-
Posts
1948 -
Joined
-
Last visited
Everything posted by AchromicWhite
-
Thanks man! I appreciate that! Could you put a footnote for people to like and subscribe if they like the content. I know it sounds like I'm demanding, but it's pretty much no effort for people watching and it does help the channel. I should start asking people to like and sub at the end of the videos, too. Once again, thanks!
-
Oh SURE everyone buckle in on the territory! xD Nah, it's all good. Hope you all enjoy the games!
-
So I've finally started a Youtube channel and am putting up some games with live commentary as I play through them. I explain the plays, as they happen and give an analysis at the end, to help newbies get a better grasp on the game! There's a few up already, I might just come back and post up when I do a bit of a video dump. I try not to upload everything and stick with the more interesting games, for your viewing pleasure! GLHF commander! https://www.youtube.com/channel/UChP7vg2NdZ6piIo_VMw-ilQ
-
From memory the WHOLE thing is just packed in an .rar and you just run it through the ARDA launcher. And that's it. No combining files with pre installed RA1, just unpack and go. Thanks for the link. Nice to see that one person thought it was the best mod xD hehe The new mod is purely in design phase, right now. Part of the issue is figuring out what I actually CAN do (as there are not editors that simply allow my to make new units and change everything). So I need to make a new balance but within boundaries. It's a similar issue that I had when designing C&C:CR.
-
Thanks so much for the reply. We haven't played in ages... Soon after finishing it (to that level) cncnet5 went up and arda was not capable to being used along side it. AlexB, who amde arda, also stopped his work on that project, which was a major issue... if I'd known that the two projects (cncnet and arda) were going to split and that arda was going to lose support, I'd have probably designed everything to work without it... but now many of the things that are in the game are impossible without it. I'd even have to rework graphical stuff. The version here is the latest and final (for now) version available. Yeah, the graphics took me ages. It was started as another mod called "cold war", but the balance was terrible... I did make most of the graphics for that mod and I decided that I wanted a more traditional C&C balance, so I took the assets I'd made and put them to work in this. All in all it took me about 3 years of on and off work. I'd actually planned to make a campaign of sorts for it, too. Which may have been quite cool. But after I lost support for the project due to the arda issues, I mostly lost interest in continuing. I didn't know of any voting, do you have a link??? Fortunately you do NOT need a different editor to make maps Just use the ore instead of the fill zones, make sure you put a rock under any oil derricks that you make for visuals and surround them completely with small stones like you see in the maps. I think you may also have to write a line in the map's .ini file under ore and make it grow really really fast, so that the spots can't be blown up (the ore next to any that get destroyed should instantly regrow to fill the spot), also it obviously means that the harvs don't eat it up strait away. From memory I made sure that the rules.ini did NOT contain super fast growing ore so that it didn't go 100% crazy on non C&C:CR maps, just so that they were still playable (even though it looks silly). To answer your question on if I'd consider making anything more; I did actually make graphics for more infantry... If I ever do continue working on this mod, I'll probably rework the infantry a LOT; as I quite like them being very relevant in the game (they are fun to micro, and they make the armies look way cooler). As for now, I have no actual plans on continuing work directly on this mod, but I may yet consider picking it back up again (don't hold your breath). https://forums.cncnet.org/index.php?topic=3243.0 I've started the very beginnings of a new Mod for classic C&C and am looking to include the mortar from that pack of graphics there. (but it's very early stages yet). For this reason above all others, I don't see myself continuing to build C&C:CR, But it's not impossible. I will say, thank YOU for playing and giving some feedback. I did make it for people to enjoy, so it's nice to hear that people are still playing it.
-
Hope you get those hotkeys working, would be good to give you a game sometime. Is your online name the same as your forum name? If I play against Nod, I pretty much prepare for a rush, then scout, then go from there... I like to pressure if there's any opportunity and if I 'smell blood in the water' I mostly just finish the game. It probably depends on who you play against. There are some tactics that are stupidly stong (not really balanced) that probably will really annoy people, mostly 4x apaches before strip, or an APC rush... the later I've learned to deal with, but there's some RNG involved, the apaches are ALMOST impossible to hold against, to stop it you have to spot their harv doing something silly (as it's used so that the apaches can attack their target), cancel the Weapons Factory, build 2 barracks and spam rocket infantry around your con... even then, you can actually still just lose if the harv manages to crush the infantry. failure to respond IMMEDIATELY and pretty much exactly like I've written will result in a loss... it's easy to see why anyone but the top players (and even then) would just consider it stupid. Other than that, it's all just a part of CnC, Nod's speed is how they operate, it's just the game.
-
Yeah, seems to work fine, I mean, it's less stable with more people in it, but that's always been the case. Also good to hear that you maybe knocked another OSS bug out, too. Those things are annoying. Good update. "Keep 'em coming!"
-
8-bit Armies - a new c&c from ex-Westwood
AchromicWhite replied to Milkey Wilkey's topic in General Discussion
Yeah, I agree with that one Ferret... the engine is pretty nice, though. Would be nice to see some asymmetrical balance (2 teams), but obviously, that takes quite a lot of time to make... looks like they'll be making a fantasy version first, anyway. -
RA Multiplayer Mod - "Tiberian Alert" - by Ferret
AchromicWhite replied to Ferret's topic in RA Multiplayer Maps
I'm happy to do some more testing, just message me and set up a time -
8-bit Armies - a new c&c from ex-Westwood
AchromicWhite replied to Milkey Wilkey's topic in General Discussion
I'm actually playing this game ATM, the game play is pretty good, very C&C style, but with a few tweaks (the tweaks are well done, too). I agree with nyer about the graphics, though. I think it would have been nicer to just be more "realistic" or just simply actually be 8-bit. I think people today are too hung up on graphics, sometimes, making them "better", actually makes it worse, and I think that this game is an example of that. Don't get me wrong though, I'm really enjoying the game and do recommend it. -
8-bit Armies - a new c&c from ex-Westwood
AchromicWhite replied to Milkey Wilkey's topic in General Discussion
I think it looks cute. It's obviously not meant to look realistic, so it's an interesting art choice for a C&C gameplay style game. -
CNC : Tiberian Dawn Multiplayer Settings
AchromicWhite replied to themug's topic in C&C Multiplayer Maps
That's a really good point Nyer, considering many people don't even know of it's existence. Not that it became popular once people DID know about it... but still. Yeah, it probably SHOULD be done in a way similar to how you had it. Maybe we should pester Funky to make sure people know about it. Extra features certainly never hurt the game. -
CNC : Tiberian Dawn Multiplayer Settings
AchromicWhite replied to themug's topic in C&C Multiplayer Maps
True... although you can still run it by hitting bases off and Cap the Flag, no? -
CNC : Tiberian Dawn Multiplayer Settings
AchromicWhite replied to themug's topic in C&C Multiplayer Maps
Sorry to tell you that the settings which are there are the only ones available over cncnet. Shroud regrowth is for C&C:RA, was never in TD. Also, Most of those maps are the full size for TD, 64x64 cells is the biggest size. I will say that the layout of a map can make a map feel a lot bigger/smaller, even on the same size, though. Actually, cncnet offers more options than TD has ever had available before. -Liam -
Manu's Battlemaps (1vs1, 2vs2, 3vs3)
AchromicWhite replied to Pat_Pas's topic in C&C Multiplayer Maps
Neat, looks like there'd be some pretty big battles around the middle to capture all that tiberium! -
4p King of the Hill style Map
AchromicWhite replied to Pooflinger630's topic in C&C Multiplayer Maps
I would say, maybe take out a bit of tib along the far left/right of the middle tiberium, so that troops can scout the enemy bases at the start of the game, without having to try to run past adv Guard towers. It also means that troops can be used as part of the main force to attack an enemy player who is N/S of your position without having to kill the Adv Guard towers first. This could be interesting if one player puts $$$ into getting the centre tech, but then gets counter attacked by an early enemy force. -
C&C95/Tiberian Dawn- Carry Over Money & Credits vs. Tiberium
AchromicWhite replied to MattAttack's topic in Mapping Tutorials
Wait, so we're thinking that; if you have the silos ready to go at the start of the next mission it'll carry over then? Sounds interesting. Maybe we could make a mission where there is, more or less, a timer before the end of the mission, but you also have to (or can) collect crates around the map, to help you out. The issue I always had with the extra money thing, is that I'd just restart missions frequently. Even just scouting at the start of a mission to see what it's all about, and then restart strait away. Obviously this would wreck the 'extra money' thing. -
That guy also recommends using the Cave tileset as well :yo: Hey Tschokky! I should have messaged you earlier, but because I hadn't decided exactly on all of the locations, I hadn't yet bothered to message you. Regardless, it's good to hear from you and really happy to hear that you'd like to see your theatres as part of this project. I'd almost forgotten about the "cave" tileset, I remember that looking pretty cool. I'll keep it all in mind as we move forward. If there's anything else you'd like to know about, feel free to message me. Thanks man!
-
Yeah, you could indeed just quickly make a chinook, get an engi into the AdvPPs in the middle and then have free rain over the centre. In fact, if you took a couple, the defences might go down... then just kill the defences outside your own base, and they all go online again. Good chance your opponent wouldn't even know. Dirty Get all the resources in the middle and when the air strike happens, just push in... or simply contain them in their base and get WAY ahead.
-
I found this and thought it could be useful to us. Very recently, someone in the SCII community came up with a way of classifying map types. You can see it explained here, in the picture below. While SCII obviously plays differently to C&C95, there are lots of cross overs in the genre of RTS and thinking about these types of things in your map when making them, will help you to make a map which is about certain tactics, etc. If nothing else, it's interesting.
-
Minigunner rush!!! xD I guess you can get commando and flamer and so on in there... Interesting idea, to have some destructible walls among indestructible ones... hm.
-
GDI - While They Sleep (Single Player)
AchromicWhite replied to nariac's topic in C&C Singleplayer Maps
Dude. I just played this mission. It's totally sweet! Nice use of triggers and lovely map layout, really had the feel of sneaking around a Nod base with the scary prospect of accidentally having the alarm sounded! Nice work! I do have to ask, is there a reason for the green flame tanks, or is that just a clever use of team colours to give the idea that these are being upgraded by new tech? The only other thing was the engineers that turned up. They were an interesting mechanic, but it just seemed strange that they randomly arrived, even though there was no mention about this in the briefing and I'd not yet scouted why I was going to need them. (In other works, story wise, why the engis turned up). But that's pretty minor. I see some other people had trouble getting them to survive... I managed to save all 5 of them, once I knew that the APC turned up... just grab it as soon as it comes in and click over to the left, then when it pops, grab the engis and RUN! xD Really cool map, though. I liked it, challenging, but not insanely so. In saying that, being a commando mission, you basically just have to micro one guys really really well, hehe. -Liam -
Man, this is pretty nice I like the door, too. Very cool! Interesting that you used the concrete walls rather than the strait RA1 style interior. I like it though, it's unique!
-
This is a partial interior design for TD??