Jump to content

OWA

Admins
  • Posts

    5,747
  • Joined

  • Last visited

  • Days Won

    260
  • Donations

    760.00 USD 

Everything posted by OWA

  1. I'll get a video for the next blog or something that shows the rocketeer's firing mode, then you can judge for yourself.
  2. 1. Yeah, he should hopefully change pose. This is all to be developed. 2. Yes, Yes and Yes!
  3. 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!
  4. 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)!
  5. Yeah, GGI's will be in. We'll have something similar to the APB launcher.
  6. No. However, if you wanted to use WOL, we may as well put the tools in there to install separately.
  7. Hehe, sorry about the name thing, I've fixed that now. Congrats on making the top 5 twice! I think you did enter, but sadly I don't think you made the top 5 It's totally wip, so I'm betting that it was a part of the building that got moved around into the wreong place or something.
  8. Sure, that could be good. There will be backdoors. You assume too much. Both weak points need to be destroyed for the building to be destroyed, in theory. It's just a way of stopping Tanyas and SEALs from camping one location to ensure certain doom to a single building.
  9. So yeah, it's blog day but we don't have much to show for it since this time of the year is pretty crucial what with exams and stuff. Sorry guys, but your just gonna have to bear with us giving a little less for a little while. We'll be back on form during the summer though, don't worry <h3>Soviet War Factory Walkthrough</h3> dtrngd made a little video for you guys today with the help of Gummibear and Killz0ne! It's a nice little walkthrough of the soviet war factory that is currently ingame.Take a look below as dtrngd explores the interior of this magnificent structure for your viewing pleasure! Kudos to Ric and Zion_Fox for what we have so far with this building! >>>Video Here<<< The current building is obviously not finished. There are still a multitude of doors to be added, as well as a lot of nice objects to populate the place. Perhaps a big Romanov banner on the inside wall with a lot more symbolism. If it is possible, we plan to have vehicles raise up through the bottom area (with the railings) up to the top ramp before rolling out of the factory or, in the Kirov's case, floating out of the top. The war factory will compensate more for these larger vehicles, making it pretty epic in scale. We aim to have two weakpoints in the structure. What looks like an MCT in the top "viewing point" area, is the control computer for the consctruction mechanisms, there will then be a supplies cache which contains ammunition and fuel which will be the secondary weakpoint. All I can really say is that Apocalypse Rising is going to be worth the wait comrades. <h3>Competition Over!</h3> The votes are in and counted! It has been a really close call here, but we have a winner! Let's find out who it is! <h4>5th</h4> In 5th place we have M1941 with his first entry into the competition which scored a respectable 9 points. <h4>4th</h4> In 4th place we have K1llz0ne with one of his many entries. K1llz0ne definitely wins the prize for the most entries, with a staggering 16 entries! This particular entry earnt a solid 12 points. <h4>3rd</h4> In 3rd place we have Elearen with this first entry. The one scored just a single point more than K1llz0ne's best icon to leapfrog into 3rd with 13 points. unlucky for some, luck for others maybe? <h4>2nd</h4> In 2nd place we have M1941's second entry. This one was my personal favourite as I love the way it incorperates the splash screen from the installer. This one, suprisingly, scored one more point than Elearen's entry, ending up with a nice total of 14 points all together. <h4>1st</h4> But the entry that beat M1941 to the top stop by a mere 2 points, to finish up with a mighty 16 points, is Xarah's entry. Very nicely done there Xarah, expect to see your icon featured in AR when it is released! <h4>Summary</h4> 1st - Xarah 2nd - M1941 3rd - Elearen 4th - K1llz0ne 5th - M1941 BigOz get's a special shout out from the staff since he did his entry entirely in what appears to be microsoft paint, which really deserves a mention. A shout also goes out to Trevelian who made his icons using the shp sprite graphics from Red Alert 2. Good use of resources there guys! A final shout goes out to rm5248 for entering the competition late and thus being disqualified for late entry. No hard feelings eh mate? Thankyou very much to everyone who participated! I hope you'll come back and enter next time we have a competition! <h3>Team Messages</h3> Exams are bad right, but it gets even worse when your PC crashes out on you too. Just like it did at the weekend. I had to copy my files over to my backup drive (<3 cfehunter) using task manager's run prompt and reformat my C:\ drive, so yeah my pc is a lot faster, but I haven't got much in the way of apps on it right now. I am so glad that I was able to back things up, as I lost nothing mod related! Good eh? cfehunter has been doing various things since he completed GTA IV, he'll be working on getting the allied walls finished up and then hopefully having a bash at the Grizzly Tank again. danpaul88 has some nice screenshots for you here, here and here! TheBeerinator graduates soon. Good luck to you man Chronojam graduated from WPI! Congratulations man! Steppo also graduated recently! Check out BHP's manliest man looking like he could beat even Steven Fry at a game of Qi. Soviet_Deso popped by to say hi! Lord_Kane has had some PC trouble which he should hopefully overcome soon. Best of luck there! TagDaze went on a protest against the church of scientology as the internet hate machine took to the streets in a mass wave of V for Vendetta masks. Power to the people I say! <h3>OWA's Random Corner</h3> To commemorate the newest Indiana Jones film, some guys rolled a Lego boulder, with a styrofoam centre, down a hill in San Francisco, after a guy dressed up as Indie. Pretty crazy. <center><object width="425" height="355"><param name="movie" value=" name="wmode" value="transparent"></param><embed src=" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></center> <h3>Goodbye</h3> Ciao ^_^
  10. Aye, I have CPT4 and CPT5 on the same day D: I had CPT2 yesterday, since I needed to re-take it. Good luck to you too.
  11. Would that be AQA's CPT5? Because if yes, that is what I'm going to be taking.
  12. We probably won't go with the trees that you can run over, but maybe trees of a destroyable nature, like in RA2.
  13. When the trees are randomized each time Pretty evil eh?
  14. I'm not that lucky, since I haven't been attending that school for 2 years now. It was one of my friends that is two years younger than me that linked me to it. I had that teacher though and he was fairly awesome. Spelling isn't grammar. Seplling is getting a word wrong, like you have explained. Grammar is getting a sentence structure wrong, for example "I are cool" is an example of bad grammar. But yeah, those words have always been the ones I tend to mis-spell. You don't need to be able to type english to be able to learn it My spelling is the least of your worries. 1. Yes 2. They are linked to the infantry unit, so when the infantry unit dies, the barricade disappears. 3. The Harrier will be in RC1 complete with VTOL harrier physics. We hope to make aerial acrobatics possible. 4. Yeah, they already do that. The only feature of elite units that we aren't carrying over is increased speed.
  15. He already found out. Apparently he wasn't best pleased with the guy who took the video. It's a Worms referance.
  16. Welcome to this week's blog. This week is a busy week! My first exam is on friday, so wish me luck! <h3>Alpha 5</h3> The testers have had their hands on AR Alpha 5 this week and they are really enjoying it. The main aim of this build is to get the speed and damage of the vehicles right. Currently the Grizzly Tank is faster than the IFV and the Flak Track, the Rhino Tank crawls at a snails pace and there are a few things wrong concerning how each vehicle feels weightwise. But don't worry, the final release is going to be done up really nicely for you to all enjoy. The testers are already saying that, once balanced, this game is going to be awesome fun. So I'd be happy to make a bet saying that the first release is going to be a cracker! Here are some nice pictures of some ingame action! <h3>Conferance</h3> We'll be having a staff conferance on saturday concerning the mod, so if you have any issues of concern that you want us to discuss during that, post those concerns up and you'll recieve some ansers next week. Here is a list of the topics we will be discussing (subject to change). So yeah, let us know what you think! <h3>Icon Judging</h3> The judging has begun! We are using a points system to mark the icons, just like this... Good luck to everyone who entered, the results may be posted up in the next blog, but otherwise it shall be two weeks from now. By the way, do you guys want to see each entry's points displayed, or just the top 3? <h3>Team Messages</h3> I have my first exam on friday. It's computing so it's going to be tricky, but I'll plow through it I've been doing some voice overs for various infantry units which you may get to hear in APB or AR, so stay tuned for those. A shout goes out to my friends; Ross, Dave, Grogsy, Huw, Shannon, Netty, George, Kage, Charley, Berni, Aid, Gill and anyone who I've forgotten! You guys rock! A shout out also goes to cfehunter who has been working on various things for the mod and is going to have a go at the Grizzly Tank again next (since the first model went bad). <h3>OWA's Random Section</h3> My old english teacher sings opera style. How cool is that? <center><object width="425" height="355"><param name="movie" value="http://www.youtube.com/watch?v=U-491sUvbEQ&hl=en"></param><param'>http://www.youtube.com/watch?v=U-491sUvbEQ&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/watch?v=U-491sUvbEQ&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></center> <h3>RUN AWAY</h3>
  17. If it works correctly then we won't even need it to be disarmable via repair gun.
  18. No it couldn't. There isn't going to be a beacon or flare type weapon.
  19. No, it's unfair. You want to deny your enemies of Radar? Then destroy the radar structure
  20. Well, it's fairly warm here in britain at the moment which makes a nice change. But the weather isn't the thing on my mind currently. Here be the blog. <h3>Random Weather</h3> Thanks to danpaul88, we can now simulate random weather on a per-map basis! So in desert maps you can have sandstorms, in snow maps you can have blizzards with fog and in britain-based maps you can have lots and lots of rain (but not at the moment). Eventually we plan to add an element of time on some maps, so for example; a map could start off in the evening and during the course of the game it could turn into night. Pretty cool huh? But yeah, that's still all to be tested. Here is a video of the weather changing script. >>>Video Here<<< <h3>Recent Aquisition</h3> Soviet_Deso recently handed over some assets from the now defunct ROTD (Rise of the Drones) mod for C&C Generals Zero Hour. These assets include a few animal models and faction logos which are cool, as well as a certain lady of liberty. Take a look below. (The colours on the soviet logo are not accurate because the main logo needs texturing properly. I can get away with the allied one though ) <h3>Allied Wall</h3> Well, cfehunter re-did the texture on the allied walls and I added some better sandbags to the mix to make this model a ton of a lot better than what it was. Walls are the only thing standing between your base and the hoard of Soviet units (apart from the base defences of course) so make sure they don't take too many hits. The Allied Battle Fortress is the only unit in the game which can run over these walls. Here's a pretty picture of the new walls below. <h3>Competition</h3> The votes will be counted up soon. <h3>Team Notices</h3> I'm a little down in the dumps right now because of a few things but it's nothing to worry about. Exams are close. I do have a good feeling that I have a chance of scoring some good grades and getting through. My ultimate target is A for Theatre Studies, B for computing and B for Product Design. Lets' see how that goes eh. I went for a game of football with some mates today and got lightly sunburnt. What have they done with England this week? It's actually warm and sunny. Ah well, I can't complain.... Well I can actually, because I dislike the mayfair which is in town at the moment. cfehunter gave me his old 200GB HDD at the weekend, so I have begun to port things over as well as clone valuable things (i.e. AR work/assets) so that they will be backed up if one HDD fails. Cool huh? cfehunter has also finished GTAIV. Nice one! dtrngd is working on Dune Patrol, but he has been taking photographs of a cool park which he is going to attempt to turn into a map. danpaul88 has been fixing up the level edit build and acquiring some proper bases for the veterancy values for each weapon. Ha Cha Cha! <h3>OWA's Random Section</h3> People were complaining last week because of the lack of funnys in the blog, so I have dreamt up this new section that I can put whatever I want into. So this week, lets look at MS Paint artwork! Sephiroth in paint - MeMower Man Plays APB - Eggman891 Metal Gear Paint - Me and my friend, Dave LOLTank + Fishgirl by Eggman891 Epic Fail Guy Dance - Unknown And Finally How to paint the Mona Lisa in MS Paint Come back next week for a new random topic! <h3>Tada</h3> The Microsoft "tada" sound is great
  21. Our Rhino is based from the installer concept art and ingame cameo, not the ingame voxel. (In the installer, Westwood have screwed up by listing the Rhino as an allied vehicle >_>)
×
×
  • Create New...