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Posts posted by OWA
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I will ask the question that is on everybody's mind
will Tanya have real physics?
Have you guys figured out the chrono tech for infantry?
Haha, not exactly.
Chrono tech needs another look at, but it was functional a long time ago.
1. Will secret/stolen tech be inplimented in the game .
2. If so will both sides recive spy type unites or only the allies .
3. Will dogs be exesable to both teams ?
4. Is navy being implimented now , latter or never ?
5. Have refill/renforcment structures been implimented ? (that compatition that SquidEmpire won )
6. Have any of you guys played Zero-K it is amazing ! go play now .
7. How do sand bags work for GI's ? Do they change your armor type , do you recieve less damage from headshots ?
1. Yes!
2. Just the Allies currently.
3. Yes.
4. Later.
5. They have been implemented, but they are currently only placeholders.
6. Nope.
7. They do change your armour type. GI's are more resistant to everything when deployed!
Never mind, I am thinking of TSR for some reason
This is why me and moonsense715 answer the questions.
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Interesting idea, not sure how well that will play out in a fps. Say soviets get Cuba, and the Allies get Britain. Close range infantry vs. long range infantry killer.
If Soviets have any sense, they will use Flak Tracks!
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How will nation exclusive units be implemented, like the black eagle, terrorist, tesla tank, sniper, etc. Also, will any custom infantry be added? (by that I mean not in the game it's based on, like APB snipers and Nod Kerubim)
Just to expand on cfehunter's point, At the beginning of every game, a script randomly picks a country for your side to play as. This mean that there will be more variety in the gameplay as you pit the two unique country units/structures/powers against each other. Also, there will hopefully also be a small chance that global war will be triggered, which means that all country-specific units/structures/powers are available in the match,
There are currently no plans to add anything that wasn't in Red Alert 2. Technicians will be going into the game as playable units. We did mull over the possibility of a Soviet Spy, but we have scrapped those plans for now.
Roughly how long do you think it will take until the first release is ready?
It's hard to put a time frame on these things because it's dependant on how much free time we have to develop the game. Hopefully maybe soon?
Will there be any graphical improvements made by TT related to the project? :>
Hopefully we'll have normal mapping, specular mapping and gloss mapping. AR is currently running on the latest branch of scripts (scripts 5.0) so we are at the cutting edge of W3D development!
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Do you have any burning questions surrounding Red Alert 2: Apocalypse Rising that you are itching to know the answers to? Well now is your chance to get those answers with this incredibly awesome new thread!
Simply ask a question and myself or moonsense715 will try and get back to you as swiftly as possible! It's that easy!
There are no bad questions, so feel free to ask whatever you like as long as it relates to the project!
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Hey guys. We're going to start running some more regular updates and when we have content that we can show. We've been working in the background to improve the community rather than the game currently, but that is all starting to change as we shift back onto development.
I'll start up a thread tomorrow where everyone can ask the AR developers anything pertaining to what's happening. That way everyone can get the answers that they so dearly crave!
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Well, Ray Muzyka left Bioware a few years ago, so the decline has already begun.
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The bot would switch sides again and fight for the Allies if Yuri died.I like the first one where a bot's made that can be switched to and from. I'm guessing the bot would die if the Yuri controller dies?
Does that mean the Yuri unit is still work in progress, not abandoned? Conflicting sources make it unclear if the unit's still a planned addition.
Yuri is still very much in our plans for AR.
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Me and cfehunter were talking about Yuri recently.
Our original idea was to change the Chrono Legionnaire logic so that Yuri can hold his enemies in place with his primary attack. During this time he is vulnerable to any other enemies attacking them. Once he has held the enemy in place for long enough, the script would "kill" the player and spawn an identical bot in their place.
The player could then hit Q or a similar key to switch control between the controlled unit and the Yuri character. This is so that the Yuri could go and hide, whilst the captured unit could fight in his place. If Yuri is to die, the unit switches sides again and the Allies get a bot to fight for them!
Another idea we were having was the possibility of having Yuri simply have a side area attack that screws with player's controls and makes them shoot their allies within an area.
There's a few possibilities to explore.
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- Popular Post
- Popular Post
When we started W3D Hub, one of our goals was to eventually make every C&C game (excluding C&C4) into fun, addictive and polished first person shooters. There has been a lot of community desire for us to make this project, so we have decided that now is the time to announce it!
Red Alert 3: Armageddon is a tactical shooter on the W3D Engine that aims to recreate the atmosphere and world of Red Alert 3 in a first/third person environment! RA3A will do for Red Alert 3 what games like TSR and AR have done for Tiberian Sun and Red Alert 2! A direct sequel to Apocalypse Rising, RA3A will feature many of the interesting and crazy creations that made Red Alert 3 so memorable.
Expect to see all three factions from Red Alert 3 battling it out across various interesting and unique maps!After years of conflict, the Allies are finally on the brink of victory. Cowering behind the walls of the Kremlin, the Soviets decide to turn to one last act of desperation – the use of an experimental time travel device. The mission: to go back in time to eliminate Albert Einstein before he creates the technologies that will lead the Allies to ultimate victory. After a successful mission, the Soviets return to the present, discovering the Allied position has indeed been weakened. But before they can truly celebrate, they find out their actions have spawned a new threat and global superpower, the mysterious, technologically advanced Empire of the Rising Sun.
Welcome to World War III.
Red Alert 3 brings back everything fans loved about the series: the humour, the popcorn style story and the videogames fast, action-oriented gameplay, while breaking new ground for the genre, with an entirely co-operative, story-driven campaign mode and an increased emphasis on naval gameplay.-
Command the Seas, Conquer the World
With amphibious units and base-building on water, experience classic C&C gameplay on the high seas like you’ve never seen before. Gain strategic advantages by controlling resources in the seas and mounting three-pronged attacks from all directions. -
A New Threat from the East
The Empire of the Rising Sun is a technological terror, with unit designs influenced by a mixture of science-fiction, martial arts and robot culture. The Empire’s futuristic units can transform into alternate forms, and they specialise in naval warfare.
Here is a list of some of the amazing new features that we hope to bring to the table with RA3A:
- Base Building on Land & Sea
- Battle Bears
- Amphibious Units and Structures
- Transforming Units
- Giant Mechs
- Re-vamped melee system
- Magnet system
- Cryo systems
- Flyable Giga Fortress
- Shogun Executioner Boss Battle Mode
- Yuriko Gravity Gun-style Tank Juggling
- Sickles that can jump around the battlefield
- Blonde Tanya with "real" physics
- Engineer Boat Racing
- Time Machines
RA3A will be led by myself, Moonsense, Wallywood and Teamwolf in a joint effort so that our focus can be placed solely on this game. Apocalypse Rising and Battle For Dune will take a bit longer to come out, but we hope that you bare with us and support our new and exciting project!
Keep checking back for development updates in the new update forum here!We hope that you enjoy this announcement and support us in the coming months as we release more information on this fun and interesting new project!
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zunnie started this because he was frustrated with the APB developers at the time. Now that he's friendly with APB again, there's no reason for the game to exist any more.
Yet he denied its demise *to Chronojam* on the page's comments section a little over a year ago. Has anything changed?
For instance, I know a lot of the content has been recycled into Ren MP maps.
I heard rumblings that the game had ceased development. You could pretty much see it when zunnie started making co-op maps for APB again.
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*sigh* Yes, Ok Syn, I'll go ask Zunnie or something.
If you read my original post, I asked one simple question, if anyone knew anything about it. It's a w3d mod, this is w3d hub... I'll go ask on another w3d based forum...
zunnie started this because he was frustrated with the APB developers at the time. Now that he's friendly with APB again, there's no reason for the game to exist any more.
At the time it was funny because this appeared on Renforums.
NSFW by the way.
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If you are texturing simple walls or something then you can do it with the UVW Mapping modifier, although you don't get as much control compared to if you properly unwrap it.
Unwrapping is always better.
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AR is a close second, but structures would need to be redone.
Not sure where you got that from. The majority of AR's building models are high quality.
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The happiest song in existence:
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Nintendo's games actually look like games to be honest.
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Nintendo need to make a new F-Zero game.
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Split from the main topic. Continue if you wish.
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...In any case, I really think that some rebalancing is needed soon enough. GDI has been doing pretty well without these units, and with them gearing up to arrive this could spell doom for Nod if done incorrectly.
I agree, adding new units should always be a carefully crafted process.
We've been thinking about this one seriously for a few months now. The actual concept behind what role the unit would perform was thought up well over a year ago.
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Well it's shifting the focus because the game is normally meant to begin with infantry and work upward to vehicles.
Infantry are still relevant in the lategame. For example, if a team loses their War Factory but still has an APC, infantry become pretty deadly. Their ability to attack structures from the inside makes them pretty powerful regardless of what stage the game is in. So if a team loses it's war factory, how do you propose that they make a comeback from that, if infantry aren't supposed to be as good as vehicles?
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Do you guys have a website? I never thought to ask before.
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But is there a away to change the tab it self. It looks like ass :/
I can fix this button on a per-skin basis.
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It requires shifting the focus of the game because kill-whoring is nearly exclusive to C&C mode. No other game really has the same mechanics that can end in the same way. Kill-whoring isn't even really an issue at this point, as it was only a few guys doing it and they're gone now (thanks to moderators). If kill-whoring were really this unbelievably widespread epidemic that ruins the game for everyone then I would be more inclined to alter the game's mechanics. But as it stands it's only a minor issue because barely anyone is a part of it.
Please elaborate on what you think needs to be changed to stop kill-whoring from happening in this game. We may be coming from completely different places here on how much exactly needs to be changed to eliminate it. What do you mean when you say "shifting the focus of the game"? I just want to be sure that we've got the same idea of what we both mean here.
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I've been lobbying for this for a while now.Well he should be made to be about as good as the Rocket Soldier if we're going by tiers.
Where do you draw the line at "excessive?"
When it is seen to be a legitimate problem.
Because "eliminating" it involves shifting the focus of the game. Why not simply remove the people who are of a low enough character to kill-whore from the community entirely? It will clean up both the game and the forums, which is a win-win in my book.
You don't have to shift the focus of the game to counter killwhoring. Extra game mechanics can be put in place to make sure that killwhoring doesn't happen. I'd be incline to agree with VERTi60 and Shnappz's sentiments on removing people because they take advantage of the flaws in the game design to exert an advantage. Obviously action is taken if it's excessive, but measures are being taken to alter the game so that these flaws aren't so exploitable.
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Red Alert 2: Apocalypse Rising - Ask a developer!
in W3D Hub Discussion
Posted
This is what we were thinking, however we can cross that bridge when we come to it. The original plan was to have some sort of KGB or Spetznaz operative for the Soviets, but it needs more discussion before we actually take action on it.
We'll have to balance Attack Dogs to make sure they aren't too frustrating. They should be able to take a few bullets, but they shouldn't be able to kill an infantry in one bite. The man advantage for the attack dog is it's speed, so we've got to make sure that it's health and damage are matched to that.