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  1. 3 likes
  2. Hi Threve. You may go into options ( Esc ) and under extended options. Look at Drop and Drop all, you can customize your custom keys. I was inform by Dblaney about this and here you go. I will still have to discuss to Dblaney about AGT and Obelisk gun ( Obelisk gun has a cool down ). Orca Fighter has been rectified in the next build. I do not have the changelog as I may have lost tract in the 2 years development but rest assured the following build after the next build will have. I'll take a look and go through each map for the 36 inch mammoth tank. For those who ask and wish to bring up comments and stuff, I thank you as you care for Interim Apex and I appreciate it. I and the W3Dhub team hopes to provide a wonderful and enjoyable experience for you all.
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  3. Isaac is not scary anymore. In fact, he's an ass.
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  4. It's funny you're mentioning weeb stuff, maybe you should dress appropriately to fit in?
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  5. Well then, I found some time to post this, so let's go! I hope that Jim will get to read this, and if he does, hi there Jim, best of luck on the ''new'' title! How much "updating" is acceptable? Balance changes, usability improvements, UI improvements...? Should the balance be changed or stay the same? Or should there be a "classic" mode and a "remastered" mode? The choice between a ''classic'' and a ''remastered'' mode is the best possible option. The classic balance already works in the original games and should be easy to port over to the ''new'' game. It will allow old time fans to enjoy what they know. That said, the remastered mode is something great as well. It will allow you lads to experiment with the game's balance and, in some cases, also allow you to fix some of the old balancing issues that plagued the older games. I mean, some of us would love to play Red Alert without having to spam Mediums and Heavies to stand a chance of winning. Meanwhile the classic mode will satisfy the players that just want to play a new-old game. A win-win situation if I'm honest. Best part is that you'll have a ''balanced'' game from the get go while still being able to update the remastered balance. Should UI elements from the new C&C games like sidebar tabs, multiple unit queuing etc. be part of a remaster? Definately. One of my bigger gripes with the older titels were the huge lists of units on buildings and the fact that there wasn't any queuing. Honestly, the best side-bar was included in Command and Conquer 3. It had all the necessary tabs, ease of use and the flexibility. Didn't want to see that much? No problem, simply deselect everything and you only have your minimap. Have a bunch of units or a big construction list? You can scroll through the list. RA3's sidebar was worse due to the fact that it had big edges. That said, if the sidebard simply covers a part of the screen and not the map, like in classic games, then having a less flexible (but still with the tabs and scroll features) sidebar would work fine. Overal, the UI was best in Command and Conquer 3. However, honourable mention goes to Generals, which bottom bar allowed for extensive use of abilities and production/upgrade lists. So yes, I'm in favour of modern UI elements. It is important to note that there should be a classic mode for this as well. This to prevent a classic game with multiple build queus. So the normal remastered mode and the classic mode quicker production when you have multiple factories of the same type. Should waypoints, attack move and other modern RTS elements be incorporated in a remaster? Definately yes. Waypoints, attack move and other things like reverse move are great quality of life improvements that also allow you to control your armies and inividual units with more precision. These things allow players to control engagements and give the players time to micro specific units to gain an edge in battle. So yes, great stuff. Beyond it being great and all, today's younger gamers expect options like these, so including this is a no-brainer if we want to raise interest in classic RTS with the younger gamers among us. is there anything "sacred" you would advise NOT to change in Remaster? Astetics and ambience. This is something that all classic games did very well. And what I mean with this is that the games should stay true to their original astetics and ambience. This doesn't mean that a Cnc95 remaster should stick with the old 2d engine, but the graphics should stay true to their models of the original game. The world and shaders should do the same. This basically means that the gritty and serious Red Alert 1 should stay that way with its own unit models while Red Alert 3 should stay cartoony in its own way. So no cartoony Tiberian Sun and Red Alert 1 and no gritty Red Alert 3. Additional thoughts The little details that provide additional gameplay There are quite a few things in the classic games that tend to get forgotten in newer games. One of these things are forest fires. This was present in quite a few games. A flame unit or an explosion would set a tree alight which would then spread the fire towards neighboaring trees until a trigger stopped the spread. The best part about this was that the fires, at least in Generals (try it!) could damage units and kill infantry. It has happened more than once that I've managed to burn an army of infantry by simply starting a forest fire. Next up I'd like to mention roads. In the older games, most non-walking units would gain a speedboost when moving across roads (especially wheeled ones) wile gaining a speed penalty when traversing difficult terrain (especially wheeled units). This mechanic was lost after Tiberian Sun. However, I do feel that it can have a tactical and strategic purpose. Roads functions as quick reinforcement lines among other things. Take a look at it, they can make map development a lot more interesting. Steel division 44 has a quite interesting road system in this regard. Another classic element is the spread of the map's resource. In the older games, Tiberium and Ore would spread across the map wherever it could if left alone. This excludes hard, well maintained, pavement, but it added an element to the game where you felt as if you were playing on an unregulated part of the world. Finally, I'd like to mention the death animations for units. Command and Conquer 3 lacked these. And I don't mean actual death animations, I'm talking about a variety of death animations. In Cnc3, an infantryman would just fall to the ground when it was killed by a flame tank. In Cnc95, the infantry would run around while on fire. Similiarly, seeing units melt from Radiation in RA2 was a lot of fun. Go take a look at the older games and find out if you can find more of these fun details. Maps Short one. Beyond re-creating the classic maps and introducing new ones, maybe would be a good idea to look at the most popular maps of all games and introduce them as well. To mind come Tournament Desert (Generals), Cabana Republic and Infinity Isle (RA3) and many others. Sounds and effects Something that was lacking in the newer games were great animations. Sure a lot of stuff looked and sounded great, but not all of it. Especially RA3 suffered from rather poor sound effects and a lack of ''oomph'' behind units and weapons. When we see a big rocket launcher we want to hear a ''Vwhooosh'' instead of a dinky ''Wush'' and when the rocket hits, we want to hear a big boom and see a big boom, not a dinky ''tick'' and a small explosion. Take a look at, for example, the Rise of the Reds mod for Generals and Mental Omega for RA2. And, beyond the Cnc series, then the two Company of Heroes games do an amazing job at effects and especially sounds. Physics The final point of today. Physics are a lot of fun when implemented well. For a bad example, look what happens to units and buildings when they get hit by a nuclear warhead in Cnc3. They simply play their death animation. Now look at Generals. If an army or base gets hit by a big blast, units and rubble will fly away from the impact crater and come back to the ground. Each unit, shell and piece of rubble had its own weight. This determined how far it would move if hit by a large blastwave, if it would be light enough at all. Battlemasters fly further than Overlords. Rubble flies all over the place. Beyond that, things like the destroyable towers in the tutorial mission in Generals gave you a sense of weight, physics and the idea that you were fighting in a real world. That's it for now. I'm running out of time. In any case, best of luck with the remaster, whichever game it might be. Hopefully we'll be able to do this again in the near future.
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  6. Maybe we just need to find the right song. Hmm...
    1 like
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