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Everything posted by m666
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Tech N9ne "Like Yeah" 'Killer, Disc 1'
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Most of the Westwood voxels are terribly done, and I include the Kirov in that list. I'm not aiming to replace everything for the sake of everything, but I'm updating the graphics to better suit the mod's tone and quality levels. And if only Azri_Apoc had a new Kirov to use. One can always hope he'll surprise me.
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I'm gonna completely throw this intelligent debate off course and hope that a cool new CnC comes out. I want a new story, minus the gaping plotholes and alternate timelines. I want something that feels classical and CnC, yet brings new innovations to the series that modernize it. I want soft counters (RA3 is horrible at the hard counters IMO) like we know from most of all CnC games. And most of all, I just want it to be fun.
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@Sonic: Major appreciation for posting this man, I was pleasantly surprised when I came across CNCNZ's front page and saw my video! I just have a forum at PPM, I'm still very much hosted at the great Freedom Studios. @Plokite_Wolf: Yeah, the Kirov replacement's not the greatest as the spinning rotors stop spinning when it's not moving. But all beta projects have bugs that get hammered out, so it's just a matter of finding an alternate solution.
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Recruitments Required - Join the CNCNZ.com News Team
m666 replied to Sonic's topic in Command & Conquer News
I have an established presence in the big modding places, such as Freedom, Revora, PPM, and RenegadeProjects. I can relay any news that hits their site to here, which should help with the news. -
Which one is the best Ra2Yr mod?
m666 replied to dbjs2009's topic in Red Alert 2 / Yuri's Revenge Maps & Modding
Expansion-style mods which add a new unit or two and focus on the core gameplay tend to be some of the better developed mod due to no major drastic changes to the experience that brought many to it. Beowulf's Rules, both the RA2 and YR versions, as well as Mental Omega are awesome mods worth checking out for the fact they preserve core gameplay experiences while enhancing the game all-around. -
It's not so much they're generic **** as much as they are just bland. It's simplistic gameplay that can catch a fanbase, but unlike other games that start simple (WoW comes to mind) there is no complexion for experienced gamers. We'll have to see how Halo: Reach plays out, not sticking to traditional Halo online models.
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What makes a mod stand out to you? Hordes of additions? Flashy new graphics? I'm developing two mods, hopefully one of which will be released soon. (Fen will know which one is almost done) However, before I stop taking suggestions and finalize anything I'm looking for some things that make a mod stand out to you. I'm open to every possible suggestion. Game modes, concepts for the gameplay, maps, even unit ideas. Hell, I'll even take the ideas you'll think of as impossible.
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What attracts you to a mod?
m666 replied to m666's topic in Red Alert 2 / Yuri's Revenge Maps & Modding
Good points. Thank you. -
TibEd is not easier than straight .ini editing. It takes the intelligence of a sixth grader to figure out how the tags work and what you need to do in order to code straight by hand. As you practice that, you become more skilled in the engine and learn how to do new things that make your mod stand out.
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I'd have to say my favorite unit is the Desolator. The ability to spread deadly radiation all over the battlefield to remove threats is a powerful ability. And quite a laggy one too at that.
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Since nothing has been developed on the campaign, isn't it a bit early to be making rather bold statements about the campaign? And I've got my copy pre-ordered. It'll be hard to top this game when it's released.
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Dream Theater "Honor Thy Father" 'Train of Thought' Time to resurrect myself over here.
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It's that time of year again people. For the past eight years ModDB has celebrated modding culture in style with the always popular Mod of the Year Awards. ModDB, with its heavy focus on community leaves it in your hands to select the winners, and for the past 7 years you have not disappointed with some great titles taking out the grand prize. For much for information visit the official ModDB MotY page. The projects posted below are some of the most developed projects led by incredibly experienced modders. I feel they all deserve some attention for both their hard work and their new ideas for such an old series that CnC is. Please show them some support. I've posted mods based on where they are hosted. Hosted Freedom Studios projects: Moscow's Vengeance: http://www.moddb.com/mods/red-alert-2-moscows-vengeance1 Dominance: http://www.moddb.com/mods/dominance Yuri's Revenge: Zero Hour: http://www.moddb.com/mods/yr-zero-hour BeoWulf's Rules: http://www.moddb.com/mods/beowulfs-rules Projects hosted at CnC Guild: (I'm doing my PR job Nighthawk!) Mental Omega: http://www.moddb.com/mods/mental-omega Robot Storm: http://www.moddb.com/mods/robot-storm CnC Apocalypse Redux: http://www.moddb.com/mods/cnc-apocalypse AG: Shattered Alliances: http://www.moddb.com/mods/ag-sa D-Day: http://www.moddb.com/mods/d-day Contra mod for ZH: http://www.moddb.com/mods/contra PPM Projects: Twisted Insurrection: http://www.moddb.com/mods/twisted-insurrection] Invasion Confirmed: http://www.moddb.com/mods/invasion-confirmed Dawn of the Tiberium Age: http://www.moddb.com/mods/the-dawn-of-the-tiberium-age Lost Relic: http://www.moddb.com/mods/tiberian-sunlost-relic Tiberium Odyssey: http://www.moddb.com/mods/cc-tiberian-odyssey Rise of the Ominous: http://www.moddb.com/mods/rise-of-omnius Tiberium Essence: http://www.moddb.com/mods/tiberium-essence And a few other mods for CnC that deserve mentioning: C&C: ShockWave: http://www.moddb.com/mods/cc-shockwave Rise of the Reds: http://www.moddb.com/mods/rise-of-the-reds If anyone has any other mods they'd like submitted to this list, please let me know. Have fun voting everyone!
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m666 reporting for duty. Besides being a devoted (not always happy about it) modder for Yuri's Revenge, I'm a pretty nice person. I work on several projects, all of which should maintain an extremely high level of quality. I started my forays into the community in 2005. After growing tired of Tiberian Sun, I discovered Red Alert 2 in a EA Box Set I was given for Christmas. Having resparked my interest in CnC and computer gaming together, I've come here to share my products. I've also come sharing my personality and helpfulness. On top of being a modaholic, I spend my time split between working and with a girl I want to be with for the rest of my life. I'm a pretty nice person (on a good day, 100%. On a bad day? let's not push it), willing to help out when I can. I know a small bit of guitar, and I want to get into drumming. My projects are all hosted at Freedom Studios. I'm the sole developer for YR: Incursion and YR: Optimization. I'm the leader, Germany developer, idea guy, and terrain guy for Terminal Supremacy. I'm also the terrain guy and tester for Moscow's Vengeance. Outside of Freedom Studios, I'm a tester for Twisted Insurrection, and a terrain guy for Dominance. My MSN address is [email protected], anyone is welcome to add me to chat. I hope to bring a positive experience to CNCNZ and hope for a warm welcome.
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Like you'd use it on me. Especially considering I've no intentions of doing anything wrong.
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Of course I'm going to stay. I need this forum for outside, not massive modding opinions on things.
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After a small delay on the AI, the mod has entered the finished stage. I gladly release Opt to the fans at Freedom Studios with promotional screenies. Albeit a public opinion didn't really get waited on, I'm releasing a new version of Opt! Featuring FLH fixes, new game modes, and new maps, you're sure to find this more promising a download than the last! I'd also like to mention I tuned the AI up a bit. It should give you even more to worry about, if it didn't before. The readme and credits were both small files, so they were merged together here. One can read it --> http://freedomstudios.net/mods/incursion/O...d%20credits.txt <-- there. The AI has been improved. Here, you see it about to devastate half my base. Be forwarned. My base, inb4 colonization of the middle. You can see some stuff under production. This was mainly just a terrain shot, though. My attack upon the AI base. I disabled a good section of the base with the V3s and the Boris, but I brought in Apocalypse Tanks later to seal the deal. Here you see the AI preparing to run an attack on my base. You also see the glorious desert terrain. A good shot of the enemy base, right before they used a Gap Generator. Robot Tanks, Grizzlys, Tank Destroyers, and Prism Tanks. Sorry guys, no Mirage Tanks for me. ARMAGEDDON AI! Designed to overwhelm even the most skilled of players. Destroying one skilled player with ease. Circling in for the kill. One is near impossible, 3 are untouchable. If there are any bugs, let me know. Also; if you bother to play this, enjoy it. Some actual effort from me was put into getting this together. Downloads are right... EXE: http://freedomstudios.net/mods/incursion/O...Files/yropt.exe RAR: http://freedomstudios.net/mods/incursion/O...Files/yropt.rar ;merely the exe packaged for smaller size
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Better believe it. I'm now contesting your knowledge of all that is mighty and magical of YR modding. And stealin ur spotlightz.
