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  1. At first impression I didn’t like the idea that was until, I was on the receiving end. The side I joined didn’t act like a team, but suddenly after the death of the power plant the side I was on started acting like a team. We held the field, helped repair each other, started co-ordinating strikes against defenses and waves of enemy tanks. And after 15/20min of this we found a crate that got the building back. It was the above experience that convinced me building restore is good for the game. I’ve had the opposite experience where I’m on the winning side and after the first building takedown (the airfield) our team stops caring and goes everyman for himself. Attacking the enemy one tank and one person at a time (like a cheesy kungfu movie). They got the building back and my team threw a fit. What did they expect was going to happen if they bought the lightest fastest tanks and aimlessly charged opponent one tank at a time. (And worse the opponent repaired the husks).
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  2. This tank has the range of throwing a feather.
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  3. It does a lot of damage Of course it's not an armor killer
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  4. scorpion_cannon_fire.wav
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  5. Progress report time! In our game servers, throughout our Discord and forums, and even in our internal discussions the question has been asked; "Where do we stand on TSR's next release?" First, we want to be sure everyone knows that whatever work we do affects W3D as a whole, not just individual projects. We don’t want to release something that still resembles the old Renegade era when APB Delta has already shown the leaps and bounds the engine can make. The Tiberian Sun Reborn project has been contributed to by multiple sources over the past decade—as a result, the version of the engine it runs on is suboptimal at best compared to APB Delta. The scripts team has been busy re-aligning the engine code. This is fancy talk for "making w3d games play better". Although there has been a lack of news, I am happy to quell any thoughts about development coming to a standstill. Development has continued on the visual front especially, as we have acquired a considerable amount of new assets to place ingame. Raap and ChopBam have provided a number of images to show the new props that you will see in our maps. New Assets It may be hard to see, but there are over 70 new assets between these four images. Additionally, ChopBam had this image to show our staff guys inquiring about progress. In the past nine months, our developers have made over 805 revisions. Audio updates, physics tweaks, and re-rigs of our vehicles. The Tiberian Sun: Reborn you remember will be but a memory! 2.0 will feel, look, and play like never before! As mentioned above, the artist team has been building our asset library. The end goal is to have a large enough library to cover five different biomes—snow, desert, arid, wasteland, and urban. If you want to help in some way but don’t have the skills needed, there are alternatives. A bundle of 20 assets costs an average of 10 Euros. We ask that if you do make a donation to spare your wallet and not go over that amount. If you would like to help on the asset front but don't have the skills or tools for it, there is an alternative. The Reborn team is accepting donations which will be used toward purchasing new assets, thereby speeding up the final release. If you would like to contribute any amount, contact me or TeamWolf for the PayPal details and we'll get you squared away. I unfortunately cannot offer any incentives at this time other than thanking you for your contribution, but know that any amount will be greatly appreciated by the artists on our team. GDI War Factory Interior Redesign In a previous update, Oxanna reported on alterations to the GDI War Factory. Redesigns continue as we scale down the overall size of the War Factory. Long ago when the Mammoth Mk. II was first introduced, it was intended for the unit to be deployed from the War Factory. However, you can clearly see we opted for the Carryall deploying the Mk. II. As we no longer needed the War Factory to accommodate the size of the Mk. II, it has been long overdue for a scale down. The primary reason for this is for gameplay purposes. Our testers have noted that it takes too long to traverse the structure, costing precious moments in defending and attacking. In scaling it down, the GDI War Factory will also take up less space in maps. As you can see, the overall flow of the building is much better compared to the previous War Factory. Our testers have been provided the latest iteration of the War Factory to nail down any problem areas and suggest ideas, so it's not final by any means! ChopBam will see to delivering the best GDI War Factory the Tiberium universe has ever seen! Already, feedback is coming in from within our team for improvements and revisions. OWA has suggested some changes to the MCT and Connector rooms after having a run around the structure. Per OWA's suggestions, if we move the glass frontage forwards we can make the room wholly integrated into the main structure. It's one idea we have to go about making the MCT space a bit more open. The connector room may be able to open out into the larger concourse of the War Factory. Both suggestions would reduce the claustrophobia of the structure and offer better combat gameplay inside. As you can tell, the structure itself is largely a WIP. A video walkthrough may be provided soon, either to be included later in this update or to be seen in the next! Thank you everyone for your continued patience. We can guarantee you will not be disappointed! [blurb]TS:R news update! A look into new assets and the current progress on the new GDI War Factory interior.[/blurb]
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  6. Just to re-iterate, but the screenshots of the new assets are just demonstrations within our content editor, Mammoth. These are not new levels!
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  7. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ As i've said earlier. Building Restores are not a problem overall due to the fact they are random based and placed on maps Randomly as well. Furthermore a winning team should have map control to prevent anyone from the opposing team from getting it. Even better is that if a losing team gets the building restore and the winning team blows that building up it gives massive points to the winning team furthering their victory. If an enemy team comes back from it then it's the winning teams fault for not finishing them off. It (Building Restores) helps diffuse situations not just like the one mentioned above (Kill Whoring) but also if the winning team kills ref early on. I can see the double edge sword to them, but to me (and i believe alot of people) they help more than they hurt. Now as i've said as well.. This would be the most fair way of judging what the community and player base would like/think about Building Restores wouldn't it? @TemporaryName
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  8. I'm sure Kaskins can speak in more detail, but the short answer is this will require a lot of additional work for each map. I would rather see him spend time making new maps, updating the more popular maps with Conyards and Comm Centers.
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  9. Mt.Pass actually doesn't have building restore powerups because it has a conyard. They don't spawn on maps with conyards since the conyard can buy buildings back. If you lose the conyard you are out of luck.
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