Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...
Sign in to follow this  
chem

My personal suggestions for the remaster!

Recommended Posts

1) If its a true remaster I think it would be wise to take a que from a previous game title that was in a similar situation and did a fanatic and successful job of updating a classic game without ruining it for alot of people, it was basically a big success and managed to keep everyone happy.  So it would probably  be a good idea to employ the same strategy.

The game is called street fighter 2 and even though its not the same genre of game even, it has a lot of parallels, it was one the defining games of its genre, an older game, it had a specific feel, a specific balance which was slightly flawed, and people had invested alot of time in it and developed alot of skill on it.

The game that remastered it was called super street fighter 2 turbo HD remix. It didn't change much but it did update the graphics so they looked the simlar but better the music which was just updated in quality and tweaked more or less,  and it kept the same feel the same physics the same balance (the balance was tweaked a tiny bit and I think that was an option you can turn on and off even for the balance like classic mode and updated mode)  and so the skillset of the players could transfer over almost directly into the new game as did the feel and the comfort zone feel/factor.

I think they got just right they maintained a classic and everything everyone loves about it  and all the investment of time  skill and familiarity  with how the game feels was kept in. So there was no disconnect it felt like it was the same game with a graphics music balance and features boost!

I think the same should be done with cnc1 remastered, allow bigger maps more people, an optional slightly improved balance, higher quality versions of the same music and graphics, get rid of left side and bottom advantage,  keep the same physics, feel, comfort zone, and skill investment.

 

2) If its a remake on a different engine I think the command and conquer 3 is a wise game to learn from it was a success because it kept everything that people love about cnc1, static base building , tiberium harvesting, basic tanks and military equipment not walkers etc basic looking military equipment all the core fundamentals that made the command and conquer  popular in the 1st place, it didn't deviate away from the proven core design, everything appealed to the majority of cnc1 fans, this second answer will annoy lots of very hard core fans  that didn't like cnc3 but they are a minority and therefore less important than the majority in my opinion, less important for profit too. I would recommend if its a remake that a lot of nostalgia is involved alot of the looks buildings feel and units are reused, and then add a bit of variety in the same style as the original command and conquer 1, so that mix of near future sci fi and current military equipment could be extended with extra units from our current military involved in the new game, perhaps deeper air and navy would be nice, for me at least it would.

 

I cant comment on ra1 it so fundamentally broken with infinite  money and that's where peoples skill sets and comfort zones are developed and invested,  that it seems a much harder problem to solve and a harder game to remaster perhaps infinite money should be an option or game mode that way havening 2 options can please everyone.

 

Kind regards, Chem

 

(will update for grammar in a bit)

 

I see don't make multiple suggestions as the advice given but this is really only 2 suggestions and I went into detail about them, I can cut out the detail but then it wouldn't make much sense and I wouldn't be able to communicate what I wanted.

 

 

Edited by chem

Share this post


Link to post
Share on other sites

First off, I would just like to say I'd have loved to be part of the studio working on this.

I would like the maps/environments to be atmospheric, like dust particles in the desert, make the environments feel alive, Bring back the civilians from the old games, towns feel populated and like innocents are caught between the crossfire.

Make me want to zoom in on a Tiberium field to drool at the detail and how it impacts the environment and please bring back Tiberium fauna/flora ex nearby trees have a chance of becoming blossom trees if they get engulfed by a Tib field.

Nod units should have Urban colored camouflage, not just a red unit. GDI should have the choc-chip camouflage from the 90's for soldiers and the desert camouflage we see on US tanks and vehicles today substituting for 'Gold' color

Units should not turn or move cartoony like most Petroglyph games or like the animations in C&C Generals 2 aka 'Command & Conquer' find a balance between gamey and believable. 

Don't make the units cartooney please!!!!! C&C 1995 aimed for a grounded military feel even if they were just sprites.

Remasterd CGI cutscenes, Blizzard level of quality for the CGI.

 

 

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
Sign in to follow this  

  • Similar Content

    • By Nyerguds
      First version of the tool. The only thing this can do is preview .mrf files by applying the remap filter to a given screenshot.
      http://nyerguds.arsaneus-design.com/project_stuff/2014/FilterCreator/filterviewer.rar (needs .Net 3.5)
      (Includes a screenshot + all .mrf files for the desert and temperate theaters)
      This is the desert shadow ("shade") filter:

      It seems a lot of the mrf files (like the one used for the shroud edges) have multiple tables inside them. I think this is the shroud edges table (for Temperate):

      The final tool will basically have 2 panes, one to view an existing MRF file on a pic like this already does, while the other will have a previewer for the new theater's screenshot, with a set of hue/brightness/saturation/etc tools to make the image on the other preview pane match the loaded mrf filter view. Then once it matches, it can generate a table out of that.
      I'll probably allow saving these filter values as presets so stuff like for example the shadow under units can easily be generated once the filter values have been figured out.
    • By Tiny_mario
      Is this one ddos me or what. Cos i  hardwired to the internet with 300 down and 20 up no throttle no vpn
       
       
      Unable to read data from the transport connection: An established connection was aborted by the software in your host machine
    • By Skybee
      Hello again!
      I have been working on salvaging old computers from my closet so my crew can enjoy some C&C95 together.
      On my old GatewayCx210x, windows XP Sp3, machine, C&C95 Gold works great until I shutdown or restart the computer. Then, after I do a shutdown/restart, I return to open game and nothing happens. The game is in the task manager process list, but never actually opens anything at all. To fix this, I have to uninstall/reinstall C&C95 Gold. I used Nyerguds installer from http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/
      Is this an installer problem and should I try a different installer? What should I do?
      This is just an annoyance. Besides this, the game continues to process great without any weirdness.
      Thanks for any help, appreciate it.
    • By Nyerguds
      As some of you may have noticed, compared to Red Alert 1, C&C1 is lacking a fair bit in terms of tilesets. And to remedy that, map makers have had no choice but to resort to trickery.
      However, the point of trickery is of course to actually trick the player. If you have a horrible-looking terrain transition, then sure, pasting a dozen trees over it will probably mostly cover it up... but it's not a pretty solution, and it's hardly subtle. Instead, let's look at some more elegant solutions that only involve map tiles.
      Two of the things that requires such trickery are the north-east and north-west shore corners. Plain and simple, C&C1 doesn't have them. And yet, when Chad1233 asked me about them, I distinctly remembered making maps that contained them. Some research later, I realized I made fairly pretty-looking corners by cheating the system; I built them by cleverly combining tiles from different tilesets.

      One of these tricks, the one seen at the left side, is fairly easy. I generally call it "the stump", because it always sticks out a bit.
      These 'stumps' can be made in two directions, and are done simply by taking the river mouths of both the top- and bottom-facing variety, pasting them together, cutting them in half, and then putting the normal curving-down tileset at the bottom of the half you end up using:

      So yeah, fairly simple. But, for the north-east version up there, as you notice, it does not actually stick out. Yes, there's clearly still river-trickery involved, as you can see from the grass leading up to the water, but the shore itself actually has more or less the shape you'd expect from a shore corner.
      This process is a bit more tricky, but it can in fact be done without resorting to hex-editing tiles into the map's .bin file (see below for more on that). Here's how I did it:

      Of course, these two final shore pieces in the two last steps can be whatever you want. The actual bit you need is just this:

      And it can just as well be used with other adjacent pieces:

      The possibility, as dear Dr. Moebius said... are limitless!
       
      I fiddled around a bit, but so far, I haven't been able to construct a non-stump version of the north-west one, though. if I ever figure one out, I'll post it here too.
      If anyone else knows similar mapping tricks, please post them! I'd love to see more of these.
    • By ElBeiro
      Hello, just found out about this C&C network - Great! I am new, so please accept my apologies for my question. Is there any chance to play the old singleplayer campaign for GDI and NOD? When I open the tool, I see the botton singleplayer ('new game', see screenshot attached), but unfortunately it is the only botton that doesn't work. Any help / support is highly appreciated! Thank you

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...