oct 22 2006, 07:34 PM
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Looks very nice.


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post Oct 22 2006, 07:35 PM
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I like it.
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post Oct 22 2006, 08:19 PM
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stop bitching about it, before the release it will probably be redesigned about 20 times...


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post Oct 22 2006, 08:25 PM
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QUOTE (The Raven @ Oct 22 2006, 06:05 PM) *
I think he means that i merely looks like a generic rts sidebar, rather than a straditional highly stylized CNC sidebar. As for me, the design is sounds, but its not cnc-ish at all.

Yeah its too shiny and blue for cnc or a war game. In ts the gdi one looked cheap and rusty and nods one looked sleak and gangsta biggrin.gif ... well you know. It is early days so they will probably change it.
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post Oct 22 2006, 11:26 PM
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QUOTE (cheese_master @ Oct 23 2006, 04:25 AM) *
Yeah its too shiny and blue for cnc or a war game. In ts the gdi one looked cheap and rusty and nods one looked sleak and gangsta biggrin.gif ... well you know. It is early days so they will probably change it.


Yeah GDI's one looked like it had been burnt and shot a thousand times tongue.gif


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post Oct 22 2006, 11:59 PM
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QUOTE (ChielScape @ Oct 22 2006, 03:19 PM) *
stop bitching about it, before the release it will probably be redesigned about 20 times...

I'm pretty sure its final, or they wouldn't have shown it off like this.
I just hope the Nod interface looks significantly better.


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post Oct 23 2006, 01:55 AM
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The only other minor problem I have with it is that playing it with a res of under 1280*1024 means you're going to have most of the screen taken up by the interface...

But they probably count on any computer good enough to play it having a large screen res smile.gif


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