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  1. Hey guys! Frank got back to me, and answered every question (even Testament's questions!). I hope you guys enjoy, and I'm waiting to hear back from him about getting in contact with Joe Kucan (Kane)! NodGuy: Out of every track you've created for Command and Conquer, which is your favourite? - I have several favorites, too many to just have one! Hell March, Prepare for Battle, Stomp, Brain Freeze, Dog Fight, Mud, Mad Rap, I could keep going. So many. Dadud: What equipment/programs did you use to create music in the early days? How long did it take to record/produce a song on average? - Ensinonq Asr10, Roland s760, roland jv990, 1080, 2080, Korg triton among others. Would take me anywhere between a day or a few days to complete a track depending on how in the zone I was. ganein14: Were there any tracks you wish could've been implemented into the games you developed them for, but were cut for various reasons? - Well, there’s a few instances where songs were cut or repurposed for later projects. For example it’s no secret there were songs left out of the original C&C but were still buried in the files of the game which people extracted and wondered why. I believe they were meant to be removed but just werent. One of which was called C&C 80s mix - which was an experimental track that probably didn’t fit but was redone as a heavier song for Renegade later. There’s another one called Die which is a cool heavy tune I wished was included but perhaps was a little too theashy. Stomp was written for Tiberian sun and was featured in an early trailer but then was cut and then also used for Renegade. A track I wrote on my own called defunkt i brought in to try for Renegade cause I thought it might fit well, but we switched producers mid way through and it got dropped - so I put it on my first solo album instead. Raap: Some of Frank's solo albums have a lot of similarities with his work on C&C titles, specifically Morphscape, Rocktronic and Infiltrator have a number of tracks that sound like they would fit perfectly in the earlier Red Alert C&C games. Were these tracks at some point intended for these games, or is it purely just a matter of your music style preference? Bonus question: Any chance W3DHub projects could get non-profit, non-direct distribution rights to the mentioned albums, for inclusion within the W3D games (the music files would be stored inside game data, and used exclusively as level background music using the built-in music playlists where authors of music get full credit)? I mirrored my studio setup I had at work at my own studio, so that I could always compose when inspired and then go back and forth. Some ideas I did at home such as defunct I would bring in to see if it worked or not. Other times I would just get ideas out and save them for later to see if I could make them better. When it came to my solo albums, morphscape was a collection of songs that built up over time that I just didn’t find a place for. Ricktronic was a more cohesive effort written in the same time period and very much in the vein of my C&C style. Beyond that I just wrote whatever I felt like at the given time. Though I will say much of what wrote for infiltrator were ideas I kicked out during the time I worked in Red Alert 3, as I hoped to have contributed more than 3 songs for it. Regarding the other question, that’s a separate email Catting: so early on red alert was not in the past it was still gdi and Nod , any info on that? how was ra development? has joe kucan been a influence on the music, were you a influence on him? about retaliation what happend?, is there any memories of note?, did you meet the actors? I enjoyed beatnuckle. did it or your time there inflence cnc? - We’ll to be honest, I had assumed the next C&C after the covert ops expansion would be the next sequel and I wrote Hell March with that in mind. But when I played the song for the president he explained it was to be a prequel instead but that he wanted me to expand on the style we’d already established for the first C&C - and that Hell March would be a perfect main theme for the new game. -Joe Kucans character of Kane was great, and I wrote No Mercy with his portrayal Kane in mind. Lots of memories - I remember being shocked the first time he makes his entrance after offing Seth. We played the game after hours during development because it was so fun. We knew it would be special, just didn’t know It would be as successful as it was! -Beat knuckle we’re friends of mine and I produced their album, and did a couple remixes of their tunes influenced by the stuff I was doing at the time with C&C. Testament: If you could abort anyone from the history of the earth, who would it be? Did you ever pick up any chicks from the tracks you've composed? Your band was super hardcore. Where should I get my grub on in Las Vegas that isn't a cheap, cigarette laden buffet? Would you consider composing a short, cervine/deer or (PLECOSTOMUS) related track for Expansive Civilian Warfare's loading screen? I'd pay you in COMBO snacks and rye whisky. If you could, how would you destroy contemporary country music? -Intetesting questions lol. 1. Anyone who brought about mass harm to innocent people. 2. Yep. 3. Vegas has so many great restaurants it depends what you like. 4. Seeing as this is how I pay my bills, I prefer compensation that I can use for that. 5. Hasn’t it already destroyed itself? Lol dblaney1: What projects can we expect to see from you in the future? Can we have a high quality stereo version of Act on Instinct without the lyrics. The official soundtrack only came with the lyric version if I recall correctly. - I just released my latest album “Transform”, latest game that recently launched officially after early access is “Forged Battalion.” My next album will be 100% Metal. The real deal, all live instruments, organically recorded and not edited to sound unnaturally perfect. \m/ -It’d be up to EA to release an alt version soundtrack. The one that’s avail is the same one that released when the original game released back in the day. But the reason there are extra vocal clips on it is because that’s the way they were originally written before they were taken out for the in-game versions. And that was fine because we felt it competed too much with the unit responses. des1206: Favorite C&C Game, and favorite C&C unit? -Too tough to answer. Again several I could list. Mammoth tanks, commando, mechs, conscripts, ufos, what’s not to like? Killing_You: What is your favorite non-C&C game that you've done music for? -Star Wars Empire at War. Fraydo: 1) Did you ever think joining Westwood Studios as a composer way back then would have left such a legacy on the gaming community, particularly the community surrounding the Command & Conquer series? 2) It's amazing to see that you are still creating new music to this day! Are you already working on the next album? 3) Any prominent video game composers catching your interest these days? If so, any chance of music collaboration with them? - 1. I had no idea that would be a thing. I was still in denial until Red Alert came out and the response we received from that, then it really felt like it was a lot bigger deal than I thought. 2. Yep, as answered earlier above. 3. Sure I respect quite a few other composers I’d enjoy collaborating with at some point. Would depend on circumstances I’m sure for all involved but you never know. Kicken: Do you enjoy any games yourself? If so, or despite that, have any other game soundtracks caught your ears? - Of course! Lately I’ve been ridiculously addicted to Conan Exiles. Plenty of soundtracks I’ve really enjoyed over the years, I tend to enjoy soundtracks that deviate from the norm or are just super well done and pull me in to the world, or get my adrenaline going as that is my preference as a composer in general. Kaskins : I am always curious where does the sound technology is going, we see improve graphics, better monitors with higher resolution and in-game engine with almost realistic rendering. Where would you think of the sound technology is going in the next 10 years time? Have we reach the limits of sound technology that we can hear? - Its come a long way for sure, it’s more about the budgets that are available nowadays though. The quality is largely going to be dictated by that. Whether there’s enough to hire an orchestra, or top tier actors, or sound design field recordings from scratch, time to craft, edit, and cleverly implement audio with the advanced tool sets available today - all of that goes into it. At the end of the day though none of that means anything if the game is not fun! That is always the most important thing, then it’s about how audio and graphic that best serve that experience. OWA: When I used to work with Andre Arsenault, he once told me a story about when you played him one of his voice lines from Tiberian Sun: Firestorm as he entered a room once, (something about a "cool beverage"?). My question is, what's your favourite piece of obscure dialogue from any C&C game? - “That was left-handed!” GraYaSDF: Hi there again, Frank! I of course have two new questions since our last conversation: 1) Which style did you choose for your next solo album? Does it sound like something between Static-X, Metallica, and/or Bon Jovi, or is it something completely new and incredible? 2) Do you plan to record your voice for upcoming metal album? - The Metal album will be across between many of my influences old school Metallica, anthrax, Kings x, with a touch of disturbed, and Armored Saint, half will be instrumental with some guitar hero friends of mine shredding, and the other half will be vocals of myself and and some guest vocalists. VERTi60: Would you like to do a custom soundtrack forAPB, AR and Reborn? -Happy to be commissioned for any soundtrack Nexiuz: Do you have unfinished or unreleased tracks for C&C? Any chance we could use some for our projects here at W3D Hub? -Answered this earlier, it wouldn’t be up to me though. Coolrock: Greatest achievement in your career? Favorite cereal? - Star Wars games I worked on. I don’t eat cereal. I go straight to lunch. Pandarock: Why a music composer? What inspires you when making music? - Music is the soundtrack to our lives. It will always bring us back to memories of times, places, people were reminded of, and experiences, whether you realize it or not. I chose to be a professional drummer early in life and every new skill I attained was because of a need of some sort. Most of which was to be able to communicate ideas of songs to band mates, or communicate what I wanted recordings to sound like to engineers. I was passionate about all of it and motivated me to do it all, and that all is needed when being a composer. At first I thought it would just be fun temporary job until I hit it big with a touring band and making albums. But as it turned out, it became my main career. Thank you again for taking the time to answer! We really appreciate it! - You’re welcome! Keep rockin everyone![blurb]We asked Frank Klepacki some questions from the community. Check it out![/blurb][thumb]thumb_apb.7.png[/thumb]
  2. Hey guys! I just got an email back from Frank, and he'd like us to get a bunch of questions together for him to answer for our community. Hopefully with enough support, we could try to get him to do something more fun in the future! For those of you who might not know who Frank Klepacki is, click his name for a little more information. That's right, he's made just about all the music you love listening to while playing any of your favorite C&C games. I'd like as many people to participate as possible. I want to show him just how much we love his music and want to know more about him. Post any questions you might have, and I'll collect them to send as a Q&A. I appreciate everyone who helps!
  3. You maybe believe it, but I cannot. Roland JD-990 and JV-2080 that I bought are the dream of my arsenal of sounds. After Red Alert remakes, this is probably the best of my works. If there will be possibility to remake some of Tiberian Sun tracks... who knows! P.S.: Interesting fact, and I know it from Frank himself: some names of instruments were chosen as titles for songs for Red Alert OST. As I discovered, "Terminate" is a soundscape instrument included with standard soundbank of JV-series, from which that song starts. And so on.
  4. A collection of all the best moments in recent APB. Thanks to all and happy playing!
  5. http://download.ccassault.com/museum/articles/frank_interview_2/index.html - the full interview is below translation, photos of album are clickable and expandable. Thanks for you time, I hope you enjoy this interview ?
  6. The best orchestra and electronics mix I can offer today. I hope you enjoy it, I was composing it from scratch. I also extended it, but during the process there was some mess with rhythm, but it is okay. Also suggested this to developers of Red Sun RTS, they said it is a good soundtrack for their next videogame, Expanse RTS, and they will probably add this and other tracks from this line to their new real-time strategy game which is already on Google Play! https://soundcloud.com/user-193337613/poisoned-extended http://download.ccassault.com/museum/music/dune_st/Dune_-_Poisoned_Extended.mp3
  7. The second masterpiece I made from scratch after Barren World and before the remake of Red Alert Menu Theme. Just about perfect. Almost. If only I could make it more diverse... https://soundcloud.com/user-193337613/the-sea-of-mighty-sand download.ccassault.com/museum/music/dune_st/Dune_-_The_Sea_of_Mighty_Sand.mp3 P. S.: Suggested for Expanse RTS devs too. They appreciate it.
  8. Another track which is inspired by Tiberian Sun and Fallout 3. For all those listeners who love these videogames. As always, available for download. Pad which goes with industrial effects sample is directly from Tiberian Sun, by the way.
  9. Red Alert: A Path Beyond Update When the idea of tweaking rooftop access routes came to mind, I figured I might as well get a hell of a lot more map/building-related stuff done too so that it doesn't have to be done later and make you guys redownload all the maps even more times. So apologies for the long wait, but it should be worth it! [blurb]When the idea of tweaking rooftop access routes came to mind, I figured I might as well get a hell of a lot more map/building-related stuff done too so that it doesn't have to be done later and make you guys redownload all the maps even more times. So apologies for the long wait, but it should be worth it![/blurb] [thumb]thumb_apb.5.png[/thumb] General You no longer get a "sticky" hitmarker if you directly hit someone with a weapon that inflicts afterburn damage (fire/shock) Shrunk bullet tracers 30%. Made the radar marker for A-Bomb flares larger. Infantry The limitation against combat refilling has been expanded to prevent purchase of ALL infantry during infantry combat, not just free ones. Hiding on radar now takes 5 seconds instead of 3. Jogging speeds have been increased by 0.5m/s (so all infantry are now one "tier" faster than before when jogging, e.g. rocket soldiers jog as fast as rifles used to, rifles as fast as sergeants used to, and sergeants a little faster). Sprinting speeds are the same as before. Fast Regen Bois (and girls) These infantry now have to wait 30 seconds to start regeneration just like everyone else, but they now heal 10 HP/sec instead of their old settings (5 for Tanya/Volkov, and the "staggered" heal of the Medic) Repairmen Repair tool takes 50% more time to capture capturable buildings. Golden Wrench takes 25% less time to capture. (Don't mind its 100 ammo, this is just to aid its capture rate due to the way the capture script works; it still has 10 seconds of charge and repairs/disarms things at the same rate it did before.) Flamethrower Range down (100 -> 80m) Health down (60 -> 50) Splash radius reduced (8.5 -> 7m) Splash damage reduced (30 -> 25) Burn-over-time effect now has better DPS (1 instead of 0.75) but a shorter duration (10 -> 5 seconds). So it's a little more impactful for direct combat and flushing people out of cover, but worse at slowing down enemy regen and preventing infantry purchases. Projectile gravity effect doubled (0.25 -> 0.5) Projectile damage multiplier to infantry drastically reduced (0.5 -> 0.2). Projectile damage multiplier to base defenses and MCTless structures down (0.3 -> 0.25); is now identical to damage dealt to building exteriors. Projectile damage multiplier to MCTs up (0.35 -> 0.375), a 7.1% improvement; damage to MCTs is now on par with that of a Sergeant/Starshina. Accuracy penalties for jumping increased, now sprays even more wildly than a jumping Sniper. No longer takes reduced damage from direct flamethrower hits. Infantry armour shredding capability up (75% -> 100%). But be careful not to destroy your own armour too. Reduced strength of particle effects. Grenadier Now has armour, but health is down (80 -> 50). This improves their survivability against most things - especially the explosive splash of tanks and themselves - but weakens them against heavy machineguns and non-bullet/non-explosive based weaponry. Grenade range down (80 -> 70m) Grenade projectile velocity down (75 -> 50m/s) Price up (150 -> 200). Mechanic Move speed down to average, same as a rifle/tech (was fast, same as medic/tanya) Medic Medic Kit now acts like the Repair Tool/Golden Wrench in that you have to hold LMB or RMB constantly to heal someone, and you have to be directly targeting them. This means that it no longer applies a "fire and forget" effect that allows you to gun people down while teammates continue healing in the background (you'll still see the red crosses effect against someone you're focusing healing on though), it now only affects one person at a time, and its effectiveness is drastically reduced while bunnyhopping. Medic Kit healing rate increased; now heals 20HP/sec instead of 10. (Still, bear in mind it can only target one person and you can't heal and shoot at the same time.) Medic Kit now affects other Medics again. However, its healing rate against them is only 20% of normal (4HP/sec). Medic Kit no longer cancels burning/shocking (since it doesn't apply an afterburn-type heal effect). However in turn it is also no longer cancelled by them. Health down (90 -> 80). Armour Cache smoke is thinner and slightly more blue, so it should be harder to mistake for an A-Bomb flare and less obstructive indoors. Armour Cache, in addition to its previous explosive splash resistance, gives all friendly armoured infantry (including the medic of course) a flat 20% reduction against ALL other damage types, except AP mines/fire/electric/environment damage. This is on top of what normal armour already gives you - and like before, doesn't affect anyone who doesn't use armour (sniper/tanya/thief). Armour Cache effect radius down (30 -> 25m) Shock Trooper Health up (70 -> 80) Sniper Price down (650 -> 600) Health down (90 -> 80) ROF up (0.5 -> 0.75) Enfield now has a bolt action sound. Standing/jogging inaccuracy reduced (0.1 -> 0.05) No longer has a severe inaccuracy (0.33) if you walk while scoping (this was a bug, this inaccuracy was only supposed to be added to crouchwalking where it would become a mere 0.03 due to the crouch bonus) Crouchwalking inaccuracy removed (0.03 -> 0) Range down (300 -> 250m) Firing sound radius down (300 -> 225m) Spy Backup relay from infiltrating Radar Dome now lasts 6 minutes (was 5). Infiltrating the Refinery no longer tells you how much money the Soviet team has (that isn't very helpful anyway). Instead, the spy sabotages the refining process - the next load of resources dumped at the Refinery (whether it's from a player or AI ore truck) will be ruined, giving the enemy no credits. Like the Radar Dome ability, this has a cooldown period of 6 minutes. Unlike the other infiltration abilities, this one has a chargeup time - the spy must stick close to the refinery's MCT for 10 seconds in order to sabotage it. Can no longer "infiltrate" Ore Silos. Infiltrating the Barracks/War Factory no longer floods the chat with notifications of what vehicles/infantry the Soviet team has (as that doesn't tell the Allies much anyway). Instead, the unit report causes all of the appropriate Soviet units to become visible on global radar, marked by blue magnifying glasses (I wanted to do red chevrons or something red but that's kinda difficult since then it'd make the markers visible to the Soviets). These markers remain visible for 15 seconds. Infiltrating the Barracks will reveal all Soviet infantry who are not in a vehicle (even if they are sneaking), and infiltrating the War Factory will reveal all Soviet ground vehicles (including cloaked ones if Soviets happen to get a hold of an MGG/Phase). Aircraft cannot be marked in this way, and watercraft are marked elsewhere. Be sure to infiltrate the Soviet radar beforehand if your own radar is down! Can now infiltrate Submarine Pens. Doing so provides a similar effect to the new Barracks/War Factory infiltration, except it reveals Soviet watercraft (LSTs, submarines and stolen boats) and the markers stay visible for 1 minute. Infiltrating a Missile Silo gives a less ambiguous message for the spy: "Soviet A-Bomb preparations reset", matching up with the "A-Bomb preparations reset" the Soviets get, instead of the previous "Launch Sabotaged" (I have no idea what the Gamma APB team were thinking there since he only resets the terminal countdown and not any actual launches...) All infiltration abilities now have a small trigger zone like the War Factory one; they now require the spy to get close to the MCT, instead of just being anywhere in the building that's on the same level as the MCT. (Excluding the Missile silo which, like it did previously, still requires the spy to press E on the A-Bomb purchase terminal.) All spies now have 70 health. (Was 60 for armoured spies, 80 for unarmoured) Rifle/Shock spy now have "fake armour" - a whole 0.7 points (1% of their health) which will immediately dissipate when shot by pretty much anything (though it does protect these two spies from basic splash damage as long as it remains unbroken). This is there so that they still have an armour bar so that they look "legit" when an enemy targets them, but they still have practically the same level of durability as the techie/sniper spy, and still communicates to the spy himself that he should not be relying on his armour (which wouldn't work if he had 70 armour that just didn't protect against anything). Shock spy is no longer immune to electric splash damage. Thief Fixed bug where the 3-second stealing countdown would keep going if you left the stealing zone, which allowed you to get a quick steal as long as you managed to make it back into the stealing zone before the countdown hit 0. Now you have to stay in the stealing zone for the whole 3 seconds. Now has to be close to the Refinery MCT to steal, not anywhere on the second floor. Vehicles Ranger Is now much, MUCH harder to flip over (still possible though so don't go out of your way to do stupid stuff). Small rocks in the field are no longer its bane. Is no longer a god at climbing near-vertical cliffs. Suspension no longer stretches in stupid ways when steering. (However, now it just doesn't move at all. For those who weren't on Discord when it came up, fixing the suspension to move properly without stretching caused the Ranger to drive insanely fast in reverse.) Minelayer Overhauled pretty much all the warhead resistances for landmines. TL;DR they're more vulnerable to bullet-slinging infantry, a little less vulnerable to splash damage, and resistance to bullet-slinging vehicles and direct hits from anti-tank weapons is barely changed. Light Tank Price up (700 -> 800) Tesla Tank Can now aim 135 degrees to either side (was 90). So its blind spot is narrower, allowing it to better counter the flanky things it's intended to counter (such as phases and longbows) Its "barrel" now starts at the edge of the dome instead of the middle. This gives it one whole extra metre of range! Yay! Gunboat Depth charges now damage surfaced subs and other boats, and no longer damage any ground units. Depth charge ROF increased (1 per 2 seconds instead of per 2.5 seconds) Depth charge damage decreased (140 -> 100). Their DPS is now identical to the main gun so against a surfaced sub you don't have to worry about favouring one weapon over the other, just don't use the main gun on deep subs. Depth charge range decreased (150m -> 110m, about the same as the main gun horizontally but can get more reach against things that are underwater) Cannon damage decreased (70 -> 62.5) Cannon ROF increased (1 per 1.333 seconds -> 1 per 1.25, DPS -5% due to lower damage) Gun elevation restrictions are tighter; can only fire 10 degrees up and 20 degrees down (was 22.5 up 37.5 down) Destroyer Depth charges now damage surfaced subs and other boats. Depth charge damage decreased (140 -> 100). Depth charges ROF greatly decreased (1 per 6 seconds instead of per 2.5 seconds) Attack Sub Torpedo velocity increased (62.5 -> 75m/s) Yak Now uses normal Splash warhead instead of SplashFire; base damage is adjusted (10 -> 20) so that its base damage output against armoured infantry is unchanged. So it no longer has the extremely lenient afterburn effect for so much as a single splash hit, and the Medic's Armour Cache can make an impact against its damage output. Now has a larger hitbox while in flight. Damage to Wood destructibles (like Siege's scaffolding) halved. Just like the Longbow/Hind it no longer deals extra damage to base defenses at low player counts. Damage to all buildings up (0.25 -> 0.28), a 12% increase. Damage to heavy vehicle armour up (0.4 -> 0.5), a 20% increase. Range up (110 -> 120m). Buildings Insignias on team-locked doors no longer have physical collision (this was causing the doors to be jammable, particularly with the new roof doors) Advanced Sub Pen Raised the "gate" at the front slightly. Reshaped the submarine blockers to fix the following issues: Moving a sub out of the dock no longer forces it to dive to a depth where it can't hit boats from; this made it hard for newly bought subs to fight against gunboats. If someone parks and ejects a sub in the spawn point, it will now only take about 5-10 seconds instead of a whole minute or so to "settle" into a position where it can be re-entered safely. Airfield Moved one of the rooftop antennae to block infantry from being able to run a circle around the roof door, so Allies hiding up there can't just juke hinds etc forever. Added a small length of chainlink fence around the depot. Added Raap's exterior texture overhaul. Upgraded the comms dish on the rooftop to the same one from the Radar Dome/Advanced Naval Yard, but scaled up 50%. Barracks For Allied barracks, added wooden supports to the interior so that the tarps aren't "floating". Fixed black void around Allied Armoured Corps poster. Fixed vehicle blockers at the entrances floating slightly (which may have contributed to vehicles getting stuck there) Added filler inside the walls to make it harder to see things on the other side by camera clipping. Construction Yard Added extra access routes to the different rooftop areas: a team-locked elevator in the side area that leads to the roof, and some ramps connecting the roof of the side area to the roof of the main door. Texturing on the roof of the side area is slightly less ass. Missile Silo EVA now prints notifications in chat for ready flares, taken flares and spy sabotage in addition to the voices that were there before. Added a PCT in the basement by the elevator (no spawn point down there though). Power Plant Added extra access routes to the rooftop: a pair of team-locked elevators that go up to team-locked doors connected to the middle of the roof. Added PCTs up on the catwalks between the elevator and roof door (no spawn points up there though). Radar Dome Added some additional vehicle blockers around the entrance and ramps, hopefully this should be the end of tanks getting stuck on absolutely nothing there. Sadly you can't drive rangers up the ramps anymore but sacrifices have to be made. Added filler inside the walls to prevent seeing things on the other side by camera clipping. Refinery Added an extra access route to the rooftop: a team-locked door above the MCT. Added filler inside the walls to prevent seeing things on the other side by camera clipping. Repair buildings Ground/air vehicle repair costs 50% of the vehicle's price just like naval vehicles (was 25%) Vehicles are repaired at 7.5% health/armour per second (was 10% for both SD and naval buildings) Naval repair zones now disappear when the building is destroyed. Sub Pen Added grating between the two solid walkways so it's much easier to walk in. Added an arrangement of props between the stairwell and the bridge. With this and the easier time walking into the pen, it should not be so easy for Allies to turn the stairwell into the ultimate defensive position when invading the sub pen. Relaxed the vehicle blockers a bit; vehicles can now drive into the Sub Pen, though not down the piers and obviously not down the stairs. Most importantly this allows Soviet Minelayers to cover the MCT room, but it can have its defensive downsides as well. Removed the fences on the ends of the piers to allow more room for LSTs to land, since now Allied landers actually have something to worry about on CI/Under. Tesla Coil Anti-vehicle range up (150 -> 160m) Reload time up (4.5 -> 6 seconds) Splash and direct hit logic reversed (splash damage hurts vehicles and inflicts shock effect on infantry, direct hit does instant damage to infantry). Splash radius is very small so it will be very unlikely for multiple vehicles to get hit at once; it's mostly just a nerf against massed infantry that get kicked out of a supply truck/APC and all spawn in the same spot (only one infantry dies, the rest just take the relatively weak shock effect and get brought to half health at best, giving them a chance to spread out for the next attacks), and a buff against vehicles (APC/Med can no longer take reduced damage from it by making it hit their strongpoint). War Factory Added extra access routes to the rooftop: team-locked doors on either side of the upper floor, which lead to small balconies with ladders leading to the roof. (Except Soviets on Siege, they don't get these doors.) Moved the rear ladder to the front so it's not too close to a new ladder. (Except Soviets on Siege, their WF has both the old rear ladder and the new front one.) Added catwalks around the left/right side of the upper floor. Moved the interior pipe slightly further away from the centre so it doesn't poke through the window. Moved upper floor PCTs 1 metre closer to the MCTs so it's harder to accidentally trigger the new doors. Updated exterior appearance to fit slightly more with the RA sprite; brown brick, frames for the windows, and a slightly extruded roof. Transplanted pipes and fuel tanks from the unfinished War Factory of former staff member Cuddling (getting his whole WF to work would just be pain because it doesn't fit the shape of the current WF and exterior props like the pipes/fuel tanks are really the only parts of it that were actually finished!) Due to the larger size of the new pipes, you can no longer jump over the rooftop pipes from the lower side of the roof, only the upper side. Added filler inside the walls to prevent seeing things on the other side by camera clipping. Maps Reverted the "permeable" status of water on naval maps (so you will be able to get target boxes again), as it was causing too many problems (bots/base defenses not being able to see anything through water including infantry standing in ankle-deep water, imperfect reticle targeting around water, splash damage being blocked by water, and destroyers sometimes failing to fire when aiming skyward). Water on naval maps is now as opaque as it was before last patch, since the reduced opacity was a balancing factor against the INTENDED effect of permeable water: not being able to see target boxes through water. VIS occlusion has been redone to account for all the new props that have been added since the initial release of Delta, as well as the fact that a lot of VIS setups for building interiors were broken in previous versions due to certain wall meshes being treated as see-through when they actually aren't. Performance should be a little better on most maps, but unfortunately there may be some new VIS errors (meshes that should be visible from a certain position but aren't) as I probably didn't find them all. Forest of Illusion, Fissure and RockTrap have been axed from the game for the time being, pending redesigns. Ridge Racer is also out as it's pretty much run its course for the time that it was played, but it may come back as a filler event map if I can refine the driving mechanics. RA_Bonsai Closed off the northwesternmost part of the map (the part with the campfire and the lone house atop a ledge). The nearby farm/Soviet waterfall route is still open. Returned weather to its Beta style (morning lighting, no thunder/rain). This also means most of the drips and the ankle-deep water in the wine cellar are gone. Added Raap's new bridge. RA_CanyonRiver Removed some trees. Added Raap's new bridge. RA_CoastalInfluence The "long upper" path has been mostly cleared of trees so it is much easier for vehicles to traverse. Most of the trees now sit near the edge of the ridge so it is harder for vehicles on one path to interact with the other path, or the edge of the border mountain so that they continue to shelter infantry without making vehicle access too difficult. Made a little extra room for vehicles on the island. Added a fence along the shoreline near the dead Heavy Tank on the lower land route, to make it harder for vehicles to fall in water. (Projectiles can go through this on purpose because otherwise it would impede the Barracks turret.) Fixed missing spy zone for Soviet Barracks. RA_Complex Added vehicle blockers in between the bridge supports, so that vehicles passing under the bridge don't have to worry about lagging into the inside of the supports instead of coming out of the other side of the bridge. Added Radar Domes for all your "backup for your easily destroyed WF" needs. Enabled MRJs. Time to roll out that snow MRJ camo for the first time since Beta? Added Raap's new bridge. RA_GuardDuty Removed the Allied inf-only cliff extension. Moved Soviet Ref-side Flame Tower closer to the Service Depot. Tweaked shape of the back of the Allied river hill a bit to make it even harder for artillery find spots on the hilltop where they can shoot stuff while "in cover". RA_HostileWaters Naval structures back up to 750 health (dropping them to 500 turned out to be not the best idea with the faster pace of the game compared to old HW) RA_KeepOffTheGrass Added vehicle blockers to the Allied PP route and Soviet Ref route. Both teams still have one vehicle-accessible backdoor (Soviet PP and Allied WF), the other one is just restricted to infantry. Hill route going behind the Allied WF has been sectioned off a bit; the wider path has been removed entirely, leaving just the narrow path that Mammoths/TTs cannot cross, but all other Soviet vehicles can. Soviet PP flame tower has slightly worse coverage. Replaced both the previously existing Coils with Flame Towers and added a new Coil in the middle of the base. This still doesn't have the coverage to prevent PP attacks unless vehicles get VERY close to the PP. Removed the rear Gap Generator; the front Gap has been moved about 25m closer to the WF. Gap coverage still covers almost as much of the base as it previously did; the only thing it covered previously which it doesn't anymore is the ore field. Made the Soviet PP hill less slippery on the PP end. Removed a Service Depot from each base. Halved chance of crate giving a class change (which resets your equipment). RA_PacificThreat Allied boats are now spawned facing forwards instead of left. Removed the little island near the Soviet Helipad as it was causing more grief for defending Soviet subs than for attacking Allied boats. Instead, added a pier near the house which boats have to go around before they can start hitting buildings. Removed a bunch of out-of-bounds trees. Made piers look a little less ancient by repurposing parts of Raap's new bridge for them. Fixed missing spy zone for Soviet Barracks. (Gee, can't imagine why THIS went unnoticed for so long.) RA_Pipeline Removed starting ore silo since a non-capturable source of income isn't really needed now that technicians can capture and the economy was too strong previously anyway. Oil pumps now give 2.5 credits per second (was 2). So credit income still peaks at 10 (unless you can somehow steal and hold the oil in the enemy base for 12.5... don't count on that), but now bottoms out at 2.5 if you have no field control instead of the previous 4 (oil+silo). Income across the whole map totals at 12.5 (5 oils) instead of the previous 14 (5 oils + 2 silos). So keeping control of the oil is more important. Removed some of the jersey barriers around the central oils as they were easy to get stuck on. Moved each team's initial oil pump back to the safe position that the ore silo used to be. RA_Siege Fixed lumpy terrain near the new bridge. Added Raap's new bridge. Fixed destructible scaffolding not transitioning to its "settled" state (which reduces draw calls and stops smoking) at the end of its death animation. Fixed some oddly shaped blockers around the recently-cleared Soviet-side rock pile. Removed wall between Allied WF and landing pads (what is this even doing here) Transparent water edges are less gradual. RA_ToTheCore Removed bridges. (Raap's new bridges are too large for this map's rivers) Removed some trees. RA_Under Removed a bunch of out-of-bounds trees. Pier update. Expanded the ejection zone for LSTs/subs. Subs should be able to eject at the Allied shoreline now.
  10. Using "Anarchy Road" by Carpenter Brut. It took me like 4 months because I don't have much time anymore and because I'm pretty shonky at animating but was really fun and I think looks pretty good.
  11. As I have mentioned before in-game, I think there are many flaws with the carcinogenic map known as RA_Siege, A.K.A "who even made this map?" or "!skip pls". I know there are some people out there who like it, but it's my impression that most players don't. I might be wrong, though. I also have the impression that players usually leave when this map comes in. Now, what's wrong with siege (note: this is my very own personal opinion): 1- It's way too big (we all know that). 2- Also due to the size, it takes a lot of time for the harvester to get the ore. 3- A lot of unused space in the castle (See first picture). Some AI "ghosts" would be good, like in the church on Stormy Valley. 4- The rainy weather makes that map depressing. This may have a psychological effect on players. Rainy weather = bad weather; rainy map = bad map. 5- This section of the Soviet base (see second picture, compare to third picture). Additional suggestion: How about a secondary path for vehicles/infantry over the lake? (See fourth picture) I think it would be good to make a community-designed map, so we could all contribute with ideas and make something great. Also, what happened to Fissure? And who designed Siege? I am open to discussion.
  12. Hey everyone! As many of you know, I'm aspiring to be an actor. Well, I have finally made my live-action acting debut in this short film, Just Libby. It was filmed and edited for the 2017 Missouri Western State University 48-hour film festival, where teams of filmmakers have 48 hours to write, film, edit, and present a short film with three requirements: A character (Jaque the Anthropologist), a prop (umbrella), and a line ("Take one for the team"). This film won Best Use of Prop and Best Use of Character. So, sit back and enjoy this film about a masked vigilante on a budget protecting pacifist Indiana Jones from a gang of kilt wearing, Swedish fish chewing, Simpsons watching bad guys. It's a pretty fun time! Oh, and if you're wondering which one is me, I'm the one with a leather jacket and sunglasses.
  13. Available for free download. Inspired by, but not too close to TIberian Sun. Did a different melody this time, a little bit emotional, soft, and bright. It has a short length, but anyway, I decided to publish it
  14. I haven't done a Robocraft C&C build in a long time, but since Megabots are back in the game and with the new introduction of Mega Rail Gun, there was simply no bigger desire for me than to finally make my own version of Mammoth Mk. II, including all it's main and secondary weapons. It has fully operational (and very accurate to the source as well) Mega Rail guns, chin cannon and a pair of SAMs, all working nicely. If you like it, please rate it on RobocraftGarage too.
  15. I have returned from summer cottage. With this. Absolutely new song for the fans of Tiberian Sun. Something like psychedelic ambient with groovebox drum machine effects. Vacation was totally worth it.
  16. [thumb]custom_thumb_thekgbspy.png[/thumb][blurb]We've got a brand new addition to the forums! A dedicated Forum Games subforum![/blurb]We've got a brand new addition to the forums! A dedicated Forum Games subforum! If you have not already heard, W3D Hub has been recognized as a Mafia community by our friends over at Mafia Universe. Not only that, but we were invited to participate in their annual Mafia World Championship. Our chosen representative, Voe is currently playing in Game 4: Undertale should you like to check out the progress of the game or leave some words of encouragement and cheers here for him to read. Click here to check out our shiny new sub-forum! (All previous forum games have already been moved there for you to view!) If you are finding yourself asking: "What is Mafia?", check the spoiler below. It has come to my attention that there are several Mafia games planned for the duration of this year, hosted by well-known W3D Hub staff members and testers alike. Here are but a few Mafia games that have been played already. RA:APB-themed Mafia Game IV (Staplerfahrer Edition) Back to Basics II: Classic APB Mafia Death Note-themed Detective Mafia Forum Game In fact, there is a Mafia game taking place now! Category 5 Hurricane is currently hosting the Steins;Gate Quantum Mafia, and trust me when I say it will be one not to miss! Forum games such as Mafia are quickly becoming a part of our community and as such, we will be establishing a sub-forum dedicated to these games. Expect to see game threads pop up here and there, as more members set-up their games and begin taking sign-ups! Everyone is welcome to join in! As the saying goes, the more the merrier! Whether it will be your first time venturing into Mafia, or if you happen to be a seasoned veteran, we hope to see you have some fun! Other forum games will be welcome in this sub-forum. We have had some already thanks to Isaac The Madd and Einstein! OverEdit Corrupt A Wish 2.0 Have a fun forum game you would like to introduce into our community? Be our guest! All forum games are welcome! Click here to head there now! Special thanks to VERTi60, Jeod, and Category 5 Hurricane for bringing Mafia to W3D Hub! And thanks to you players who have made these games fun! I look forward to the upcoming games and continuing the proud tradition of lynching Voe D1.
  17. Hey guys! So the project that I've been working on at work just had an open beta released for it! If you're on Windows 10, check it out at this link and tell me what you think! It's pretty fun and free for 10 days, so definitely worth trying out. It's also on Xbox for console guys too. Grab it here: https://www.microsoft.com/en-us/store/p/halo-wars-2-blitz-beta/9nblggh4xvr6
  18. Red Alert: A Path Beyond Update Improved aesthetics and the new map, Siege! Get the APB 3.0.7.3 update! Changelist GENERAL Charge-up weapons (C4 and Demolition Trucks) now show a progress bar when charging, just like Signal Flares do. Sorry for springing charge-up C4 on you guys before and forgetting to put it in the changelog (oops) but this should make it obvious now. INFANTRY Limited-ammo Dragunov crate now correctly gives 10+10 ammo instead of just 10. VEHICLES Light Tanks and Ore Trucks are now treated as "heavy vehicles" by the AI. Essentially this means that Pillboxes and Flame Towers will be less likely to shoot them when they could be shooting infantry or unarmoured vehicles instead, and the reverse is true for Turrets and Tesla Coils. AESTHETICS/PERFORMANCE Ranger has a smaller muzzle flash, making it easier to use in first-person mode. Reduced duration of smoke particles for dead buildings, powerplant/refinery smokestacks, ore truck exhausts, and shooting "fire pipe" surfaces (such as the WF pipes and flamethrower's fuel tanks). Tons and tons of rendering refinements. MAPS New map added: RA_Siege by Raap! See these two threads for more information on the project.
  19. HAI GOYZ!!! Before you ask, no, I have not been possessed by some spambot (at least, I don't think so...) This is actually something I really want to show off. So I have a few friends of mine that run an independent film company out of Saint Joseph, Missouri. Recently I've started doing PR Work for them, and one thing I'd like to do is introduce you to what they do! So far, we've got 3 feature films and 4 short films out the door (although, as a recent member I have yet to be in any of them), and we're working on a whole bunch more. I'd very much appreciate it if you guys would check out some of the films, and don't forget to give us a like on Facebook, and maybe even check out the store! Facebook: https://www.facebook.com/NTFilmsLLC/?ref=br_tf&qsefr=1 Square-Up Online Store: https://squareup.com/store/nt-films-llc YouTube: https://www.youtube.com/channel/UC5ZbNwIgQnKcnoH1uqn8WnA
  20. The votes are in! Thanks go out to those who voted. Moving forward now, let's determine our winners. In the events of ties, RNGesus has been consulted via RANDOM.ORG. W3D Hub Forums Favorite Admin/Staff/Moderator Einstein | x Pushwall | x x Jerad2142 | x x FRAYDO | x x moonsense715 | x A three-way tie! RNGesus, who wins this award? Winner: Jerad2142 Resident deer aficionado and Lead ECW Producer, Jerad2142 is a good pal to hang with in TeamSpeak and always has the best avatars for our Monthly Avatar Themes. Funniest User FRAYDO | x x Einstein | x DoMiNaNt_HuNtEr (Mackintoke) | x Silverlight | x x Voe | x x moonsense715 | x RNGesus, we call upon thee again! Winner: FRAYDO Ayy lmao. I want to graciously thank the Academy for awarding me with an Oscar the prestigious title of Funniest User. I love you all! Most Helpful User Einstein | x x x x x x moonsense715 | x Threve | x Winner: Einstein Whether you're in need of help on the forums, have computer problems, or just can't seem to figure out our launcher, Einstein is always there to lend a helping hand! Thanks for your constant community presence, Einstein! Biggest Spammer Silverlight | x MPRA2 | x Testament | x DoMiNaNt_HuNtEr (Mackintoke) | x x x x sammyd | x One Winged Angel | x Winner: DoMiNaNt_HuNtEr (Mackintoke) Sorry, my Canadian bro. Watch the language and improper references, and come down off that high sometime. Red Alert: A Path Beyond Best APB Player UncleGrandma | x Furs | x Voe | x Pushwall | x x Totd | x x RNGesus again for the tie-breaker! Winner: Pushwall There's an art to driving around in a Ranger and consistently taking MVP while maintaining an excellent K/D ratio, and Pushwall has mastered that. Oh, and he also is the Lead Developer of Red Alert: A Path Beyond. That could explain his skill too. Tactical Espionage Action forg0ten1 | x x x x x x x Silverlight | x Winner: forg0ten1 BY A LANDSLIDE! And no surprise either! No one does magical spying adventures better than forg himself. Expect spy shenanigans when he's ingame or you're losing your Mammoth Tank! Most Likely To Succeed Demo-Noob sammyd | x x x x delta | x x MPRA2 | x Sargeant | x Winner: sammyd Sorry, sammyd. Without question you have attained Most Likely to Succeed Demo-Noob. Always remember this: If the Allies are already in your base rushing through with tanks and your team is scrambling to defend, maybe it's not the best idea to buy a Demolition Truck. Bonus Nominations Best ECW Player Winner: Forget "THEY SENT HIM TO SAN CASINA, DESTINED TO FAIL. HOWEVER, WE FORGOT WE WERE DEALING WITH FORGET." Tactical Espionage Action (ECW) Winner: Fogbot No one's property is safe from Fogbot. When he's around, your valuables are now his. Idiot With Working Plans Winner: NoSoldier W3D Hub Elections - Conclusions and Results And that wraps up the elections, folks! Thanks for participating and enjoy the titles if you got 'em! Once again in listing the winners (not counting Bonus), or for those of who skipped down here instead: Favorite Admin/Staff/Moderator: Jerad2412 Funniest User: FRAYDO Most Helpful User: Einstein Biggest Spammer: DoMiNaNt_HuNtEr (Mackintoke) Best APB Player: Pushwall Tactical Espionage Action: forg0ten1 Most Likely To Succeed Demo-Noob: sammyd Cheers!
  21. Comrades! 20 years ago, on 31 October 1996, Command & Conquer: Red Alert was released! What are your favourite memories from playing this game? I've also made a small commemorative post on GameReplays to help the nostalgia and memories flash
  22. Welcome Ladies and Gentlemen to the Wonderful, Glorious World of Threve's texturing. I invite you to step inside. For anyone new, I love texturing random stuff in the game and sharing it with others to enjoy. I'm making this thread to showcase all my work (Or anyone else's) from here on out till the download's section is back up. Requests welcome A quick disclaimer if not obvious. I'm not a professional by any means and these textures or edits are not meant to be taken seriously, just simply mix the game up a bit and have a nice luagh or two. (Mods,) If anything below is found to be cheating or an advantage please remove it at will. Lets begin the adventure. I have a nifty little reskin for the Volkov here in light of Halloween being modeled after the one and only Jack Skellington. This is Halloween. Next up is a personal favorite... Also added for download is a new texture for most of the smoke textures in-game And finally a relic from the past that I've been able to implement back in-game. The A.P.B. "Beta" style H.U.D. This HUD will work exactly like it should and is compatible with the current version of the game. However it's mostly for novelty as some new style symbols are taken away and there are some things that are not "flush" in place like ammo count. But I find it easier to read for myself and can handle a few non-critical missteps here and there. (I can not take any credit for this. It's from the badass people here) Download if you like and have fun!! I'll hopefully cook up some more crazy stuff for later. Till then, Happy Halloween all! Jack Skellington VOLKOV.7z APB HUD.7z Pink MRJ.7z V2 Smoke.7z Crayons.7z
  23. Another patch has been released! Get more information and the changelist in the full update on the forums, and stay tuned for more news soon! Red Alert: A Path Beyond Update Hey everyone! Apologies for the long wait, but the next patch is finally here! Sadly, some of the maps I wanted to get in had to be left out since I didn't want to delay the patch any longer, but you'll get them soon enough. On to the changes! Changelist GENERAL Fixed a client crash involving excessive weapon decals on complicated meshes (such as the MCT). Fixed a server crash involving vehicle spawners. AI units will now react to weapon firing sounds, bullet impact sounds, explosion sounds, vehicle sounds and infantry run sounds. Implemented a new event involving some forgotten old part-time friends of both the Allies and Soviets. Updated copyrights and credits for the ~current year~ ECONOMY AI Ore truck now moves as fast as a player ore truck, turns better than before, and is harder to ram/block. Ore truck harvesting time increased from 26.5 to 33.3 seconds (2 more animation cycles, and every 2 animation cycles is now equivalent to 1 "pip" of ore out of the 5 you can carry) Ore dump income reduced from 500 to 350. (1000 to 700 for mixed fields, 1500 to 1400 for gem fields.) Ore truck health reduced from 800 to 600. Ore trucks now have their own armour class, taking 25% less damage from LAW/RPG-7 and AT mines (evening out the Ore Truck's HP drop for these units), ~17% less damage from Longbows, and 40% more damage from Hinds. Player ore truck cost reduced from 1000 to 700. Ore truck damage credits reduced from 200 to 140. Starting credits increased from 200 to 350. Supply Truck cost increased from 200 to 300. Sergeant/Starshina cost increased from 100 to 150. Rocket Soldier/RPG Trooper cost increased from 300 to 400. Fixed Soviet AI ore truck erroneously moving slower than Allied. Fixed Soviet AI ore truck erroneously having 25% more health than others (and subsequently giving out 25% more points/credits). The time at the start of the match during which donations are not allowed has been reduced from 3 to 2 minutes, as the ore truck will now rarely take more than 2 minutes to deliver its first dump. The end results of all this: Ore truck income over time is barely changed, but it comes in more frequent bursts (plus the truck doesn't have as much trouble with slopes as before). As a general rule, due to the fixing of the Soviet truck, Soviet economy will be slightly faster than before whereas Allied will be slightly slower. Trucks are easier to raid due to lower HP and longer harvesting time, but any failings in pressure can easily give the enemy a dump due to the much faster travel. Gems are more worthwhile due to the proportionally higher income compared to ore (though player OTs are no faster than before); however they are more risky due to the trucks' lower HP. Early game infantry rushes can be deployed much quicker and use a wider variety of infantry, as you can buy captains, rocket soldiers and flamethrowers right away. On some maps it may be possible to strike the Ore Truck early; watch out for this and make sure to spread money around the team for tanks if you do lose your first OT! Since the first dump happens about 50 seconds earlier than before, people waiting for vehicles will not have to spend as long standing around. Mammoths/teslas will be delayed a bit more on KOTG and Ridge War, as the first mixed dump now only puts you around ~1350 credits instead of ~1600. Even with the lowered first dump income, both teams can still get medium/heavy tanks if they save their money, though heavy tanks may be delayed by 5-15 seconds on some maps - best put your rifle soldier/technician to use and acquire a few credits from combat or repairs! Alternatively just ask for a small donation from someone else. INFANTRY Engineer C4 damage to pads/silos up by 33% (0.375 -> 0.5); will now kill ore silos in 2 charges, as well as helipads as long as they are not repaired/CYed. Repair Tool and Golden Wrench now repair defenses 25% slower. AK-47, flamethrower, PKM, RPG, strela, shock rifle and TOZ now take 0.5 seconds to ready (after exiting sprint or switching weapons) just like their Allied equivalents, instead of 1 second. M16/AK-47 target range up from 95m to 100m (appropriate for its actual range) Remington 870/TOZ-194 reload time increased from 3 to 3.33 seconds. TOZ-194 secondary fire pellet count down from 12 to 10, bringing total damage down from 120 to 100 (DPS against structures is unaffected) TOZ-194 secondary fire inaccuracy down from 9 to 7.5 LAW/RPG-7 inaccuracy when jumping up from 1 to 2. LAW projectile velocity up from 100 to 125m/s. Flamethrower target range up from 85m to 90m (appropriate for its actual range) MP5-N reload time reduced from 2.35 to 2.1 seconds. Medic Kit now heals infantry armour at 50% of its infantry health healing speed (was 10%). Enfield now takes 1 second to ready after sprinting/switching (matches Dragunov's previous ready time). Enfield/Dragunov inaccuracy when standing still is reduced from 0.15 to 0.1 Enfield/Dragunov now has very minor inaccuracy when crouch-walking (0 -> 0.03). Crouching in place still results in perfect accuracy. Enfield/Dragunov inaccuracy when jogging/walking is increased from 0.25 to 0.33. Engineer mine detection range up from 30m to 37.5m. Engineer mine detector now pings every second instead of 2 seconds. Clearing Charges velocity up from 15 to 25m/s (i.e. throwing range almost doubled). Clearing Charges now take 1 second to detonate and 2 seconds to reload. Shock Rifle damage to light vehicles down by 25% (1 -> 0.75). This affects supply/demo trucks, MRJs, Rangers, Artilleries/V2s. Shock Troopers now need one more hit to kill most of these (2 more hits for MRJs, 0 more hits for demos). Shock Rifle damage to stealth vehicles down by 9% (1.375 -> 1.25); this has no impact on shots needed to kill or unstealth by himself, just makes him slightly less powerful when assisted by small arms. Volkov AT cannon target range up from 90 to 95m (range up from 76 to 80 to match) Kovtillery damage down from 42.5 to 40. Added .9935's FIM-92 Stinger as a Deathmatch/Domination weapon; it's essentially a single-barreled Destroyer (with a scope), so it has great range, decent splash power, and tracking (which is useless versus inf, but may have other applications...) but has a loud report and highly visible trail. Spy's Radar Dome infiltration ability now only lasts for 5 minutes; radar will go down again afterwards. You can re-infiltrate before the timer runs out to reset it. VEHICLES AP mine detection range up from 4.5m to 6m. AP mine damage up from 250 to 300. MRJ/MGG/Demo Trucks that have turned neutral will now count towards the build limit. Mobile Gap Generator health now has the "stealth vehicle" armour class, making it more vulnerable to Tesla weapons. Cargo Truck (which you may or may not have seen moderators spawn in, and is now featured on Pipeline) now has the same ammo/armour restoring properties as a Supply Truck. V2 straight shot range down from 200m to 190m (no longer significantly overshoots its 225m targeting range) Hind range up from 81m to 83m (now only slightly overshoots its 100m target range instead of being almost "perfect", as that is actually bad for tracking retreating targets) Ranger/APC targeting range down from 110m to 105m (same as handheld machineguns); actual range is decreased to match as well. Ranger magazine size up from 50 to 100. Ranger damage multiplier to buildings down from 0.175 to 0.15 (no DPS change due to mag size change) Ranger damage multiplier to MCTless buildings down from 0.225 to 0.1875 (DPS down by ~3% after mag size change) Ranger damage multiplier to defenses down from 0.2 to 0.1875 (DPS up by ~9% after mag size change) Ranger physics adjusted; is now much grippier, has tighter handling, and is less likely to get stuck or flipped when hitting rocks. APC health up from 300 to 400. APC minimum weapon tilt loosened from -15 to -22.5. APC now equipped with M2 Browning heavy machinegun; DPS is a little worse than Ranger's M60 when up against MCTless buildings and light vehicles, and reduced fire rate makes it worse at dealing with infantry than the Ranger, but it handles everything else better; it takes out main buildings only a little slower than a medium tank, and takes out mines, air units and mammoths noticeably faster than before (though that last bit's not saying much given how they matched up against mammoths before) and has a little splash damage against the mines too. Great for finding them and breaking into buildings! Light Tank reload time down from 1.2 to 1.1666~ seconds. Light Tank now carries a passenger. Light Tank target range up from 105m to 110m (appropriate for its actual range) Medium Tank direct damage down from 75 to 70 Medium Tank splash damage down from 17.5 to 15 Medium Tank reload time down from 2 to 1.9 seconds. Tesla Tank direct damage up from 200 to 210. Tesla Tank splash damage down from 20 to 17.5. Tesla Tank can now aim up to 37.5 degrees down (was 22.5) so it no longer has uphill/point-blank blind spots (just behind). Tesla Tank radar jamming range up from 100m to 137.5m. Tesla Tank damage to light vehicles down by 25% (1 -> 0.75). This affects supply/demo trucks, MRJs, Rangers, Artilleries/V2s. This doesn't affect their number of shots to kill anything (except MRJs) unless they're expecting a teammate to deal the remaining damage. Tesla Tank damage to stealth vehicles up by 9% (1.375 -> 1.5); this is enough for TTs to knock Phase Tanks and MGGs into red health, thus disrupting their stealth and making their target box visible, in one hit. So there's your MGG counter! Tesla Tank range up from 120 to 125m. Tesla Tank max speed down from 11.1 to 10.1m/s (-9%) All naval units have more HP (Gunboat/Attack Sub 200 -> 300, Destroyer 400 -> 500, Missile Sub 150 -> 200, LST 200 -> 500 but has 0 armour), but no longer have an innate resistance to pretty much every non-naval weapon, which should make them easier to balance. End result is that the gunboat/attack sub are a little more tough against almost everything (though not quite as much as the extra HP makes them look), the missile sub is barely changed, while the destroyer/LST are a little more fragile against everything, especially LST against small arms/base defenses. LST no longer gets treated as "heavy vehicle" by AIs, so pillboxes and flame towers will prioritise them over other naval units. LST max speed up from 14 to 14.9m/s (+6%) Gunboats now use the Beta method for depth charges - secondary fire, launched from the main turret that conveniently doubles as an invisible depth charge catapult. Pretty much every method with an iota of realism has been tried over the past year and none of them have worked so this is what you get. Gunboat cannon damage up from 45 to 70 Gunboat cannon reload time up from 1 to 1.333~ seconds. Gunboat range up from 87.5m to 90m (no longer falls JUST short of its 110m targeting range) Gunboat depth charge damage up from 90 direct to 80 direct + 80 splash (25 radius, no dropoff!) Gunboat depth charge damage multiplier to all non-naval units has been nerfed from its default 100% since they can actually HIT non-naval units now. Not going to bother with the full list of multipliers but suffice to say it's not particularly effective against any of them. Gunboat max speed down from 15.1 to 14.5m/s (-4%) Attack Sub damage up from 70 to 90. Attack Sub range down from 120 to 115. Attack Sub torpedoes no longer pierce armour, so their damage is slightly harder for the target to notice. Attack Sub now fires torpedoes one at a time instead of in bursts of two. Attack Sub projectile extensions greatly reduced (was 1m, now 0.1x/0.1y/0.4z m) The depth threshold at which submarines get treated as submerged (gaining massive resistances but a weakness to depth charges and an inability to fire) has been lowered by 0.5m; it should be much harder to "bob-fire" with Attack Subs now. Destroyer and Missile Sub now have unguided "airburst" secondary fires, which launch missiles high into the air and rain down some distance ahead, exploding before impact with the ground. Good for hitting units on tall terrain like CI's island or HW's icebergs! The airbursts have a very specific trajectory, so you'll need to be at a very specific range to use them effectively, which is much shorter than the primary's maximum range. Destroyer/Missub splash radius down from 15 to 13. MAD Tanks no longer turn neutral (which made it possible for teammates to hurt them and stopped them giving points) a while after deploying. Demo Trucks no longer prematurely detonate if the driver causes an explosion near them with their infantry weapon. Chinook max forward/reverse speed down from 20.6 to 20m/s (-3%) Chinook max ascent/descent speed up from 7.75 to 10m/s (+29%) Chinook max yaw velocity up from 45 to 55 degrees (now takes 7 seconds to complete a full 360 degree turn; previously took a little over 8 seconds) BUILDINGS Helipads now properly lose their refill zone when destroyed. War Factory exterior pipes/water barrels should be impossible to get stuck on now. Pillbox now has hitscan bullets and kills heavy vehicles 15% faster. However it no longer damages submerged subs. (AI priority should help it out here when choosing between subs and infantry/soft vehicles as AI treats subs as "heavy vehicles".) Tesla Coil direct damage down from 180 to 160. AESTHETICS New APC gun sound from Killing_You. Tanya's C4 taunt is now on a delay to separate it from the EVA announcement. Tanya's damage taunts now include her RA "Chew on this" and her iconic laugh. Medic's purchase voice list now includes RA's "Affirmative". Soviet rifle purchase voice list now includes RA's "Comrade?". Spy purchase voice list now includes RA's "Yes sir!". All purchase voices (except global Tanya/Volkov) and Tanya's C4 taunt can now be heard from up to 60m away (was 30m). Raised volume of "ore truck full" EVA message as it was too quiet. Gunboat's pilot is visible again. Guard tower's sandbags no longer disappear at seemingly random. Faded water shores. MAPS Fixed allied barracks VIS on various maps. Fixed issue on various maps where you would start out facing the floor or ceiling. Reduced amount of trees on various maps. Revived RA_Antlion! Central pillbox has been replaced with something different. RA_AS_Seamist Fixed floating grass/rocks on Allied hill. Allied credit trickle is down from 3 to 2. Soviet credit trickle is down from 8 to 6. Allied starting vehicles are now based on the player count. Additional players joining within the first 5 minutes will cause these to spawn if they haven't already, but after the first wave of reinforcement vehicles arrives, they will not spawn anymore. 2+ players: Ranger 4+ players: Light Tank 6+ players: Artillery 8+ players: Minelayer 12+ players: Ranger 2 16+ players: Light Tank 2 20+ players: Medium Tank What this means is that between 12-15 players, you'll get the same vehicles you did before; above that, you get some extras, and below that, you lose out on some - shelling the Soviet base or spamming mines is no longer an option in small games. RA_Bonsai Added Afterlife to the jukebox; removed Arazoid. Changed time of day to twilight. Added lightning. Allied Radar Dome hill is harder to climb from outside the Allied base. Soviet War Factory hill is easier to climb from inside the Soviet base. Made the Allied base less accessible from water by deepening and adding more obstacles. Added some roads. The destroyed bridge near the Soviet base actually makes some sense now as there is an island opposite it with a sub pen (which cannot be reached) Soviet gems are a little further from base. Removed missile silo defenses from both teams. Allies get an extra turret on their WF side. Removed some rubble near Allied Radar Dome. Added a tunnel connecting the midfield with the Soviet ore field. RA_CoastalInfluence Projectile blocker over the central plateau on the island is now 200m high like the other blockers instead of 40m (oops), you're not getting any arty/v2 shots over it anymore. Bridges are indestructible. Let's see how this plays out. RA_Complex: Tech Level down to 3. RA_ForestOfIllusion Score requirement raised to 600. Temporal items now take 60-90 seconds to spawn (was 60-180). Temporal medic kit is replaced by Stinger. Music changes after collecting the temporal items. RA_KeepOffTheGrass Removed some defenses: The turret by the Allied forward SD, the pillbox by the Allied WF, and the flame towers near the coils. RA_HostileWaters: Re-added SAMs on capturable structures. Removed the naval defenses that were on the Advanced Naval Yard/Sub Pen. The defenses protecting the land entrance to the Advanced Naval Yard/Sub Pen have been moved to a position easier for destroyers/missile subs to shoot at. The two iceberg turrets have been side-graded into pillboxes (better against LSTs and landers, but more fragile and worse against subs) Team-locked doors in the Advanced Naval Yard are no longer locked. The cargo ship in the Advanced Naval Yard can now be shot to damage the building, giving attack subs less of a hard time. Unlimited Strela crate replaced with limited Stinger crate. (worse against naval, but is also damaging to buildings and infantry) RA_PacificThreat Moved flame tower to cover Soviet silo better. Moved some SAM sites to hopefully more helpful positions. Added an island near the Soviet helipad to give anti-dest infantry a little boost (just like the piers at Allied base) Submarine blockers are less restrictive now; you can get closer to beaches, particularly around the Allied and Soviet helipad areas. RA_Pipeline Added sound to the oil gushers and the transformer behind the Soviet WF (yet more things that existed in the game files previously and were never used). Optimised the distant power plant. Dome-side turret downgraded to pillbox. Barracks-side turret is now slightly closer to the dome. Supply truck at dock has been replaced by a forklift and cargo truck. RA_RidgeWar Tesla coil is now 2 flame towers. Fixed floating turret. RA_RiverRaid Ore trucks should no longer get stuck in the gem patch. RA_RockTrap Score requirement raised to 600. Added some rocks to the cave entrance near the SE control point so Allies have to walk more to get to the control point. Moved Soviet spawners in the cave to face the Allied spawns and be a little closer to the SE control point. Swapped locations of the Soviet/Allied spawns between the river and the SW control point. RA_StormyValley Church crate now gives 350 team money (was 250). Revived RA_ToTheCore! Added silo, refill pads, additional service depot and a bunch of clutter as per usual. Jukebox is Arazoid, Crush, Shut It, Twin Cannon Remix. Defenses on Soviet PP hill and Allied dome route are not as paper-thin as before. Added a few ladders near the clifftop defenses to make them easier to reinforce and repair. Added 3 Supply Truck spawn spots, a Forklift, and a Mobile AA Gun to fight over. Added a tunnel that goes under the central hill. Aircraft purchases no longer come in from nonsensical directions. RA_Wasteland Rangers no longer respawn. RA_Zama Removed the pillbox nearest to the river. Moved Tesla Coil over to the cliff between the Soviet refinery SD and ore field.
  24. That's right folks, it's that time of the year again! Show your support for your favourite final (or not so final) boss from any video game by changing your avatar or signature (or both) to an image that celebrates the End Boss of your choice! Whether you're bro's with Bowser, excited about Eggman or seduced by Shodan, we want to see which End Boss gets your nostalgia pumping! This year I'm going to start the ball rolling with everyone's favourite giant floating space polygon; Andross form the Star Fox series!
  25. So, I used to play this extraordinarily fun game called battlezone. Originally developed and published by Activision (back when the "vision" in their name meant unique and awesome games). I still play the singleplayer on it from time to time, as it is by far my favorite RTS of all time. It is also my favorite RTS/FPS hybrid of all time. In fact, it set the bar so high for me that I was really disappointed with renegade for not having a base-building mechanic. That being said, I do still like renegade, I just knew nothing of doom and quake then, and Red Alert was definitely my second favorite RTS (and is my favorite CNC). I really enjoyed both. So, I am happy to say that Rebellion announced a Battlezone HD remake, dubbed Battlezone '98 Redux. I feel like this is a good move since Rebellion's main focus with the Battlezone franchise is going towards Sony's VR system and is not going to be related to the 1998 versions alternate 1960's space war. I'm hyped. Please enjoy the Trailer.
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