Popular Post moonsense715 Posted April 10, 2016 Popular Post Report Share Posted April 10, 2016 The latest development update for Red Alert 2: Apocalypse Rising has been released! Come and check out the new Mirage and Tesla Tanks as well as a new map design! Hi everyone, welcome to the latest AR development update! New Map: Frostbite Isle! Please give a warm welcome to our newest team member, TotallySnappy! Keen to get stuck in, Snappy has made us a new map which we hope to bring into the game fairly soon! It's based off the classic tight map design of C&C Renegade with one or two extra paths to stop the game from turning into a bit of a meat grinder. Think C&C_Under, but better! Epic map is epic Please feel free to let us know what you think about this new map and again, give Snappy a warm welcome! Mirage Tank The Mirage Tank is a high tier allied vehicle that turns into a tree when it's not moving/shooting. It's armed with a Heatwave cannon that does incredible damage to infantry and is pretty good against vehicles, the Mirage Tank isn't too good against structures though, which makes it ineffective at assaulting bases. Ambushing unsuspecting Soviet vehicles is where the Mirage Tank truly shines. Is that convoy of Apocalypse Tanks protecting some V3's? No problem, just uncloak once they drive by and thwart their assault in one decisive move! In most ways, the Mirage Tank is similar to the Grizzly Battle Tank of the Allies. However, when not moving, this unit changes in appearance to look like a tree. It can fire on enemy units from this camouflaged state, making it difficult for the enemy to discover where the fire is coming from. They do, however, appear for a brief moment when firing. Used carefully (for instance, stopping Mirage Tanks in or near a forested area), these units can provide a devastating sneak attack. Sneak attack! Great model and texture here by Romanov! Look out for it ingame soon! Tesla Tank For Russia only, but sometimes it's in crates (those awesome crates from last time that Romanov created!), the Soviet Tesla Tank is the pinnacle of Soviet portable Tesla technology. The Soviets will get this unit if the country picker rolls Russia at the start of a match! The Soviet Tesla Tank is a large ground vehicle that fires a Tesla charge instead of a ballistic weapon. This charge is effective against both units and structures. Capacitor at full charge! One of the unique things about the Telsa Tank in RA2 was that it could fire over walls. However, due to the way that FPS games work, we're not going to be incorporating some sort of special firing mode that allows you to shoot over walls like in RA2. If you want to shoot over walls in your Tesla Tank, feel free to move to higher ground or shoot at the top of buildings that you can see. Another great model and texture again by Romanov! Top notch work as usual! Recruitment We are still hiring new team members to speed up AR's release! If you think that you can help us out please let us know! We require the following: 2 Artists for modelling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally unwrapper) to help in texturing building interior objects (Level Designer position taken for now ) If you feel like contributing to the game and think you have the skills, don't hesitate to apply! If you DON'T know if you have the skills, send us a pm and we can talk. If you'd like to help in areas not listed here, that is also welcome. To apply, just send me or One Winged Angel a personal message and tell us which position you want to apply for. Honesty Dev Box OWA: Work has stolen my time and energy away for the most part, but I'm not giving up until this game is finished! moonsense715: I wish I had more time to work on AR. Cramped with a ton of uni work. Game is awesome. Developing is exciting. Give me tiiiiimeeeeeee End Thanks for reading, see you next time when we'll reveal some more cool stuff that we've been working on! 8 Quote Link to comment Share on other sites More sharing options...
Wallywood Posted April 10, 2016 Report Share Posted April 10, 2016 Good update 0 Quote Link to comment Share on other sites More sharing options...
MechanicalThighs Posted April 11, 2016 Report Share Posted April 11, 2016 Ooh, I like that map. Although I can't help feeling the ore refineries are a little far from the bases. Though I suppose with longer-ranged armor, it probably doesn't matter much. And those tanks are sexy. 0 Quote Link to comment Share on other sites More sharing options...
FRAYDO Posted April 11, 2016 Report Share Posted April 11, 2016 Nice tree Mirage Tank! Will the Mirage Tank cloak into a different tree each time you stop? Would the tree selection be random, or be based on nearby trees around you? 0 Quote Link to comment Share on other sites More sharing options...
delta Posted April 11, 2016 Report Share Posted April 11, 2016 I'm wondering how the Mirage Tank will work out in practice. Wouldn't people eventually get accustomed to the map and realize "hey, there's not supposed to be a tree here normally"? And also, it can't be that hard to just spray fire in the direction of all trees as you approach them. 0 Quote Link to comment Share on other sites More sharing options...
Isaac The Madd Posted April 11, 2016 Report Share Posted April 11, 2016 Oh, look a floating tree, nevermind its a mirage tank. 0 Quote Link to comment Share on other sites More sharing options...
Nodlied Posted April 11, 2016 Report Share Posted April 11, 2016 I'm wondering how the Mirage Tank will work out in practice. Wouldn't people eventually get accustomed to the map and realize "hey, there's not supposed to be a tree here normally"? And also, it can't be that hard to just spray fire in the direction of all trees as you approach them. I can tell you from experience that if you place your tank well, people will just flat out drive/walk past you, allowing you some jucy shots on their rear before they can retaliate. And as for the ''shoot all trees'' thing, I haven't seen it happen yet. 0 Quote Link to comment Share on other sites More sharing options...
TeamWolf Posted April 11, 2016 Report Share Posted April 11, 2016 I'm wondering how the Mirage Tank will work out in practice. Wouldn't people eventually get accustomed to the map and realize "hey, there's not supposed to be a tree here normally"? And also, it can't be that hard to just spray fire in the direction of all trees as you approach them. I can tell you from experience that if you place your tank well, people will just flat out drive/walk past you, allowing you some jucy shots on their rear before they can retaliate. And as for the ''shoot all trees'' thing, I haven't seen it happen yet. You can learn where every tree is but yeah, you will still sometimes forget. Tree spraying used to happen in the early testing days but doesn't happen so much anymore since the Mtank was missing for awhile. 0 Quote Link to comment Share on other sites More sharing options...
ChopBam Posted April 11, 2016 Report Share Posted April 11, 2016 If there are a lot of trees on a map, it'll be difficult to remember the placement of every tree. 0 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted April 11, 2016 Author Report Share Posted April 11, 2016 If there are a lot of trees on a map, it'll be difficult to remember the placement of every tree.If it turns out to be a problem, we can always randomize tree positions at the start of the map >=D Nice tree Mirage Tank! Will the Mirage Tank cloak into a different tree each time you stop? Would the tree selection be random, or be based on nearby trees around you?Different every time. Currently it picks from 3 variants randomly which is defined per-map (so no palm trees on a snowy map). The thing is we could also turn them into rocks or dumpsters, not just trees. 1 Quote Link to comment Share on other sites More sharing options...
FRAYDO Posted April 12, 2016 Report Share Posted April 12, 2016 If you shoot at a tree and it turns out to be a Mirage, would it decloak or give some other indication you are hitting it? 0 Quote Link to comment Share on other sites More sharing options...
Isaac The Madd Posted April 12, 2016 Report Share Posted April 12, 2016 (edited) Maybe have it play a sound that says "That's no tree." whenever it is hit.341 Edited April 14, 2016 by Isaac The Madd 0 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted April 12, 2016 Author Report Share Posted April 12, 2016 If you shoot at a tree and it turns out to be a Mirage, would it decloak or give some other indication you are hitting it?Currently it decloaks for 0.1 second so it's obvious if you are paying attention to the shots you fired. 0 Quote Link to comment Share on other sites More sharing options...
cncthang Posted April 29, 2016 Report Share Posted April 29, 2016 Oh boy I can't wait to sneak attack 0 Quote Link to comment Share on other sites More sharing options...
delta Posted April 29, 2016 Report Share Posted April 29, 2016 Oh, another thing about the Mirage tank...you know how in APB and TSR vehicles almost never come to a complete stop? How will you get the Mirage tank to stay in tree form if it keeps moving around, or will there be a brake function to keep it in place? 1 Quote Link to comment Share on other sites More sharing options...
ganein14 Posted April 29, 2016 Report Share Posted April 29, 2016 You know, there are times I dream of having a moving forest ambush a couple of apoc tanks and coming out without a scratch. 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted April 29, 2016 Report Share Posted April 29, 2016 (edited) If there are a lot of trees on a map, it'll be difficult to remember the placement of every tree.If it turns out to be a problem, we can always randomize tree positions at the start of the map >=D Careful with that, W3D is still sensitive about the use of objects of any kind. A fully randomized forest sounds like a disaster unless you depend on a few pre-created "forest templates", in which case you will still run into both light solve and pathfind issues. Nice update though. The vehicle designs and textures share similarities with the design style for the newer APB assets, was this intentional or just chance? Edited April 29, 2016 by Raap 0 Quote Link to comment Share on other sites More sharing options...
saberhawk Posted April 29, 2016 Report Share Posted April 29, 2016 Careful with that, W3D is still sensitive about the use of objects of any kind. A fully randomized forest sounds like a disaster unless you depend on a few pre-created "forest templates", in which case you will still run into both light solve and pathfind issues. We'll see. 0 Quote Link to comment Share on other sites More sharing options...
TeamWolf Posted April 29, 2016 Report Share Posted April 29, 2016 Oh, another thing about the Mirage tank...you know how in APB and TSR vehicles almost never come to a complete stop? How will you get the Mirage tank to stay in tree form if it keeps moving around, or will there be a brake function to keep it in place? I haven't had that issue in it. 0 Quote Link to comment Share on other sites More sharing options...
ChAoS Posted April 29, 2016 Report Share Posted April 29, 2016 Oh, another thing about the Mirage tank...you know how in APB and TSR vehicles almost never come to a complete stop? How will you get the Mirage tank to stay in tree form if it keeps moving around, or will there be a brake function to keep it in place? I haven't had that issue in it. This is usually only an issue for wheeled vehicles. 0 Quote Link to comment Share on other sites More sharing options...
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