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Posts posted by CoreDefender
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@limsup Or just update it for 2024 😂
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On 12/14/2019 at 5:17 AM, Fffreak9999 said:
Honestly I disagree with the idea of buying back access to the production buildings.
I would prefer a very slow passive regeneration, kind of what was suggested in multiple threads before.
Changing the Con Yard to be a building recovery building (while accurate to the functionality in the RTS), would unnecessarily prolong games, or be prohibitively expensive to be near pointless.
I agree with that. And it never had that ability in original Renegade, likely for the reasons you just mentioned.
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I think it would be better to introduce it with only the ability it had in original Renegade (auto-repair of base building health), and see how people like it.
If players feel it should do more, then some of the other options proposed here could be introduced.
On 11/13/2019 at 3:01 PM, TK0104 said:Keep the mechanic of the auto repair.
Don't give it too many options, as other buildings also influence a small piece of the base
This is how it should initially be introduced to the game.
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Are there any more Tiberian Dawn classic vehicles planned?
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And I would agree with @TK0104, just have it do the exact same thing that it did in original Renegade and don't give it too many options.
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On 11/13/2019 at 4:23 PM, Mystic~ said:
I really don't like the model used in the top screenshot, it's not rounded enough yet or not close enough to the original game, but it's really nice you're creating a map with one.
It's the Renegade version of the Construction Yard, not the Tiberian Dawn version.
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Yeah, all you need to do is place the Team Silo on the map, no additional setup and way better than a tech building. There are building prefabs for it too
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11 hours ago, DoMiNaNt_HuNtEr said:
As for late game, consider a proper functioning SSM Launcher with two rockets
This unit is more lore accurate than a heavy tank, which is Red Alert. The SSM Launcher is the second unit that was in C&C1 that Westwood could not implement fully in Renegade due to time constraints. On bigger maps, in theory this thing could punch holes into mammoths from a greater distance than the artillery could, completely out ranging the mammy, and it could decimate repair teams camping behind the mammoth with the sheer splash damage of it's napalm missiles, forcing GDI to send out some TOW Humvees or flank it thru tunnels with rocket troops to try to pick it off. I'd imagine the SSM functioning similar to the V2 in A Path Beyond, only with two weaker missiles instead of one stronger missile, and for balance sake, it should probably not out range the AGT and Obelisk like it does in the OG Command & Conquer game.
You know what would be awesome? Have the SSM Launcher have left click be firing the left missile and right click fire the right, with separate reload times, so a skillful driver could time his shots consecutively.
Ahh the possibilities. Respect to your dev team but I think you guys are missing out here with the bike. Follow through with your original idea of implementing it fully, at least only for quick public test purposes. Waste not the newly made unit.
+1 for the SSM Launcher
That was another vehicle that, like the other vehicles, has both a Tiberian Dawn and Renegade version of the model:
Tiberian Dawn/C&C 95 version:
C&C Renegade version:
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My first thoughts were that it looks like concept art for one of the C&C 3 mods, especially with what looks like a railgun upgrade for the Titan and the Juggernaut having the C&C 3 design.
But yeah, just looks like some test designs for the portfolio and experimentation.
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The Nod SSM Launcher in Renegade was likely inspired by the Scud Launcher. Would be nice to see something like this:
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Great idea! I have played this map quite a few times in Skirmish in C&C 3 with the Tiberium Essence mod. There are lots of different neutral buildings to capture.
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On 4/18/2019 at 2:59 PM, Sarah. said:
We don't plan on adding the CYard to RX mode. It doesn't fit in with the gameplay and it would make bases too big.
That's a shame, because it would fit on very large maps like Eyes, Outposts, and Toxicity. All it did in Renegade was auto-repair buildings slowly, not rebuild them.
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I think it's much more likely that we would get the Renegade version of the Construction Yard, rather than the Tiberian Dawn version, if the Construction Yard is ever added as an additional building.
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I am seeing a Kismet error message when testing out the map:
Other than that, map looks very nice as usual.
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Well at least now it's confirmed to be the new and improved City.
I didn't realize the new version was no longer using the 8-shape racetrack style road-configuration. That, and I remember Metro having lots of traffic lights, street lights, roads with intersections, and old industrial brick buildings, which are what I can see in the foreground and background of the screenshot.
I wasn't sure if it was possibly Metro or Metropolis in disguise, and mis-labeled as City, as the screen-shot was posted as part of an April 1st troll news post
That and it was posted alongside a screenshot of Glacier_Flying so maybe @Aircraftkiller secretly came back to develop maps after a very long hiatus...
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Well looks like Metro is already in the works, judging by this screenshot that was recently posted:
Someone must have been inspired to re-create @Aircraftkiller's map
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59 minutes ago, kenz3001 said:
would of helped if he had indeed made it, but he didnt lol, he just made it playable ... its a hidden map in renegade that was never used like 70% of all the assets in ren lol
I was referring to this, where he states that he did:
On 6/13/2011 at 11:32 PM, Aircraftkiller said:Here's a short list courtesy of someone who was apparently trying to compile everything I had done for inclusion into some "ultra mega map pack":
C&C_Bunkers.mix | Version 2.0
C&C_Basin.mix | Version 1.2
C&C_BasinTS.mix | Version 2.0
C&C_Beach.mix | Version 1.0
C&C_City_Flying_Exp.mix | Version 1.2
C&C_Country_Meadow.mix | Version 2.0
C&C_CYTeamDM | Version 1.0
C&C_DMCenter.mix | Version 1.0
C&C_DMCenterTS.mix | Version 2.0
C&C_DMConYard | Version 1.1
C&C_Eglin_AFB.mix | Version 1.0
C&C_Flight_Deck.mix | Version 1.0
C&C_Forest_Trail.mix | Version 1.0
C&C_Glacier_Flying
C&C_Glacier.mix | Version 1.1
C&C_GlacierTS.mix | Version 2.0
C&C_Golf_Course.mix | Version 1.0
C&C_Land.mix | Version 1.0
C&C_Mars.mix | Version 1.0
C&C_MedicalLevel | Version 1.1
C&C Metro | Version 1.0
C&C MetroTS | Version 2.1
C&C_Metropolis.mix | Version 1.0
C&C_Mines.mix | Version 1.3
C&C_MinesTS.mix | Version 2.1
C&C_River_Canyon.mix | Version 1.0
C&C_River_Raid.mix | Version 1.0
C&C_River_RaidTS.mix | Version 2.0
C&C_The_Woods_Today | Version 1.0
Of course, this list doesn't include the levels I made for RA:APB... Of which there was a substantial amount.
And I don't recall it being a hidden map, it was played regularly on most servers in Renegade.
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1 hour ago, drunkill said:
JUST YOU CREATE GLACIER FLAYING FUCK YOU BIG JAKAS YOUR MAPS IS BAD
Nice work.
Well I think that at the very least, @Aircraftkiller will be proud to see his map Glacier_Flying remade, and what looks like Metro also being re-created for RenX
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The only question is, are you sure that's City? It looks a lot like CNC-Metro to me
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Now this will soon be possible in RenX
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Can we give Mutant Raveshaw the ability to heal in Tiberium, just like the mutant characters in the original C&C Renegade, and all the other C&C games did?
There are also other mutant units from the original Renegade that we could add as special crates (if @Havoc89 was planning on modeling and rigging them):
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Yeah, was nice to finally play with a ping under 100
I'm kinda surprised that NA servers don't often have more players, as there are quite a few Canadian developers and regular players...
@Havoc89 @[NE]Fobby[GEN] @Gliven @Veyron to cite a few
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[Level] CNC-Toxicity
in Releases
Posted
They were already in both team's bases before, the only real change would be to make them significant