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OWA

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  1. The map will have infantry, vehicles and eventually naval units at a medium tech level. We'll probably have a power plant and refinery in for good measure. On the island (acessable by bridges) will be a capturable tech outpost.
  2. It looks like ass. He's helping out in the music department for RA3.
  3. We didn't got to see them in the ends because the queue was too long and when we got there we found out that it was only a DJ set. Aido wins a cookie It's hard to distinguish the paint job from the voxels.
  4. I guess you didn't get the hidden referance
  5. Welcome to this week's blog. What are you reading this for? There are much cooler things below this sentence, so go check them out. <h3>Flak Track</h3> TheBeerinator has been putting the finishing touches to the Flak Track before we send it into rigging. All I can say is that it is looking really rather awesome. I shan't go into detail about it, since I would simply be repeating what I wrote last blog. Heh. Anyway, here's some images. <h3>New Shoes</h3> I looked at the Rhino Tank wheels in horror when I first saw them, because they are blocky and not too nice. But never fear, OWA is here! I have modelled up some new wheels that will look real nice on any tracked vehicles we have, so feast your eyes on these! Click picture to enlarge Here is an image of the old wheel model, in action, to compare. Note: This will not slow development. <h3>Map: Freezing Straits</h3> dtrngd has been rapidly working on this new map which, as the name suggests, is based on some cold straits of land which the Allies and Soviets are contesting over. Once we get naval combat into the game, this map will be expanded with extra island with tech oil derricks on them, creating new gameplay opportunities. This is what I was talking about in the podcast a couple of weeks back. Here is the first WIP image that has been approved to show to you guys <h3>New Staffer: Lord_Kane</h3> You may have seen Lord_Kane promoted to an op in the IRC channel, this can only mean one thing... Evil really did get an upgrade. But in all seriousness, with the abscence of Ryo Hazuki, we were once again in need of a PR guy. Since I did the podcast with Lord_Kane a couple of weeks back, as well as knowing him well enough to trust him with forum access, I offered him a position as PR guy, which he accepted. So Make sure to keep your eyes on the front page and on moddb for evidence of his posting, as well as hearing him in upcoming podcasts too! Welcome to the team Lord_Kane. Ninjaedit by TruYuri: World is coming to an end due to the above announcement. Let's give One Winged Angel a round of applause for this! <h3>Team Messages</h3> I went for pizza today with some friends, including cfehunter. It was scrummeh! I'm also having a shindig over at my place tommorrow. The general idea of a shindig is that 5 of us (known to ourselves as the shindig 5) get together at somebody's house, bringing games, food, whatever. Tis rather fun. cfehunter is going to get owned at Super Smash Brothers tommorrow (j/k). danpaul88 is off to a wedding, have fun man! dtrngd has been mapping, as seen above. Chevy got back from the beach, but he saw no pirates. <h3>Shout Outs!</h3> A new section that randomly crops up every time I want to make a shout out to someone. This week's shout out goes to the PMT girls over at http://muse.mu !!! So a big "heya!" goes to nettynunu, maria_way, lost153 and especially Pinky753! You people rock! Sorry if I missed anyone <h3>OWA's Random Section</h3> The coolest thing that I have seen this week has to be this: <center><object width="425" height="344"><param name="movie" value=" src=" type="application/x-shockwave-flash" width="425" height="344"></embed></object></center> <h3>Life (Hidden Referance)</h3> Mate. Feed. Blog. Repeat.
  6. That could also be interesting, allowing for the tech airport to be used as a forward outpost for reloading the harrier's weaponry.
  7. Depends whether they were in RA2. Vulcan Raven is my favourite character. Raven: "Blood from the east flows within your veins. Ah, so you too were raised on the barren plains of mongolia. Japanese and Inuit are cousins to one another. We share many ancestors, you and I." Snake: "I don't have any crows in my family tree." Classic stuff.
  8. 1. Not totally, since the requires the infantry inside to be invisible to radar too. 2. It should do.
  9. It was from "The Twin Snakes".
  10. We'll have to discuss it first, since that hasn'nt been talk about at all. Yeah, you'll be able to repair Harriers using a Repair IFV. The Service Depot idea is still rather rough, so we don't know whether we'll use it or not.
  11. I am reluctant to use too much scripting on this, since scripting = fps lag.
  12. 1- We had a hat version, but then the guy who did it went AWOL and we never saw the hat texture come our way. 2- See below. 3- Thanks. About the debate thread, sure you may bump it. cfehunter is going to re-vamp the FAQ soon though. So in other words, it's a better system for the FPS perspective than the original would have been.
  13. Welcome to this week's blog. After this week, you can expect a little more dedication from me, as I will have finished college for good! But enough of this! Let's blog! <h3>Mod Overview #2: Vehicles</h3> Here we go, I've discussed the infantry units in depth, so here we go! The vehicle overview. Now, vehicles will be constructed in the war factory and will drive out of the big doors, just like in RA2, but also intersting is the way that aircraft are build in the war factory. they will fly out of the top of the factory as the top doors open out. The Nighthawk transport (and later the Kirov Airship and Siege Chopper) will use this to make a grand entrance to the game world. Now let me tell you a few things about vehicles! <h4>Allied Vehicles</h4> Chrono Miner Cost: 1400 Primary Weapon: N/A Description: The Chrono Miner uses the time-warp technology, brought through by the development of the chronosphere, to bring back ore as quickly and efficiently as possible. However, the equipment used to warp the Chrono Miner back to the refinery is quite bulky, therefore the unit can only hold half the ore that the soviet War Miner can. Chrono Miners cannot be promoted. Operation: To warp the Chrono Miner back to the refinery at anytime, click either of the mouse buttons. Grizzly Battle Tank Cost: 700 Primary Weapon: 105mm Cannon Description: Capable at both offense and defense the Grizzly is the standard, all-purpose Allied tank. It has fairly decent armour and is very fast on it's treads, allowing it to be a great vehicle to use for hit-and-run tactics. IFV (Infantry Fighting Vehicle) Cost: 600 Primary Weapon: Transforming Turret Description: The IFV is the most versatile vehicle on the battlefield (except for the Battle Fortress), it is also one of the fastest. The IFV has the neat ability to change it's turret based on which infantry class is put inside of it, allowing for a unit that has the potential to adapt to any situation on the battlefield. Operation: You buy an IFV and enter it with, for example, a GI. The turret stays as the default, rocket turret until you push "Q" initiating the transformation sequence. In this period, your IFV is still mobile, but it cannot return fire. The transformation sequence takes around 10 seconds to complete. Then you have your unique infantry turret, more about this below. To defualt back to the rocket turret, you push "Q" again and your IFV goes through the transformation sequence once again (around 10 seconds). We hope that this system will make the IFV as versatile as possible without making the unit too absurdly adaptable in the heat of battle. IFV Combos IFV + Technician = Nothing IFV + Engineer = Repair IFV (Tanks and possibly buildings) IFV + GI = Machine Gun IFV IFV + Guardian GI = Stronger Rocket IFV IFV + Rocketeer = Rocketeer Gun IFV IFV + SEAL = Machine Gun IFV (super effective vs infantry) IFV + Conscript = Machine Gun IFV IFV + Flak Trooper = Flak Cannon IFV IFV + Tesla Trooper = Tesla IFV (reminicient of RA1's Tesla Tank) IFV + Crazy Ivan = Demo IFV Nighthawk Transport Cost: 1000 Primary Weapon: M197 Gatling Gun Description: The Nighthawk is a massive, twin-rotor helicopter that is used for transporting infantry around the battlefield quickly. This puts the Allies at an advantage when moving between islands and such. Since the Nighthawk is so big, it is highly vulnerable to enemy AA fire. The Nighthawk can carry 5 infantry and a single driver (not final yet, the number needs to be tested). The minigun is effective against infantry and lightly armoured targets, pity that the Soviets aren't that fond of light armour eh Harrier Cost: 1200 Primary Weapon: Maverick Missiles Description: This swift VTOL attack jet is effective at hit-and-run attacks against enemy installations, striking with four maverick missiles. when this unit is bought, it rises up from the depths of the air force command headquarters, making a grand entrance. Operation: The Harrier isn't designed to land anywhere but the ACFHQ. How we will limit this is still unknown, what we do know is that the Harrier will only be able to deploy it's landing gear when over the ACFHQ's landing pad, where it also refills it's missile payload. We may also let it land onto the Allied Service Depot for repairs. <h4>Soviet Vehicles</h4> War Miner Cost: 1400 Primary Weapon: Turreted Machine Gun, 120mm Cannon Description: Unlike he Chrono Miner, the war miner has a turreted machine gun which can be used to mow down infantry. Once a War Miner has been fully promoted, it gains a weapon that is similar to that of the Rhino Tank. Rhino Heavy Tank Cost: 900 Primary Weapon: 120mm Cannon Description: The Rhino Tank is the Soviet's main battle tank. It is fairly slow, but pretty durable, with good firepower. It is the Soviet tank of choice when opting for a nicely balanced tank with which to attack and defend against enemy armour. Flak Track Cost: 500 Primary Weapon: Flak Cannon Description: The Flak Track is a fast APC-type unit that is effective against enemy infantry and aircraft. The primary firing mode shoots out a big ball of flak, in an arc, that is used to take on ground units, which has a fair amount of splash damage. The secondary firing mode is a fast, clustered, straight flak shot that is effective at taking down aircraft and rocketeers. Think of the unit as a powerful flak trooper on tracks. A group of Flak Tracks is the Allied Air Force's worst nightmare. The Flak Track can carry 5 infantry and a single driver (not final yet, the number needs to be tested). V3 Rocket Launcher Cost: 800 Primary Weapon: V3 Rocket Description: The V3 Rocket Launcher can launch V3 missiles at a long range. These rockets are slow, but devastating against enemy structures. The V3 is fairly slow, so make sure to support it when raiding the enemy base. The V3 fire's it's rocket in an arc. watch out though, since the rocket can be shot down by enemy AA fire. Operation: To fix the aiming problem that Renegade has, we have come up with a solution. To aim the rocket on the vertical axis, you need to use keys (probaly + and -) to set the V3 launching rack to the desired height. This will allow your camera to become free to look around and check your trajectory, making aiming easier. Terror Drone Cost: 500 Primary Weapon: Drone Jump Description: The Terror Drone is a cybernetic, spider-like, Soviet unit that scurries across the battlefield at great speeds. To attack, it launches itself at enemy tanks, jumping inside of them and internally dismantling them. Terror Drones cannot function without a Radar Tower. Allies can purge their vehicles of Terror Drones by repairing their vehicles on the Service Depot or with Repair IFVs. Operation: The Terror Drone is bought using a terminal in the Soviet Radar Tower. The operator stands at the terminal and controls the terror drone via remote control. The operator can be killed whilst controlling the Terror Drone. If this happens, the Terror Drone will go offline until control is resumed. If the base goes into low power, the Terror Drone is unaffected due to it's onboard batteries and the backup generator for the terminals (and Spy Plane controls) at the Radar Tower. <h3>Sounds just like people getting shot!</h3> danpaul88 has just whipped up some new scripts that allow us to make twiddlers for individual unit sounds, such as dying, being shot and more! Check out these videos he recorded of each's faction's current sounds! Hey! Listen!: Click the Soviet icon for the Soviet faction video and the Allied icon for the Allied faction video. (Thanks for the icons k1llz0ne ^_^) Note: grunt_grunt.wav (the uuunnngh sound) will be taken out. It'll be so much better without it. <h3>As Night Falls...</h3> dtrngd has been playing around in level edit and has found a lovely lighting setting that emulates RA2 quite nicely. As most of you probably remember, at night, the lighting on RA2 went rather blue. So, instead of the bland Renegade Night setting, we have this nice, cold, eerie blue night, which will feature in all most of (if not all of) AR's night based maps. Comparisons with Renegade are shown below! Renegade Night Apocalypse Rising Night <h3>Walled In</h3> I've recently been adapting the model for the Soviet Walls, that I recieved from TheKGBspy. Besides a few scaling issues, this is the final model for the Soviet Walls that you will see ingame. renders in normal clay and cel shading (which I have an announcement to make about in a future blog)! <h3>Team Messages</h3> My last exam is on Friday! Yay! To celebrate, we are all going into town to see Pendulum! (Don't know how they managed to get them to play, but hey 'sall good). cfehunter has been working on his coursework and has nearly finished for the academic year! dtrngd has spent his time slaying Chevy787 and then being slayed back. Oh yeah, he has also been mapping too! Chevy787 has gone to the beach for 3 days (to escape from dtrngd and his sword ), so he'll be back soon. Pray that he does not get captured by pirates. I heard they like to stalk beaches. TheBeerinator graduated a while back, but I forgot to mention it. Congratulations man! Tankmaster has been building our release installer. It's plain awesome and I think you guys will love it. <h3>OWA's Random Corner</h3> Since I love the Metal Gear Solid games, it is time to put your controller on the floor. No tricks, this is true power. <center><object width="425" height="344"><param name="movie" value=" src=" type="application/x-shockwave-flash" width="425" height="344"></embed></object></center> <h3>The End</h3> Time to return to the spirits of the forest. I bid you farewell for now.
  14. These ideas are imaginative, but I am reluctant to drift away from RA2 too much on this one.
  15. Pre-placed MG stands are a possibility, but if you wanted to fire out of one of the windows you'd have to shoot around the side of where the MG is placed, since it would block the window. Not to mention that it is impracticale for smaller buildings i.e portaloo.
  16. Well as you guys know, last week I asked if you had any pressing questions that you wanted to ask. You guys replied with a healthy amount of questions that I have answered, but not in a textual format. <h3>Answers to questions</h3> So yeah, I got together with Lord_Kane and Eggman891 (who did the recording) and made a sort of podcast featuring all of your questions So yes, every question is answered in this podcast, with questions asked by Lord_Kane and answered by me. All I can really say is that I hope you enjoy and are satisfied with this feature ^_^ >>Download Here<< <h3>Shootable Projectiles</h3> This has been a topic of much debate in the past, so I am pleased to announce that the first stage in the development of this new feature has been achieved. V3 missiles can now be shot down mid-flight. If you don't believe me, take a look at the screenshots below. Kudos to BogdanV for this awesome new devlopment! (You can kind of guess what kind of warhead preset we used by looking at the name of the missile as depicted in the images.) <h3>Desert Camo on Dune Patrol</h3> Here are a few images of the desert flavoured Rhino Tank and V3 Launcher (V3 camo not final) on Dune Patrol, as well as a shot of the pillbox ingame (this is still rough in it's design, so feel free to comment. The sandbags are being changed). I took a few nice screenies with the new spectator character to wet your appetites for destruction. Snow flavour next week! <h3>Team Messages</h3> My exams are over on the 20th! We shall rejoice (in the coming oblivion) then! danpaul88 has been pretty busy recently, so changes to the testing client have slowed down for now, the summer will hopefully yield a lot of work from us all dtrngd has been working on a new, original map called Freezing Straits. Soviet_Deso offered to work on some new, 3d faction logos for us. Cheers man! Saberhawk's cartoon-based shader is back on the cards. Expect graphics that look a little like TF2's appearing soon. DannyCon passed the harrier model onto me. Apparently he has been incredibly busy lately. <h3>OWA's Random Section</h3> Natural Hallucinogen anyone? Protip: Don't try this if you suffer from epilepsy or similar. <center><object width="425" height="344"><param name="movie" value=" src=" type="application/x-shockwave-flash" width="425" height="344"></embed></object></center> See the walls melting? That's trippy maaan <h3>Curtains</h3> I think we should drawn them now. Good day.
  17. Is this a trick question Oh and for the road. That exam was damn tough.
  18. I have a big exam tommorrow so I won't have time to write you guys a full blog this week. So instead I'll take a leaf from Chronojam's book and open it up to a full Q&A session. <h3>Ask away!</h3> Ask any question you like related on any aspect of AR and I'll be happy to answer it. (Testers, don't answer the questions that have been asked in this topic or you'll get an e-slap). I'll answer the questions in the next blog! <h3>Toilet/Bog/W.C/Portaloo etc.</h3> Poggel modelled up a portaloo to use on our maps (desert version to follow). This will be garrisonable using some nifty tricks! Check it out! Click on the images for cooler images. <h3>Cut Short</h3> This month is end boss month. Don't forget to ask questions!
  19. so far I understood it will be same forums just a seperate homepage Yeah, same forum, differant homepages.
  20. Tech structures only. capturing enemy structures isn't that feasible, as you can't sell them or build more big structures (in the case of the conyard). That's the word I was looking for! Thankyou! Sorry about that WallYWooD, I must have missed your post Load it with soviet infantry and watch the motherland wreak havoc!
  21. I'll get a video for the next blog or something that shows the rocketeer's firing mode, then you can judge for yourself.
  22. 1. Yeah, he should hopefully change pose. This is all to be developed. 2. Yes, Yes and Yes!
  23. I don't believe that he had a bullet weapon, judging from the name of the weapon in RA2, 20mm. If the rocketeer were to have a bullet weapon, he'd have a gun much like this (takes four men to fire), with a bullet much like this. The theory behind our compromise is that the Rocketeer didn't fire in a burst or full auto mode in RA2 and there was a pretty big muzzleflash when the weapon was fired, to suggest more of a shell or mini RPG type of weapon. It'd be pretty silly to call something that fires like that a "bullet" weapon, hence our logic. Names aside though, it looks and plays how it was in RA2 in releation to the ingame graphics and the concept art. We did our best to think logically on this one. There is a 10 second delay between changing turrets. In this peroid, the IFV is left unarmed and open to fire. It already is a mod. Also, I don't see how this could possibly be an APB clone. The economy and damage models are radically differant in their own ways, and there are a lot of features that you won't see in any other w3d mod. For example, basic infantry deploying for a tactical advantage and other such things. We are letting ourselves have some fun with the canon of the universe by including the various additions to the, already fun, Red Alert 2 game concept. What would you suggest we do differantly? It is all very well saying "do something differant with the units themselves" but ask yourself this question: Wasn't RA2 original enough for you? 1. It's fairly tricky to hit a deployed GI if he ducks currently. This is made even trickier with the fact that there are no sniper units in AR apart from the British Sniper which has a 1/5 chance of featuring in a game. 2. Then they will take a lot of damage 3. More anti infantry, but he'll also be able to deal light damage to buildings and vehicles. 4. You'll be able to capture tech structures like the oil derrick, secret lab, airport, outpost etc. It's most probably going to be a shader effect I'm afraid. But have no fear! I'll make sure that it can be toggled on and off!
  24. Welcome to this week's blog. Today I'll reveal to you some juicy details about what's happening with AR and a little background info on all of the units slated for the first release. <h3>Mod Overview #1</h3> Well where shall we start eh? Let me just start by saying to all of the doubters that AR is really the polar opposite of APB in terms of gameplay currently. It handles more like an arcade shooter with emphasis on fun, fast gameplay. (not to say that APB isn't fun though). APB is a slower paced, more "realistic" shooter. Ex staffer, Saberhawk, approached me earlier asking if we were still interested in the concept of cel shading. I'd love to continue down this path since it would really make AR stand out from the rest of the mods on the w3d engine. I want to hear your input on this though, since you guys are going to be playing AR too! On top of all this, APB seems to be aiming for the "gritty, dirty" wartime appeal, where we all know AR aims for a slight cartoonish feel. Now, today I'm going to go through all of the infantry units that you will see in Apocalypse Rising RC1 and how they will function (to my knowledge). Feel free to ask questions and stuff, because I love answering them. Next week I'll have another overview feature on a differant aspect of the game so you guys can get the full picture on everything. To begin, yes bullets will damage buildings. This is not copying APB, this is staying true to the source material, a.k.a Red Alert 2. Obviously we will tone down the damage slightly, since we don't want single GI's felling buildings in under a minute. The same with vehicles, but light to medium vehicles should be wary of a mass of basic infantry coming for them. AR is going to be quite fast paced, since the vehicles (notably ore mining units) move proportionally faster than in any other w3d mod and damage is also amplified slightly. As a result of this, gameplay is much more arcadey in feel. Which adds up to fun, fun and lots of fun! (I sound like I'm trying to sell something here ) But now let's take a look at some infantry. <h4>Allied Infantry</h4> Basic Infantry GI Cost: 0 Primary Weapon: Machine Pistol/Light Uzi Secondary Weapon: Heavy Machine Gun, (Deployed in sandbags) Description: The Allied GI is the basic infantry of the allied faction. When mobile, the GI is only allowed to use his primary weapon. By pushing "Q" to deploy the GI, you gain the use of a heavy machine gun. When deployed, in the sandbags, you may manouver with limited movement. The primary weapon is weaker than the secondary weapon, but you get the added bonus of being able to move around a lot more with the primary. Technician Cost: 0 Primary Weapon: Cordless Impact Drill Secondary Weapons: Beretta Pistol, Pliers Description: When you need repairs, but can't afford an engineer, the technician is your only choice. These guys were seen in the RA2 cutscenes as well as ingame as civilian units. When structures are repaired by an engineer in RA2, a sound of a drill can be heard so we decided to give a drill to the technician. This is a standard Allied industrial impact drill which is used to repair buildings as a steady rate. We may also add a melee attack to the drill, to increase the fun of using it. The Technician is also armed with a Beretta sidearm for self defence and a pair of pliers to defuse enemy bomb threats. Phear the techy rush Advanced Infantry Guardian GI Cost: 400 Primary Weapon: Spectre SMG Secondary Weapon: AT4 Rocket Launcher, (Deployed in metal shield) Description: The Guardian GI functions much like the basic GI, but he fits more of an anti-armour/air role. When mobile the GGI carries a Spectre SMG. In RA2 he was meant to have the same primary weapon as the GI, but the graphics said otherwise, so we will get an SMG as opposed to a machine pistol/uzi. When the GGI deploys, he whips out an AT4 Rocket Launcher which he can use to cause angst to Soviet armour and air forces. unlike the GI, the GGI is uncrushable when deployed, giving him a massive advantage over enemy vehicles. Soviets better watch out when a group of these guys show up to crash the party (especially when in a battle fortress, eventually ). Rocketeer Cost: 600 Primary Weapon: High Velocity Rotary Mini-RPG Launcher Description: The Allied Rocketeer is a fast and nimble unit that uses a jetpack to move around the battlefield. He is armed with a small rocket propelled grenade launcher that fires small grenades at high velocities, as seen in concept art here and here. Now, the rocketeer will work by pushing "Q" to toggle the jetpack on and off. You may have seen this already in C&C Reborn's infantry beta. The AR rocketeer will utilise some differant scripting that physically turns the rocketeer into a VTOL aircraft unit. This way, the Rocketeer can have a differant speed in the air than he does when walking on the ground, along with much less laggy, but more realistic flight physics. Cool huh? The Rocketeer is good for providing fire support, from above, on any kind of target. Navy SEAL Cost: 1000 Primary Weapon: MP5 SMG Secondary Weapon: Timed C4 Explosives Description: The Allied Navy SEAL is one of the most formiddable anti-infantry and anti-building units on the battlefield. The MP5 can be used to mow down enemy infantry at a decent rate without being overpowered. The SEAL is not equipped to take on vehicles so stay out of harms way. We are still playing around with concepts for the timed C4 (if possible, I'd like to have a timed remote C4 that only gets announced when the remote is activated and the bomb becomes live). SEAL's will be able to swim in later versions of the mod, but this feature will be kept back from the initial release. Engineer Cost: 500 Primary Weapon: Utility Case Secondary Weapon: Beretta Pistol, Pliers. Description: The Engineer's utility case is a powerful weapon which can be used to turn the tide of battle. It can be used to repair a significant amount of building health (click to repair), capture a building (deploy like a beacon), repair a bridge (click to repair) and completely restore the health of a building weakpoint (click to repair). I hope that, unlike APB, you will not have to rebuy your engineer after using the case, but the "reload" time will last for a significant amount of time. This is all yet to be tested out, so it may change. He may even be armed with a separate weapon for capturing tech structures, but we'll see. The Engineer will also carry a Beretta sidearm for self defence and a pair of pliers to defuse enemy bomb threats. <h4>Soviet Infantry</h4> Basic Infantry Conscript Cost: 0 Primary Weapon: PPSH-41 Secondary Weapon: Powder Bomb? Description: The Soviet Conscript is the most common commie infantry unit seen around the battlefield. He utilises a PPSH-41 machine gun to dispose of his foes. This weapon fires fast and if fairly innacurate. The conscript has a longer range than the undeployed GI, but a shorter range than the deployed GI. This also applies for weapon damage. A little idea I want to throw out here is the use of a powder bomb for the Conscript, as seen on the live action costume, here (it's the round black bomb thing). I'm not sure what you guys think of this, so I'm throwing it out as a potential idea. Technician Cost: 0 Primary Weapon: Gas Powered Welder Secondary Weapons: Some form of Soviet Pistol, Pliers Description: When you need repairs, but can't afford an engineer, the technician is your only choice. These guys were seen in the RA2 cutscenes as well as ingame as civilian units. To emphasise the working class nature of the soviets, we have chosen to give the Soviet Technician a heavy, gas powered welder. This welder can be used to steadily repair friendly structures as well as the potential ability to burn enemies who get too close. The Technician is also armed with a sidearm for self defence and a pair of pliers to defuse enemy bomb threats. Advanced Infantry Flak Trooper Cost: 300 Primary Weapon: Portable Flak Cannon Description: Effective against both ground and air units, the Flak Trooper boasts a flak cannon that can fire explosive rounds of standard flak to attack air and ground targets. The primary fire is an arced shot that has a lot of splash damage that is best suited against ground units. The secondary fire is a high velocity straight shot that is only effective against aircraft and rocketeers with their jetpacks enabled. Flak troopers fit a good anti-air role, since they are not very effective against vehicles and buildings. Tesla Trooper Cost: 500 Primary Weapon: Tesla "Glove" Description: The Soviet Tesla Trooper is proof that Tesla technology has the potential to be used in all forms of ground-based combat. The Tesla Trooper fires a powerful electric charge from his right arm which is highly effective against infantry, vehicles and, to an extent, structures. The Tesla Trooper can also charge up Tesla Coils to give them better range and attack power, as well as enebling them to operate in low power situations. I am unsure on how this will work right now, but I'll be sure to knock a video up for you guys when we get it working. The Tesla Trooper cannot be crushed by vehicles (apart from the battle fortress). Another feature we are going to be debating for the Tesla Trooper is the electro knuckle sandwich attack. Basically it means that he is going to be able to punch the allies with that massive right arm of his. I'd like your input on this, since I think it'd be pretty fun to have Crazy Ivan Cost: 600 Primary Weapon: Anti-unit dynamite Secondary Weapon: Timed Anti-Building Dynamite, Pistol, Knife? Description: The Soviet demolitions expert, or Crazy Ivan as he is known, attacks by lobbing sticky dynamite at the enemy. Dynamite can be stuck to anything, including friendly units, cows (eventually) and anything else you can think of. The smaller charges will be infinite in quantity, and effective against all manner of units, but not as effective against structures. That's where the Timed Demo Packs come in. These charges, built from vast amounts of dynamite (and coloured with Ivan's own insignia) will be highly effective against all manner of structures, including bridges. Ivan is also armed with a sidearm for close engagements and also has the potential to wield a knife, as seen in this concept. Engineer Cost: 500 Primary Weapon: Utility Case Secondary Weapon: Some form of Soviet Pistol, Pliers. Description: The Engineer's utility case is a powerful weapon which can be used to turn the tide of battle. It can be used to repair a significant amount of building health (click to repair), capture a building (deploy like a beacon), repair a bridge (click to repair) and completely restore the health of a building weakpoint (click to repair). I hope that, unlike APB, you will not have to rebuy your engineer after using the case, but the "reload" time will last for a significant amount of time. This is all yet to be tested out, so it may change. He may even be armed with a separate weapon for capturing tech structures, but we'll see. The Engineer is also armed with a sidearm for self defence and a pair of pliers to defuse enemy bomb threats. <h3>Flag Pole</h3> Poggel modelled us up a generic flag pole (as seen in RA2!) which we can place around our maps. This will be included in the mapper's object pack when we release the mapping tools for AR. Check it out below! Referance Clay Render Render with Materials <h3>9th Conferance Overview</h3> Here is the overview to the 9th AR conferance, brought to you by the Hero from Hungary! Yes! It's dtrngd! <h3>Team Notices</h3> I'm free of college. I have around one exam a week though. Don't expect to see me around IRC and places this weekend. I'm off to a house party today to drink, have fun and drink some more. Viva la' Alcoholicion! cfehunter got APB working on Wine! If you have linux and are missing out on the fun, get him to link you to the tutorial (which I can't seem to find right now). TheBeerinator survived a tornado! Exams = No Fun <h3>OWA's Random Section</h3> Red Alert 3 is looking pretty cool at the moment. Especially looking at this thread, where drunkill has posted up a video to the first real walkthrough of the game as such. The graphics really like to glow bright when lots of things are happening, which rocks! Kudos to EA for bringing us RA2-style graphics, but in 3d! A shout also goes out to Aaron "Apoc" Kaufman, who does a lot of work to get guys like us, APB and Reborn mentioned on the official C&C site and to tell the world thatfanatics like us exist! :thumbsup: Check it out here. Also here's an awesome video I found on youtube for you Metal Gear Solid fans. Totally epic! <center><object width="425" height="355"><param name="movie" value="http://www.youtube.com/watch?v=qfInFGJRCbY&hl=en"></param><param'>http://www.youtube.com/watch?v=qfInFGJRCbY&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/watch?v=qfInFGJRCbY&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></center> <h3>Tada!</h3> That's your lot. Next Wednesday will be more stuff (as usual)!
  25. Yeah, GGI's will be in. We'll have something similar to the APB launcher.
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