Story, and the premise of the mod. Read, important I think.
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videogmer314
granyte
Shriken
Spider_Pig_Rocks
Borreh
9 posters
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Story, and the premise of the mod. Read, important I think.
I see many people convinced to remake even the campaign and the story.
What for? How?
With very limited resources, creating a playable multi with the new gameplay will be something really hard to achieve. Making a "WHOAR WE REMAKE AVERYTHINGA!!!!"-mod is a reciepe for a fail. I often seen various mods rise up saying that they will make everything 10x better than the original and then just falling apart, because that was too much for them. We are making a mod, not a new game.
FMVs are the biggest problem - There is no way we will make any of even lowest quality, and "C&C4", even a remake, without FMVs is crap.
Besides, I see no reason to drop the original story. We do not know how will it turn out, but so far, IMO it's good. It does create limits for gameplay, including the lack of tiberium fields, but still it's really OK to take the Node-mechanic and make it playable and interesting.
What I want to say is: There's no reason to remake the game from scratch.
Rather, we should focus od redesigning the bad aspects of it - Like the shallow gameplay, and idiotic look.
When we have playable gameplay and new graphics, then we could release it and, if people would like too, continue on remaking the rest of the game, which is IMHO stupid, but as you like (I will no longer be involved).
What for? How?
With very limited resources, creating a playable multi with the new gameplay will be something really hard to achieve. Making a "WHOAR WE REMAKE AVERYTHINGA!!!!"-mod is a reciepe for a fail. I often seen various mods rise up saying that they will make everything 10x better than the original and then just falling apart, because that was too much for them. We are making a mod, not a new game.
FMVs are the biggest problem - There is no way we will make any of even lowest quality, and "C&C4", even a remake, without FMVs is crap.
Besides, I see no reason to drop the original story. We do not know how will it turn out, but so far, IMO it's good. It does create limits for gameplay, including the lack of tiberium fields, but still it's really OK to take the Node-mechanic and make it playable and interesting.
What I want to say is: There's no reason to remake the game from scratch.
Rather, we should focus od redesigning the bad aspects of it - Like the shallow gameplay, and idiotic look.
When we have playable gameplay and new graphics, then we could release it and, if people would like too, continue on remaking the rest of the game, which is IMHO stupid, but as you like (I will no longer be involved).
Re: Story, and the premise of the mod. Read, important I think.
i think we should change the campain,
the story would stay the same,
the new missions will follow along the same storyline
many succesful mods have done that
the story would stay the same,
the new missions will follow along the same storyline
many succesful mods have done that
Spider_Pig_Rocks- Posts : 165
Join date : 2010-02-14
Age : 30
Location : Chicago :)
Re: Story, and the premise of the mod. Read, important I think.
simple list of what to do really.
- Recreate basic gameplay for multiplayer with a basic game mode.
- test it and refine it.
- build new game modes.
- test all.
- introduce all our new assets and units.
- test again.
- release to public as multiplayer.
- rebalance due to typical issues when releasing mods.
- start work on a mini-campaign as a side note to the main cnc4 story.
- Recreate basic gameplay for multiplayer with a basic game mode.
- test it and refine it.
- build new game modes.
- test all.
- introduce all our new assets and units.
- test again.
- release to public as multiplayer.
- rebalance due to typical issues when releasing mods.
- start work on a mini-campaign as a side note to the main cnc4 story.
Shriken- Posts : 92
Join date : 2010-02-13
Age : 32
Location : UK
Spider_Pig_Rocks- Posts : 165
Join date : 2010-02-14
Age : 30
Location : Chicago :)
Re: Story, and the premise of the mod. Read, important I think.
just my opinion of what we should attempt to do, will take a very long time lol, and we still havent agreed on a solid gameplay mechanic
Shriken- Posts : 92
Join date : 2010-02-13
Age : 32
Location : UK
Re: Story, and the premise of the mod. Read, important I think.
if anything, ive got time,
Spider_Pig_Rocks- Posts : 165
Join date : 2010-02-14
Age : 30
Location : Chicago :)
Re: Story, and the premise of the mod. Read, important I think.
i aagree that we can't make the campaing it would be more like the thing that will be done at the end
how ever C&C story end's will be lame since it was made to have 6t game and ea just wan to get out of it since they failed hard and only get a forum full of spam for it
so i say that we get back to a story line closer to what Westwood had in mind but that will be the last thing we will do
how ever C&C story end's will be lame since it was made to have 6t game and ea just wan to get out of it since they failed hard and only get a forum full of spam for it
so i say that we get back to a story line closer to what Westwood had in mind but that will be the last thing we will do
granyte- Posts : 51
Join date : 2010-02-14
Spider_Pig_Rocks- Posts : 165
Join date : 2010-02-14
Age : 30
Location : Chicago :)
Re: Story, and the premise of the mod. Read, important I think.
Will you hire Kucan to act as Kane?
Damn, you don't even know the story!
And Westwood didn't plan anything. They just had a bunch of ideas contradicting one another, and no decision what to do next.
Damn, you don't even know the story!
And Westwood didn't plan anything. They just had a bunch of ideas contradicting one another, and no decision what to do next.
Re: Story, and the premise of the mod. Read, important I think.
i played since C&C 1
i bet you never even played TS
and just the TCN and kane talking to GDI i uncanon Kane would never had done this or at least not by him self
EA is contradicting it self westwood had many thing planed
i bet you never even played TS
and just the TCN and kane talking to GDI i uncanon Kane would never had done this or at least not by him self
EA is contradicting it self westwood had many thing planed
granyte- Posts : 51
Join date : 2010-02-14
Re: Story, and the premise of the mod. Read, important I think.
the difference from TS to TW is massive in terms of technology, its almost like they went back in time in some ways. I'd much prefer to follow on from the TS games units and style and keep the mobile bases effect of the cnc4 gameplay
Shriken- Posts : 92
Join date : 2010-02-13
Age : 32
Location : UK
Re: Story, and the premise of the mod. Read, important I think.
granyte wrote:i played since C&C 1
i bet you never even played TS
and just the TCN and kane talking to GDI i uncanon Kane would never had done this or at least not by him self
EA is contradicting it self westwood had many thing planed
I played since TD, in 1997, when I was 7 years old. And yes, I played TS, sorry to tell you that.
What's the problem in that? Everyone knows Kane will rise against GDI when he will no longer be needing them. It was almost officially shown now..
------
I think we should keep the Crawler system, but remake it so it will be more tactical and less spammish, plus make some dark graphics. IMO we don't need to remake all the units - I think that the units from the current game should stay, only we should remake those who look stupid (which counts of 90% of them), and give many new abilities.
Re: Story, and the premise of the mod. Read, important I think.
how can you have played TD, TS, TS firestorm and love what ea is making
we are not working on CNC 4 engine so we can't use the curent units
we are not working on CNC 4 engine so we can't use the curent units
granyte- Posts : 51
Join date : 2010-02-14
Re: Story, and the premise of the mod. Read, important I think.
issue with that is that the polls are showing people either want static bases or a mixed mobile base approach. Nobody wants to just remake cnc4 cus they ppl may as well just buy cnc4. We need to keep the key properties of CnC which are;
tiberium harvesting
no pop caps
distinct styles between GDI and Nod
some sort of base system
tiberium harvesting
no pop caps
distinct styles between GDI and Nod
some sort of base system
Shriken- Posts : 92
Join date : 2010-02-13
Age : 32
Location : UK
Re: Story, and the premise of the mod. Read, important I think.
granyte wrote:how can you have played TD, TS, TS firestorm and love what ea is making
we are not working on CNC 4 engine so we can't use the curent units
I do not love the game. I think it's an average game.
As for the engine: I thought we were waiting for some mod SDK to come out, didn't we?
Shriken:
We can't do tiberium harvesting without remaking the story, which, as I previously stated, is pointless.
As for the rest, then, yet again, check my post about my game concept. It mixes basebuilding and crawler system.
Re: Story, and the premise of the mod. Read, important I think.
you can restructure game events between cnc3 and 4 to fit how tiberium harvesting will be available, and we don't need to create a campaign, a few paragraphs of txt or a voice over will do for most ppl.
EA just wants to the end the series off so they can finish it as its not making them enough money anymore. Theres no reason why we can't change some events so that the game stays within what the community wanted to play. If we did stick to the story then we could make a fictious event that caused a breakage in the TCN that means it started to spread again in smaller patches. meaning we could have both capture and harvesting.
EA just wants to the end the series off so they can finish it as its not making them enough money anymore. Theres no reason why we can't change some events so that the game stays within what the community wanted to play. If we did stick to the story then we could make a fictious event that caused a breakage in the TCN that means it started to spread again in smaller patches. meaning we could have both capture and harvesting.
Shriken- Posts : 92
Join date : 2010-02-13
Age : 32
Location : UK
Re: Story, and the premise of the mod. Read, important I think.
Illogical, not to mention the story is all about the TCN, so limiting it would be just stupid:
"Well, yeah, the TCN system is crap, tiberium infestation is spreading again, but yeah we still fight over it."
"Well, yeah, the TCN system is crap, tiberium infestation is spreading again, but yeah we still fight over it."
Re: Story, and the premise of the mod. Read, important I think.
well they are still fighting over control of tiberium in cnc4...
Shriken- Posts : 92
Join date : 2010-02-13
Age : 32
Location : UK
Re: Story, and the premise of the mod. Read, important I think.
Rather about TCN which controls it.
The TCN is crucial to the story, we can't have fields without scrapping it.
The TCN is crucial to the story, we can't have fields without scrapping it.
Re: Story, and the premise of the mod. Read, important I think.
well in the beta the maps still have very large crystal formations lying around, which doesnt seem to fit very well with the whole "TCN controls it all" thing. Plus we are modding TW so its going to be very hard to just redo the entire game structure..... its much easier to keep in harvesting
Shriken- Posts : 92
Join date : 2010-02-13
Age : 32
Location : UK
Re: Story, and the premise of the mod. Read, important I think.
I still thing we should wait for a mod sdk for TT.
Re: Story, and the premise of the mod. Read, important I think.
but then ur wnting to make a completely new mod idea...
Shriken- Posts : 92
Join date : 2010-02-13
Age : 32
Location : UK
Re: Story, and the premise of the mod. Read, important I think.
well the mod is to create a new concept for CnC4 for the community, not to just mod cnc4 so its not completely crap lol
Shriken- Posts : 92
Join date : 2010-02-13
Age : 32
Location : UK
Re: Story, and the premise of the mod. Read, important I think.
true, but we want a few things to stay the same, many things will change though
to make units and missions, we will need to pick out deatails of the game,
"If there is one defining characteristic that distinguishes the battlefields of the previous Tiberium Wars from the war zones of today, it is the ubiquitous presence of beam weapons. Kane altered the field of battle forever when he unleashed his terrifying Obelisk of Light in the first conflicts between Nod and GDI, but it took decades to develop power supplies strong enough to sustain heavy beam weapons on mobile platforms. Beam weapons are especially effective at penetrating thick armor, making them strategically crucial in a combat environment.
The Obelisk of Light has long been the Brotherhood's foremost symbol of "Peace Through Power." Standing at an imposing twenty meters tall and tipped with a red focusing crystal, the black monolith exists to protect Nod installations from ground assault. The Obelisk has been continuously upgraded over its long and distinguished history, culminating in the TW3-era "Isis" iteration, powerful enough to cut through Mammoth Tanks while also demonstrating the flexibility required to sweep across waves of infantry. Combined with its ability to link with Nod Beam Cannons for extended range and firepower, the "Isis" Obelisk was the most deadly defensive structure of the Third Tiberium War.
Despite its overwhelming firepower, the Obelisk has always suffered from a key weakness - an inability to fire at airborne targets. Interference with targeting sensors, difficulties with the refraction arrays and problematic atmospheric conditions have made the powerful laser unwieldy against aircraft, causing it to diffract harmlessly into the atmosphere. Although attempts have been made over the past several decades to correct the problems, many scientists conclude it is impossible without decreasing the power of the beam significantly.
During the Second Tiberium War, the Mammoth Mk. II stood as the most dominant force on the battlefield, capable of laying waste to any and all Nod opposition with its chin-mounted auto-cannon, multiple anti-aircraft missile launchers, and state-of-the-art experimental railguns. The Mk. II's dominance came at a price, however, as the vehicle's development and production costs were notoriously high. Field tests conducted at the height of the Second Tiberium War showed that, although effective, the Mk. II was a highly unreliable beast, requiring extended maintenance on a regular basis, and as such worked best with an escort force. After the war, GDI High Command ceased production of the walker, claiming that with Kane dead and Nod all but destroyed, the "absurd" amount of money spent on weapons development would instead be redirected to Tiberium containment programs."-EA LA
use the storys and implemant them into missions and units
to make units and missions, we will need to pick out deatails of the game,
"If there is one defining characteristic that distinguishes the battlefields of the previous Tiberium Wars from the war zones of today, it is the ubiquitous presence of beam weapons. Kane altered the field of battle forever when he unleashed his terrifying Obelisk of Light in the first conflicts between Nod and GDI, but it took decades to develop power supplies strong enough to sustain heavy beam weapons on mobile platforms. Beam weapons are especially effective at penetrating thick armor, making them strategically crucial in a combat environment.
The Obelisk of Light has long been the Brotherhood's foremost symbol of "Peace Through Power." Standing at an imposing twenty meters tall and tipped with a red focusing crystal, the black monolith exists to protect Nod installations from ground assault. The Obelisk has been continuously upgraded over its long and distinguished history, culminating in the TW3-era "Isis" iteration, powerful enough to cut through Mammoth Tanks while also demonstrating the flexibility required to sweep across waves of infantry. Combined with its ability to link with Nod Beam Cannons for extended range and firepower, the "Isis" Obelisk was the most deadly defensive structure of the Third Tiberium War.
Despite its overwhelming firepower, the Obelisk has always suffered from a key weakness - an inability to fire at airborne targets. Interference with targeting sensors, difficulties with the refraction arrays and problematic atmospheric conditions have made the powerful laser unwieldy against aircraft, causing it to diffract harmlessly into the atmosphere. Although attempts have been made over the past several decades to correct the problems, many scientists conclude it is impossible without decreasing the power of the beam significantly.
During the Second Tiberium War, the Mammoth Mk. II stood as the most dominant force on the battlefield, capable of laying waste to any and all Nod opposition with its chin-mounted auto-cannon, multiple anti-aircraft missile launchers, and state-of-the-art experimental railguns. The Mk. II's dominance came at a price, however, as the vehicle's development and production costs were notoriously high. Field tests conducted at the height of the Second Tiberium War showed that, although effective, the Mk. II was a highly unreliable beast, requiring extended maintenance on a regular basis, and as such worked best with an escort force. After the war, GDI High Command ceased production of the walker, claiming that with Kane dead and Nod all but destroyed, the "absurd" amount of money spent on weapons development would instead be redirected to Tiberium containment programs."-EA LA
use the storys and implemant them into missions and units
Spider_Pig_Rocks- Posts : 165
Join date : 2010-02-14
Age : 30
Location : Chicago :)
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