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> C&C3: Tiberium Twilight, A mod for C&C3/TS
Rico
post Jun 30 2007, 05:24 PM
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G'day,
I've been planning a mod for C&C3 and I've recently decided that i should make it in TS to be able to test out some of the ideas and designs while i wait for TW's SDK to come out.

The mod is called C&C3: Tiberium Twilight (working title)
The idea is to turn C&C3 into what C&C fans had invisioned, some people may have seen my posts on PPM/Freedom studios forums. I've been looking at ideas and so far i haven't been happy with what I've come up with, so I've decided to take it with a new approach.

Basic ideas:
All sides -
- Ships will be in, from gunboats to large carriers (however i don't know weather i will have them in skirmish, or only in the campaign mode)
- Perhaps new styles of weapons? (Plasma weapons, Ion weapons that are vehicle based, pulse cannons etc)
- Maybe adding in 'derelict' structures from TD/TS. If captured they allow units from those eras to be made? Would make the game interesting smile.gif

GDI -
- Is now a very 'space based' force, meaning re-enforcements come in from space stations via the dropship bay (the dropship is now space capable)
- Uses mostly mech's, they have expanded their mech force with new/more powerful mechs. Also updates to the current mech force (eg: Titan mkII, maybe re-armed, MMKII will be updated etc)
- Use carryalls to ferry harvesters to the tiberium and back, like in Dune 2000/Emperor battle for dune. Reason for this is that GDI are based in blue zones, with no tiberium. To get the harvester over the walls and into the tiberium rich areas the easiest way is to carry them accross rolleyes.gif .
- The hovering ability from the MLRS will be expanded (exactly how tho I havent decided)
- Aircraft are still a major part of GDI.
- The MDP (Mobile Defence Platform) that WW released concept art of will be included (it works very well with GDI's defence strategy)
- The Mobile Sensor vehicle in TS will be back.
- Amphibious vehicles are back.
- EMP weapons back.


Nod -
- Stealth is now expanded in the force, more stealth units, a mobile stealth generator (like in TS) and a stealth gen (not the crappy version thats in TW, i mean a real 1 like in TS), maybe stealth aircraft.
- Subterranean units are back, and will play a bigger parts (units produced underground and come out to fight) Perhaps other ways to exploit this style of game play?
- Laser weaponry will become a more common weapon, but not the only 1.
- Since Nod uses tanks mainly, the heavy tank that is in some of the concept drawings from WW may be used for Nod (it wont be as strong as GDI's mech's, but will give Nod a tank that can do some damage)
- Nod will get 1 mech, not as strong as GDI's top mech, but will be Nod's strongest unit, I'm thinking that the mech should look like the 1 WW released, it looked almost stealth like, and had weapons that appeared to be laser/plasma based, would work with nod well. However wouldn't be too strong.

Other Race-
- Still deciding weather to have Cabal &/or Scrin as the 3rd/4th race/s. Idea's anyone?


Obviously this is a rough outline, I'm putting the ideas out there for the community to throw in some ideas, give feedback, offer designs &/or ways to implement the ideas.

Thanks for any help i get,

Rico

This post has been edited by Rico: Jun 30 2007, 08:37 PM


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Team Black
post Jun 30 2007, 05:54 PM
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Sweet! I'm not sure if you're aware, but in the tiberiumweb community mod we're doing something similar, except that it'll be for TS - we'll have to bounce ideas off each other.
I thin Admiral Antilles is planning to make the same kind of mod, for UaW on Petroglyph.

When EA phayls, turn to the modders XD


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Lightstorm
post Jun 30 2007, 06:53 PM
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yeah it seems everyone is trying to make a better C&C3 these days


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Rico
post Jun 30 2007, 08:36 PM
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The more I think of it, the more TS seems to be the better game for C&C3 to work in, rather funny isn't it confused.gif

EA failed miserably with C&C3, the only chance C&C has is with its community.

As for TT mod, i was also looking at the idea of a campaign and ofcouse FMV's. Any chance that people here know how to make movies in Maya and other 3D programs?



As for the mod, a new idea came to mind, 1st post UPDATED, so check it again if already been read.


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Rico
post Jul 2 2007, 02:55 PM
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Does anybody know where i can download all of the old C&C3 concepts and the mission 1 movie that was released ages ago (2004?)
I have the stuff at CnC-source

It use to be easy to get it all, but ever since EA announced their C&C3 the net has been flooded with the EA crap and the older stuff has gone mad.gif

This post has been edited by Rico: Jul 2 2007, 02:56 PM


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Team Black
post Jul 2 2007, 03:27 PM
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you mean this one?

There any real concepts in that one, save some quick pics of some infantry. . .
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Rico
post Jul 2 2007, 03:54 PM
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Yer that one, i remember downloading it ages ago, anyone got a download link? If no I'll dive into my *LARGE* CD backup list, since I probably burnt it to a disk, but this could take hrs to find sad.gif


Found it here:
http://au.search.yahoo.com/search/images/v...74&ei=UTF-8

Thank god ninja.gif

This post has been edited by Rico: Jul 2 2007, 05:24 PM


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Robo fish
post Jul 3 2007, 02:20 AM
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This mod look promising. Just don't make the same mistake that EA did when making C&C3, It must follow the events AFTER Firestorm not AFTER Tiberian Dawn.


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Rico
post Jul 3 2007, 05:14 AM
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I've had 7-8 yrs to think about it, I think I have an idea what you mean *Resists urge to shoot C+C3 disk innocent.gif *
Only reason i got C+C3 was to mod it to what it should have been, now thats not even worth doing (no SDK). I think ill do it on the TS engine at this rate dance.gif


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Rico
post Jul 15 2007, 06:43 AM
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The mod is looking for members (after all 1 person cant get everything done innocent.gif )

The mod needs:
shp creators
vxl creators
mission makers
map makers
sound creators
movie makers (eventually)

I know how to do all of them except mission making at atleast basic level, so i can help in all areas, but people with more experience/better at it are needed dance.gif

EDIT:
ALPHA unit list for GDI/Nod uploaded

This post has been edited by Rico: Jul 16 2007, 02:43 PM
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Attached File  TTmod_alpha_unit_list.rar ( 2.01K ) Number of downloads: 191
 


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Robo fish
post Jul 19 2007, 02:27 PM
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Errr... C&C3 do not use voxels nor SHP's. It use 3d graphics. so basically you need a person who have good knowledge in 3d (like LKO).


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Yggdrasil
post Jul 19 2007, 05:58 PM
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First things first, I'll map the TW mod if you would like and its still going on.

Second, I have several comments and ideas for the mod (TW version mostly, as that is the one I can help with);

Firstly, I like pretty much all of the ideas in the unit list, here is a few comments:-
GDI
Structures, I like staying with the component tower idea with upgrades, MG, AT, SAM, Sonic anre good variation with possibly the railgun upgrade affecting the AT turret to give it late game viability.
I wouldn't give large numbers of mobile structures to GDI, 1-2 at most as it doesn't feel like the slow, heavily armoured behemoth that GDI is.

No comments on Infantry, except possibly merging AT and grenadiers or AA and AT infantry somehow.

Vehicles, how are the Titan and wolverine Mk2s going to be different? I would suggest a short range stealth detection(possibly as an upgrade) for the wolverine and maybe a second cannon or secondry weapon system for the titan.
Stick with an amphib apc but give it a gun, also make the hover harvestor a later tech harv as Frequent ion storms would render GDI reasource operations useless.
For the Distruptor Mk2 keep it tracked, give it a power equal to the base defence version but with a significantly longer reload time, also give it heavy armour.
Possible reasons for the Mk4 ( if you dont have one planned already), Only just put into production due to new metals, tech etc from analysed scrin( if you feature them), or core defender wreckage, (I have several ideas for how it could look and/or be armed).

Aircraft, Give the orca gunship the ability to fight AA, then have a dedicated bomber with possibly 1 or 2 really weak AA turrets (vertigo style). Personally I would avoid fixed wing stuff for GDI.

Brotherhood of Nod
Structures, I like the idea of having the the SAMs to be able to shoot ground as well, thus giving an early game AT defence for Nod.

Infantry, Call stealth soldier Black Hand Elites, Make them buildable only when you have a Temple and give them Small plasma or laser cannons, switchable to flamethrowers. Also give the spy a pistol like the shadow teams as well as the ability to fly with the hanglider thing.

Vehicles, Only thing I am not sure about is giving Nod a mech, If done well it could lok good But my persoonal opinion is that it should look like a scorpion.

Aircraft, Banshee Mk2 being stealth is a nice idea, also could be given the ability to change fire modes between rapid and not very damaging(AA) to slower firing and more damage per shot(AT, AS). Also an aircraft built on the harpy chassis with stealth and a very long sight range coupled with high speed would be good as it would help scout for openings and spot for artillery, (possibly as snipers do for juggernaughts).

Random Ideas and comments, etc
It would be nice to see a return of all the wierd fauna and flora from TS, also the mutantsa should have a very high presence in more highly contaminated areas. Also I think that cyborgs should feature but only as neutral enimies acting under a prime directive now that cabal is offline. I would also like to see the scrin introduced but only as 1 or 2 missioons in a campaign.
Final comment, Some names are going to be needed to be thought up as in my opinion there are too many Mk2s and even a Mk3 in the name list.

Any comments on my ideas welcome and as I said at the top, most of these ideas will only work in TW, so can no-one point that out.

Oh, and sorry for the essay.


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Rico
post Jul 29 2007, 03:28 PM
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QUOTE (Robo fish @ Jul 20 2007, 12:27 AM) *
Errr... C&C3 do not use voxels nor SHP's. It use 3d graphics. so basically you need a person who have good knowledge in 3d (like LKO).

I know what C&C3 uses, it uses .w3d model files. I'm refering to making the mod in Tiberian Sun, which does use voxels and shps.

And ive spoken to Yggdrasil on MSN about post, so no need to reply here too smile.gif


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SeekSomethingNew
post Jul 29 2007, 07:42 PM
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C&C3 Sage Engine uses W3X tongue.gif


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Rico
post Oct 18 2007, 02:48 PM
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Here is a Carrier I've been working on, I edited the Zero Hour carrier that Universal converted to vxl format. Hope you's like it.

Btw, the other carrier above will be worked on and used as TD era carrier, but thats another story wink.gif

CREDIT:
Universal for converting the model from Zero Hour to vxl format
Datschikinhed for feedback and adjusting the bridge section
Myself for re-texturing the vxl tongue.gif

I have just finished an airstrike shp, using the firehawk from TW. Here's a gif animation to show it off (plz note the gif image quality isnt as high as the actual shp).


Heres a unit list ive come up with for GDI (unit/structure)
Idea's/suggestions feel free to comment

GDI (Modern) Tech Tree -


Main Structures =
Becon (Some sort of base starter
) -> N/A
Kodiac Command Craft (MCV) -> Becon
Power Plant -> KCC
Refinery -> Powerplant
Barraks -> Refinery
Dropship bay -> Barraks/Refinery
Shipyard -> Barraks/Refinery
Repair bay -> Dropship Bay
Radar -> Dropship Bay
Orca pad -> Radar
Transport pad -> Radar
Tech Center -> Radar/Barraks
Railgun Facility -> Tech Center/Dropship Bay
Sonic Facility -> Tech Center/Dropship Bay
GPS Uplink -> Tech Center
Node Facility -> Tech Center
Firewall Defence -> Node Facility


Upgrades =
Powerplant upgrade -> Powerplant
Ion Cannon Node -> Node Facility
Droppod Becon -> Radar/Barraks
Dropship Becon -> Radar/Warfactory
Airstrike Node -> Node Facility/Radar
Threat Rating node -> Node Facility/Barraks


Defence Structures =
Component Tower -> Barraks
Vulcan upgrade -> CT
SAM upgrade -> CT/Radar

Advanced Component Tower -> Barraks/Tech Center
Vulcan Upgrade -> ACT
Missile upgrade -> ACT/Radar
Canon upgrade -> ACT/Dropship Bay
Sonic Upgrade -> ACT/Tech Center/Sonic Facility
Railgun Upgrade -> ACT/Tech Center/Railgun Facility

Walls -> Powerplant
Gates -> Powerplant
Light -> Powerplant

Warning Tower -> Barraks/Powerplant


Infantry =
Rifleman
Granadeir
Engineer
Mechanic (or have Enginerr also repair, still deciding)
Medic
Sniper
Jumpjet Infantry
Xo (Zone Trooper)
Commando


Vehicles =
Behemoth (Standin name, LKO's Behemoth)
IFV (troop transport with 30mm rapid fire gun)
Hover Tank (Light/Medium Tank)
Medium Mech (need name and shp)
Heavy Tank (name perhaps?)
Hover MLRS
Disruptor II (better name?)
Juggernaught Replacement (this is a maybe, probably the 3 barrel deployable tank that WW concepted)
Mammoth Mk3 (TW Mammoth Tank)
Mammoth Mk4 (Powerful Mech)
Mobile Defence Platform
Mobile Turret
Mobile Barraks
Mobile Airbase
Mobile Warfactory/Dropship Bay
Harvester (AI only)
'Advanced' Harvester


Navy =
Hovercraft (might not use it)
Gunboat
Destroyer
Cruiser
Aircraft Carrier


Aircraft =
Orca Gunship
Orca Fighter
Orca Bomber
Sea Orca (Carrier Orca)
Orca Transport (MkI or MkII)
Dropship MkII
Carryall MkII
Kodiac Command Craft (MCV)
Firehawk (Airstrike)


Enjoy biggrin.gif
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jadems
post Oct 18 2007, 09:38 PM
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mmygosh - I love that cruiser
But that thing under - which I'm presuming is an aircraft, it doesn't seem to look very GDI-ish looks more mutanty with the green

EDIT: Aha, it is the firehawk - that .gif screwed it up horribly

This post has been edited by jadems: Oct 19 2007, 10:52 AM


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CommanderSpartan
post Oct 19 2007, 02:29 AM
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Isn't that the firehawk?


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Rico
post Oct 19 2007, 04:24 AM
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QUOTE (CommanderSpartan @ Oct 19 2007, 12:29 PM) *
Isn't that the firehawk?

It is, the gif conversion ruined the looks, as a shp it looks great, once i have it working ingame ill show a pic then dance.gif


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