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  1. Important forums

    1. Forum rules

      in here are the forum rules. Read them!

      1
      post
  2. The Repair Bay

    1. Support

      Game & Client Support

      If you have an issue with CnCNet, installing or running a C&C game or any problems related, you are free to open a topic in this forum.

      6,332
      posts
  3. The Communication Center

    1. CnCNet News

      Never miss an update, all news related to CnCNet you can find here.

      2,037
      posts
    2. In the Community

      Have some news, videos or images you would like to share? It could be anything, a meme, gif, video...

      31
      posts
  4. The C&C Games

    1. C&C 1

      Command & Conquer 1 (Tiberian Dawn)

      The game that started it all.

      6,717
      posts
    2. Red Alert

      Red Alert / Counterstrike / Aftermath

      C&C breaks time and introduces Tesla Coils, Tanya and time travel.

      6,299
      posts
    3. Sole Survivor

      This forum is for discussion of the game where you control one unit and use your micro skills to defeat other players. Sole Survivor -> DoTA before DoTA was a thing.

      106
      posts
    4. Dune 2000

      The noble Atreides, the insidious Ordos and the evil Harkonnen. Only one house will prevail.... This forum is for the discussion of Intelligent Games' C&C inspired recreation of Westwood Studios' Dune 2.

      239
      posts
    5. Tiberian Sun

      Tiberian Sun / Firestorm

      Discuss the sequel to C&C1 that introduces more lasers, railguns and even big stompy mechs!

      5,034
      posts
    6. Red Alert 2

      Red Alert 2 / Yuri's Revenge

      Mind controlled squids, attack dolphins, weather control devices..discuss Red Alert 2 and Yuri's Revenge in here

      8,765
      posts
    7. Renegade

      Command & Conquer: Renegade

      C&C goes up close and personal.

      15
      posts
    8. Newer C&C games

      Discuss everything from Generals to whatever EA is doing

      602
      posts
  5. The Power Plant

    1. General Discussion

      This is the infamous "General Discussion" forum. This is where you are able to discuss topics not covered in the other forums.

      5,054
      posts
    2. CnCNet Discussion

      Discuss CnCNet itself in here
      2,555
      posts
    3. CnCNet Ladder

      All CnCNet ladder discussion
      278
      posts
    4. Mapping Discussion

      This is the main forum for map discussion.
      2,527
      posts
    5. Modding Discussion

      Bring in the .ini files and lets mod!
      5,332
      posts
    6. The Tech Center

      This forum is for research and programming.
      939
      posts
  6. Hosted Projects

    1. Tiberian Dawn Redux

      Remember the original Command & Conquer? Remember all the units, characters and themes from the game? Remember the gritty feeling of RTS Warfare? Remember Tiberium? Well, that classic game from the early 90's that spawned over a dozen titles and revolutionized the RTS Gaming World has been reincarnated in the advanced 3D World of the C&C Generals Zero Hour SAGE 3D Game engine!
      [Moddb site]

      1,049
      posts
    2. Archived

      In here rests projects that used to be hosted here or are not being worked on

      460
      posts
  • Posts

    • Well, the game treats cells like actual squares, meaning that it takes approximately 41% longer to traverse them across their diagonal than it does to traverse them across their width or length. That means that an object moving horizontally or vertically will travel 5 cells in about the the same time that an object moving diagonally will travel 7 cells. Another interesting effect of cells being longer going horizontally or vertically is that base-crawling horizontally or vertically is more efficient, since the location at which you can place buildings is cell-based and not distance-based. Physically, you can place buildings about 41% farther away from other buildings going horizontally or vertically rather than diagonally. ...I should probably make some diagrams for this, huh? EDIT: Alright, I hope you guys know your trigonometry ‘cause this shiz is about to get mathematical. If we say an in-game cell is x units by x units large, then its diagonals, which are going horizontally and vertically since the cell is a square rotated 45 degrees, are each x × root( 2 ) units in length (note that the square root of 2 is about 1.41). Because of this, placing a new power plant in the red square would place it 2x units away from the original power plant, while placing the new power plant in either of the green squares would place it 2 × ( x × root( 2 ) ) units away from the original power plant.
    • Its such a cool design for fun but is a challenge to turn it into a theme/natural landscape, but ive managed to an original fresh natural look with the same gameplay, should have the fresh awesome game play due to the tiberium layout and cliffs plus a fresh natural look that players are not used to
    • Do units move the same speed going up/down as left/right ? like do they cover the same amount of squares per minute, or is it based on visual distance?
    • fantastic map even as bare bones it plays so well, unlucky you got all teams vs u last game, now gonna make it into something
  • Topics

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