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Killing_You

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Everything posted by Killing_You

  1. View File Harkonnen Flamethrower Reload- UNCENSORED EDITION [NSFW] You know and love the Flamethrower and his amazing reload animation. But have you ever noticed how, sometimes, he seems like he should say a naughty word, but stops just short? Ever wanted to hear the full version? Well, in celebration of BfD's anniversary, you can now hear the full versions for the first time! Just extract the two audio clips into the Data folder within Battle for Dune's directory, and hear the reload quotes in full! Rather than stopping short with "Mother-" and "Son of a-," he will now saw the full quotes on occasion. As should be obvious, this sound pack is not safe for work. Submitter Killing_You Submitted 09/02/2023 Category Custom Audio  
  2. Version 1.0.0

    33 downloads

    You know and love the Flamethrower and his amazing reload animation. But have you ever noticed how, sometimes, he seems like he should say a naughty word, but stops just short? Ever wanted to hear the full version? Well, in celebration of BfD's anniversary, you can now hear the full versions for the first time! Just extract the two audio clips into the Data folder within Battle for Dune's directory, and hear the reload quotes in full! Rather than stopping short with "Mother-" and "Son of a-," he will now saw the full quotes on occasion. As should be obvious, this sound pack is not safe for work.
  3. Hello everyone! Well, we did it! Tiberian Sun: Reborn 2.0 has officially landed in the hands of the public. Our hard work has paid off, and we had an absolute blast during the game night! We saw some of the highest population games in TSR's history, to the point where the poor server had issues keeping up at times! That all being said, we'd like to hear your thoughts. How do you feel about 2.0 as it stands? What are some things you really liked, and what would you like to see changed? Discuss away!
  4. Ahh, Siege. We all know it, some of us love it, others not so much. But I'm not here to debate the actual balance or gameplay on the map; I'll leave that to a different topic someone can make. Instead, I want to take a moment to analyze the centerpiece of the map: the castle. Is it realistic? What kind of castle is it? Does it resemble any in real life? Can we estimate when it may have been built in-universe? Well, that's what I'm here to determine! Let's start from the top with a bird's eye view: Right off the bat, we can see that this deviates from the "typical" castle design. There's no towers present, nor is there an obvious gatehouse. We only have one outer wall with a few bastions attached to a central keep. The bailey also appears to have been heavily dug into, which may or may not have been done during the height of the castle existing? The main reason it's hard for me to tell is because the trench actually opens into the undercroft (at least partially). The tunnels where the Ore Trucks go were clearly dug out long after the height of the castle's life, so we can ignore them. Honestly, those tunnels and the presence of the ore could tell us why this castle is here in the first place. After all, castles were built as defensive structures first, so it's entirely possible that this one was built specifically to guard a rich mine. It's likely that the mine was so rich (or an enemy attack was so swift) that parts of it were left untouched by the time the castle fell into disrepair. All it would take is a curious prospector to discover that this location has a lot more left to offer, and suddenly the Allies and Soviets have great reason to fight over it. One more noticeable detail is the fact that the wall isn't flush with the shoreline. This could tell us quite a bit about the history, as most castles built on or near water ways would generally line up the walls with the shore to minimize the possibility of enemies bringing soldiers or siege equipment up against the outer wall. For reference, let's look at Bodiam Castle: As you can see, the castle is surrounded by water, but the water appears to have receded over time. Indeed, this may be exactly the case with the castle on Siege; perhaps at one point, the walls were, indeed, flush with the shore, but the water level went down over the centuries. It's likely that the land bridges to either base on the map are fairly recent and would have been shallows back in the castle's heyday. Now that we're done looking at the outer wall, let's move into the keep. Looking at the keep itself, we can see that this isn't the typical keep design. The Donjon has fallen, and appears to have been built in the middle of the main keep rather than on the edge. This is not unusual, and was a design feature present in some Germanic castles. Take, for example: Wartburg Castle: Much like the Siege castle, we can see that the Donjon rises out of the central keep, which itself is rising out of one of the big buildings. Granted, it's not perfectly centered, but close enough for these purposes. Beyond that, we can see that the castle uses a mansard-style roof: This is truly unusual, as mansard roofs typically weren't used on castles until much later on when they started evolving into palaces, mostly because mansard roofs are a visual extravagance, and don't really offer defensive measures. The Siege castle is not a palace, however, as it's too well fortified outside of this, which is especially apparent given that it has stone where the roof flattens out, as well as on the upper areas. This is a strong defensive feature, as it's not as flammable as wood while being a lot tougher, but at the cost of being more difficult to build. In fact, this tells us that the castle features a vaulted ceiling: Of course, a castle with all vaulted ceilings is also not unheard of. Don't believe me? Look no further than Dover Castle: The central keep has a complete stone roof, only possible via vaulted ceilings. So, absolutely possible. That being said, I've never seen a mansard roof combined with a vaulted ceiling, but it's possible. Likely impractical, but possible. Moving on, there's a small courtyard on the upper level, complete with a central statue. Nothing informative (apart from the further evidence of a vaulted ceiling), I just thought it looked neat and wanted to point it out. Now here we see the main entrance to the keep. This, by the way, is why I kept referring to the castle as having an entirely vaulted ceiling; this door implies that there is an entire level on the ground. There were castles which did not have a level on the ground, and the interior instead sat on an elevated stone foundation, but they were in the relative minority. Now let's take a closer look at the bastions themselves. The very presence of the cannon platforms shows that this castle likely wouldn't have been built prior to the 13th century, as that's when gunpowder (and especially cannons) rose to prominence in Europe. Interestingly, the cannon is situated upon a vaulted(ish) platform. Bastions of this type were either hollow with staircases or solid: As you can see, the amount of cannons is different. Though, to be fair, the cannons featured on Siege are absolutely enormous, rivaling even the Tsar Cannon in size: Yeah, this castle has some serious firepower. Moving on, let's look at the main gate. This is... interesting to say the least. It appears to have once held two large wooden doors (which are now missing, likely removed for various reasons after centuries of disuse). However, there doesn't appear to be any sign of a portcullis, nor anything resembling a traditional gatehouse: This means that either resources were low when the gate was constructed, or that the castle was built later than what we think of as the Medieval period. Portcullises and gatehouses were intended to protect against waves of infantry and older siege weapons (such as battering rams). So far, nothing about this castle indicates that it was intended to protect against such threats, and therefore isn't a traditional style of castle. Instead, this is something known as a "Bastion Fort" or "Star Fort": These rose to prominence in the 1500s as gunpowder became the cornerstone of European warfare. They were designed specifically to deflect cannon fire and provide protection from incoming musket fire, as many siege weapons of the medieval period were rendered obsolete by these advanced weapons. There are more details I could point out (such as the two rear bastions having random wooden roofs, or the large wooden area behind the keep that serves no discernable purpose), but this analysis covers everything I wanted to talk about. I hope you had as much fun reading this analysis as I did making it.
  5. Hey no worries! In a way, all you did was inspire us to release a 2.0 Open Beta in the first place! Looking forward to seeing you on the battlefield!
  6. Technology is a pretty poor way to judge timeline IMO. We don't really have a "technology tree" set in stone IRL, and alternate universe shenanigans would naturally lead to different designs appearing at different points in time. Plus, Anachroism Stew is nothing new and shouldn't be used to assert time period (unless you're ready to argue that X-Men: First Class takes place in the late '80s due to tomahawk missiles being shown, or that The Good, The Bad, and the Ugly is set in the 1890s or later due to Tuco handling a Bodeo M1889 in one scene :P ) Having Stalin added late in the development cycle would certainly explain the jump in tech out of universe, but it wouldn't effect the in-universe timeline. Frankly, the timeline ending the war in the mid-1950's makes a lot of sense, not just because of Stalin, but because of Red Alert 2. That game is soaking with the atmosphere of the height of the Cold War, from Dugan being somewhat an amalgamation of John F. Kennedy and Richard Nixon to the penultimate Allied mission being very obviously based on the Cuban Missile Crisis, so it's almost certainly set in the 1960s.
  7. I do still have that one in the works. I was planning on finishing it up and posting a signup thread once the finale releases (AKA mid-late July). Only reason it's taken this long is because post-production and release have been kinda... difficult. (A large part of it being on Amazon's end, but I won't bog down the thread with that.)
  8. Hell yeah! It's been too long since we've had ourselves a good round of Mafia!
  9. Dead Legion released on Amazon Prime this month, so expect a sign-up thread for that before long...
  10. The manual did, indeed, specify the GAU-3 for GDI and the M16 for Nod. This was the reason we were originally planning to have Nod use the M16A3 for a while. But as previously stated;
  11. We may or may not have far future plans that would fit right into that desire...
  12. I gotcha. For what it's worth, I have heard what you mentioned about the US Department of Defense before, and it's something we've got in the back of our minds.
  13. It is, but as stated in the OP, the decision was a push from me because I didn't want to use yet another AR-15/M-16/M4 variant. The QBZ was kind of a stroke of luck in that regard, not only because of the time period being ideal, but because China actually was Nod aligned in Tiberian Dawn: It was like getting a weird craving for a very specific flavor of potato chip from a very specific brand, and then spotting a party-sized bag of exactly what you wanted on sale.
  14. We could, but that would radically change how each basic class plays, plus this could severely impact the ability of the GDI minigunner to engage at range. Appreciate the suggestion, but we're going to stay the course with our current plan.
  15. We went with a 30-round mag for balance purposes (GDI getting 50 or 100 rounds compared to Nod getting 30 wouldn't be very fair), plus we're taking into account the upgrade from 9mm (what the real life Calico uses) to 5.56 (what the fictional GAU-3 uses). It is, fortunately, helped by the fact that it's a fictional gun, so we aren't beholden to as many rules.
  16. Well, when we're presented with an opportunity to embrace accuracy to the source material and the alternate universe aspect of C&C, we just couldn't help ourselves.
  17. [blurb][/blurb][blurb][/blurb] Hello, and welcome to yet another Tiberian Dawn: Ground Zero Update! Well, we say "update," but it's closer to a roundup... with a special surprise at the end. PURCHASE TERMINAL Going all the way back to Renegade, Purchase Terminals up until now have been little more than "big screen where we all collectively agreed to buy stuff." However, with Ground Zero going in a little more... grounded direction, we decided to question this trope and approach the PTs from a different perspective. We wanted something that would make sense to get gear and ammo from, but also didn't require a wall, allowing for more freedom for their placement. The result is the "Requisition Terminal," seen below for both factions! Big thanks to @ CMDBob for modeling and rigging these. They really add to the feeling of the game, plus they look gorgeous. FN MAG MACHINE GUN Following the addition of the Heavy Gunner class, it made sense to find a nice machine gun for GDI to use. We wanted one that was period-appropriate and could logically match the M60E3 (Nod's planned equivalent). The answer was obvious; the FN MAG, which eventually evolved into the M240. Once again, big thanks to CMDBob for rigging these models. What's extra nice is that this model came with an option for a spade handle, seen on the left. This is the model that will be mounted on the Humvee, while the wooden stock version will be handheld by GDI Heavy Gunners. QBZ-95 "HEADHUNTER" Now, onto the primary weapon used by Nod Minigunners. Originally, we were going to use an M16A3, but we decided that using yet another AR-15 variant would just be boring (namely @ Killing_You , who has made his preference for exotic weaponry well known). Eventually, we found something that seemed almost too good to be true; the QBZ-95, a Chinese assault rifle from 1997, chambered in 5.56. Thanks to @ GeneralCamo for the find here, as well as CMDBob once again for rigging it up. You've probably noticed that there is a scope on one of these renders, but not the other. That's because Minigunners will have the option to use either traditional ironsights or ACOG scopes, whichever better fits your playstyle. GAU-3 "ELIMINATOR" And now for the never before seen crown jewel. Previous adaptations of TD have had their own ideas/interpretations of what GDI Minigunners would use, usually a real-world assault rifle to keep it simple. Ideas that have been tossed around range from the M4A1 to the Steyr AUG to the G36. These would probably be the "sensible" answers. But we rejected sensibility. Instead, we chose something different. We chose the impossible. We chose... ..The GAU-3 "Eliminator" Assault Rifle, modeled out by @ Romanov ! Visually based on the real life Calico M900 (which is what was used for the original purchase icon), this is a fictional assault rifle chambered in 5.56 and sporting a 30 round magazine. We've taken full advantage of the alternate universe aspect of C&C in order to create a weapon that honors the original game without compromising balance. CONCLUSION Big thanks for reading this! While this is likely going to be the last update before the release of Battle for Dune: War of Assassins, you can expect much, much more from us afterwards. Stay tuned for a building round-up!
  18. Literally bussed yourself with your first post and ended up winning. What a madlad.
  19. For me, it's probably when I successfully picked out @ iLikeToSnipe as scum D1 in AR Mafia 1. And then successfully swaying Voe into voting by quoting himself in a really old APB Mafia.
  20. Hey @ OWA Any chance we could have an option to bring this back? I never liked it personally, but I'm all for anything that helps promote Mafia activity.
  21. I feel like it's just going to take a minute to get everyone back in the groove of things. It was definitely nice to have a Mafia game again, despite the inactivity.
  22. GAME END With the day coming to a close, you arrest Category 5 Hurricane under suspicion of being a Harkonnen spy. Not wanting to make any more mistakes, you decide to bring him before a Truthsayer. Unable to resist the influence of the Bene Gesserit, he confesses to being a Harkonnen agent. He also reveals that he was instructed to weaken the Elite guard from within before making their move. However, in the process, he reveals a startling truth: House Harkonnen was not responsible for the death of Duke Rogal Atreides. Before he could be questioned further, however, a dart strikes him in the neck, and he falls over dead. Category 5 Hurricane was Fassur Tomicki, a Harkonnen Levenbrech! What does this mean? If House Harkonnen did not kill the Duke, who did? And for what purpose? These questions will be answered in due time. For now, it's time to celebrate your victory, and hold a coronation ceremony. All hail Duke Achillus Atreides! POST-GAME ANALYSISI'll be honest, I did not see this game turning out the way it did. With two power roles per faction, one rolecop and one roleblocker, I anticipated a cat-and-mouse chase with the night actions, along with a couple of counterclaims. But it was not meant to be, as both Town power roles successfully targeted both Scum night one. In fact, had Cat5 targeted anyone else, Irish would've discovered his roleblocking ability, and the jig would be up. Cat5 passing away his Hunter-Seeker drone was also quite unfortunate, as it would've allowed him to punch through both being roleblocked and Louis' shield. This would've made N2 much easier for him, and the game would've likely gone in a much different direction. That said, since Jeod and Cat5 had a hard time coordinating their cover story for N1, it was unfortunately a matter of time. As for the setup itself? I think it's quite solid, probably my best balanced setup so far. Aside from a couple of flavor bits, there's not much I'd change about it, and I don't think my minor errors had a major impact on the game (if at all). So, what was the long story bit on this post about? Well, dear reader, it is a tease. Sometime this summer (likely after the next Mafia game or two), we'll be returning to Arrakis for a more intricate, more story-heavy game. Based heavily on @ Nodlied 's incredible July Crisis Mafia, the Dune Landsraad mafia will feature several players trying to piece together evidence and solve a mystery, while other players will be trying to stop them and cause an intergalactic war. Featuring an Imperium Tension mechanic, investigations that will aid in finding evidence without removing players, and much more, this promises to be quite an affair more complex than anything we've had in a while. Until then, there will hopefully be many more Mafias to be had. See you next game!
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