Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...
Inq

WIP - TD Beta Bridge

Recommended Posts

Hey guys I took some time to make/remake the TD beta bridge as a functioning bridge.

I felt I had to change the colour because I'm using it in my OpenRA mod & the terrain is in RA palette. (The RA palette misses a lot of cool blue / greys so the bridge ends up looking purple) I chose light grey to try & resemble concrete, like overpass bridges.

I guess it would need some hex work to function properly in RA, if it is even possible to add.

Let me know what you think!  :redalert:

giphy.gif

Heres the original for comparison; note the blue colour

bridge.gif

 

(I have to credit Messiah for an old static shp of the bridge I found as a starting point :P)

  • Like 2

Share this post


Link to post
Share on other sites

I like! :D I was thinking of reimplementing some beta stuff too, like the crashed A10 there.

  • Like 1

Share this post


Link to post
Share on other sites

Nice. The road markings on the original pic look thicker though, and at 1 pixel yours kind of screw with the details of the rest of the bridge, which are awesomely done. If making them thicker doesn't work, you can always get rid of the markings altogether.

Kilk, I'm 100% sure the A-10 has been done years ago, probably by Nyer.

  • Like 1

Share this post


Link to post
Share on other sites
4 hours ago, Kilkakon said:

I like! :D I was thinking of reimplementing some beta stuff too, like the crashed A10 there.

Thanks,

I think Messiah did this one? although I'm sure it's been done multiple times over the years.

19 minutes ago, cn2mc said:

Nice. The road markings on the original pic look thicker though, and at 1 pixel yours kind of screw with the details of the rest of the bridge, which are awesomely done. If making them thicker doesn't work, you can always get rid of the markings altogether.

Thanks, I'll give it a shot.

a10crash.zip

Share this post


Link to post
Share on other sites

Ah thanks for the link :) I'll see how easy it is to get ingame. Remember who did this?

You know the poles on the side of your bridge remind me of foundations from AoE1 too

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By mrgreenno1
      Good day Comrades 😃
       
      About:
      The intention of this mode is to make some rebalance and make AI more agressive thus skirmish mode more fun. Of course it is possible to use in multiplayer(both players must install this mode on the same version of game).
       
      New units\Structures:
      - Soviets now have Commando instead of Tanya(she is more Allied afterall)
      - Chnged skin of Light Tank (by AchromicWhite)
      - Changed skin of Tesla tank (by Nyerguds)
      - Allied now have Badger bomber and Airfields (it feels wrong that they have no Aiplains) to make it work I had to remove Yak plane from Soviets(no pitty)
       
      Changes to existing units:
      - All allied units gained +5-10% HP, exept Artillery +100% HP (IMHO vanilla Allied units are too weak)
      - Medium tank have mg90 machine gun as secondary weapon (to be more effective against infantry, all tanks have macineguns afterall)
      - Units roket incresed danage to troopers: Bazooka, Destroyer, Longbow helicopter, Phase tank (it feels wrong that rockets cant kill infantry after 1-3 shots)
      - Mine layer mines increased damage
      - All useless buildings like fakes, barbwire fence, small power plant were removed
      - Some units were removed: Jeep, Radar jam, Mobile gap generator, Aircraft carrier(I hope some one who builds new skins for RA can build a really nice big Aircraft ship)
      - Prerequsites of almost all units were removed ( faster search in the build list )
      - Many other small changes I really dont remember everything 😃
       
      Gameplay changes:
      - Increased speed of ore growth and its cost (more money more units can be build = more fun)
      - Increased build ratio of aircrafts for AI (their air attaks are very massive now)
      - Paratroopers now 10 instead of 5 (with 10 troopers you can do some damage)
      - Parabombs now have 2 bombers and 6 bombs (vanilla 1 and 5)
      - To capture building you need only 1 engineer (sometimes AI send an engineer to your base and now this action has a meaning)
      - Increased crates quantity (wich allows AI randomly pick up different nice things like MCV or Nuke more often)
      - Nuke damage increased by 300% (now its real Nuke not a puff)
      - Other options to change AI behaviour to be more agressive
       
      Install:
      Unzip to game folder, overwrite old files(dont forget to make a copy of original files before this!)
       
      Have fun. Post comments. Cheers
       
      Red Alert - Rebalance mode ver1.00.zip
    • By Micco
      Trying to join ladders but dont get verify email. Trying to get new verify email again and again but never receiving email. Have already checked trash folders etc...
      Can only closed circle play ladder games, you fear one new noobie challenger?
    • By electromusichall
      Hi, can unofficial game translation patches be used?
    • By Volkov Boris
      Can any one make a mod for red alert remastered that allows the ai build super weapons,special and T3 units and naval units? 
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...