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Posts posted by MrFlibble
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So the "official guide" is only in printed media, no online version? I'd gladly have a look at that document
What other interesting stuff is there to be found?
Some other thoughts/comments regarding that quote:
- Perhaps the biggest change was the dropping of the biochem troops. In early designs, nod
had this class of infantry, including a biochem research lab that was needed for ther
ceration.Attacking enemy units with biochem spary could even sometimes turn thoses
units into vicious, unruly Tiberium visceroids.
Westwood found that the biochem units were functionally quite similar to flamers, and
they were pulled. The biochem research lab still shows up as an objective, for example,
in GDI Mission 13, bit it's not fuctional. visceroids remain as a feature sprinkled in; see
if you can find them.
- In early development scenarios, the GDI had a kick-ass incendiary (flame) MLRS variant.
It had very long rangebut, most importantly, the big incendiary blast was pure hell on
enemy infantry. Imagine a flame-tank blast that can be delivered anywhere you want!
Reloading took a very long time, but a few of these babys still ment zero enemy
infantry could get to you. The graphic was very cute; you could see the missles pop
onto the launcher after the long reload time (there were two, firing independently). You
had to be not to mix with the enemy-heaven forbid that arty came down on you!
They weren't shabby against armor, either. Their ultralong range was a kicker. if you
had several, it was virtually guanteed that no enemy infantry could make the long
trek to where you where you were. You could even stand two paces out of turret range and
pound them into dust with impunity!
These were pulled because of concerns over game play balance. Possibly their long reload
had been an initial attempt to dampen them, but even with it being very long, they were
the lethal beasts described here.
I've never played C&C multiplayer, but I've always though the Nod Chem. Warriors and S.S.M. Launchers are still buildable in multiplayer games...
In any case, they're both still in the game, and can be made available for production at certain technology level settings.
(Or is this entire paragraph about singleplayer campaigns only?)
- Bazookas for GDI were not originally in the design but were incorporated to help round
out the weaker GDI infantry.
This reminds me of the Soviet side in RA (9which is essentially GDI gameplay-style-wise), where they don't have Rocket Soldiers in the singleplayer missions.
- Perhaps the biggest change was the dropping of the biochem troops. In early designs, nod
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I'm sorry for posting a reply to a relatively old topic, but I find this info very interesting. I have always found it exciting to explore how a game would change during its development.
Keep 'em coming!
A hospital was on the original drawing boards for healing injured infantry, much like in Dune IIErm... what?
Tiberian Dawn - A couple of TD singlepayer missions I've made
in C&C Singleplayer Maps
Posted
Here are two singleplayer missions, one for GDI and one for Nod, that I've made quite a while ago using XCC Editor. A brief description of each mission is below:
Winter of Discontent
This Nod mission starts with your base being utterly decimated by GDI. You've got to retreat and regroup, then take your revenge on them using their own weaponry. I made a winter theater mission for Nod, since there are no official winter missions for this side.
They did it again! Nod captures a GDI base in Winter of Discontent
Rescue and Retribution
This mission was inspired by its namesake in C&C Renegade. Using a Commando and a small attack force, you need to break through Nod defenses and rescue civilians from a Nod Detention Center.
The village had been cleared of Nod militants, and tanks arrive to assist the Rescue and Retribution
Installation
The mission files are provided "as is". I'm sure you won't have any trouble launching them
There are also text files with more detailed briefings, to compensate for the absence of briefing cinematics.
cc_missions.zip