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MARS 2000 - oldschool RTS game inspired by C&C series
MARS 2000 posted a topic in Gaming DiscussionHello! We want to thank Plokite_Wolf for approving and all of you for reading this thread MARS 2000 - oldschool RTS game inspired by C&C series! MARS 2000 is a realtime strategy inspired by Command and Conquer series. For now it is in active development by Space Crab Development. What it is all about This game offers you a brutal and balanced gameplay in a dieselpunk setting. Deceptively recognizable mechanics, that will show you lots of new tasty things, when you try them. Single Player Our single player campaingn tells the player about confrontation of 3 forces - 1 Industrial Cohort, Earth Liberating Force and mysterious 3 side known only as "Those Robots" with a pretty good lore on each side. As our tribute to the C&C series we offer you a delightful thing: pretty cinematics with live actors and a storyline which blow your mind! Multiplayer As it was said it is easy to start (yeah friends, we know that there are lot of C&C fans here) and hard to master. We have done a big work to balance our rosters and give you opportunity to set up your own. There are a lot of combinations you can make using special theme packs - build your own deadly force. Also we have done a big work, developing our net code. Yes we know how annoying all that nasty multiplayer things and bugs are. Space Crab Development - who are that folks? We are a little group of oldschool RTS fans. During giant period of time (over 6 years) we were practising in making game modes and total conversions so we reach some kind of perfection for each one of us in our directions of work. We are trying to make ideal strategy game for us and other people, who share our vision and we are working really hard on it. Our development is not sponsored, so we are doing all the things by ourselves - there is only 5 of us in our team. (programmer, 3d artist/backgrounds artist, gamedesigner/video artist, sketch artist and a level designer) we are trying to use modern technologies and we are working the best to our abilities, because we love our project. Afterword We hope, that there are a lot of people who miss golden age of RTS genre. But it is all in our hands, so let's do it our brothers and sisters in arms We will be glad for your comments and questions here and in our social network groups: Facebook: https://www.facebook.com/mars2000game/ Instagram: https://www.instagram.com/mars_2000/ Youtube: https://www.youtube.com/channel/UCYgf1LMvLdwLbCFxMznMwAQ Twitter: https://twitter.com/mars2000game/
C&C Tiberian Dawn Redux Campaigns Completed! (patch v1.44 release)
sgtmyers88 posted a topic in Generals / Zero Hour Maps & Modding***STATUS UPDATE FROM THE BATTLEFIELD*** C&C Tiberian Dawn Redux patch version 1.44 is now live! This patch completes the long awaited story campaign remaster with the cinematic sequences included! Check out the latest trailer below: After 10 years of tedious work overcoming lots of headaches to fully adapt a classic game into a modern 3D game engine, the C&C Tiberian Dawn Redux Mod has finally completed the remastered story campaigns of the original Command & Conquer released over 20 years ago with over 30 singleplayer campaign missions and their cinematic sequences! As seen above, when designing the existing campaign missions, a great amount of work goes into every map in order to attain the best possible accuracy and detail. On the left is an image layout of the original C&C95 map of the respective campaign mission and then the recreated version in the Mod can be seen on the right rendered in the C&C Generals World Builder. And yes with some clever hack and mod work utilizing World Builder scripts and the existing campaign system in Generals, the epic ending cinematics will also be included! To conclude, I feel that anyone who is a C&C Fan and an RTS Gamer should give this Mod a serious look as I think you will be pleased with the quality of the finished product considering that this is a still just a C&C Generals Zero Hour Mod. It has come a long way since the early days! Check out this fantastic gameplay video courtesy of TaxOwlbear. ***WARNING! CONTAINS SPOILERS!*** I again want to say THANK YOU to everyone in the C&C Community who has followed and contributed to this project since the beginning! As of this writing the mod is officially finished! However, I will not rule out additional releases in the future in the form of bug fixes for rebalancing or making additional bonus missions for expanding the SPEC OPS campaign. ***DOWNLOAD THE LATEST PATCH HERE*** ***DOWNLOAD THE FULL CAMPAIGN CUTSCENES HERE*** ***GET THE FULL VERSION OF THE MOD HERE*** Also feel free to like and follow the Mod on Facebook! ©2017 sgtmyers88 & The C&C Tiberian Dawn Redux Development Team
C&C Tiberian Dawn Redux Patch v1.43 Released!
sgtmyers88 posted a topic in Generals / Zero Hour Maps & Modding***STATUS UPDATE FROM THE BATTLEFIELD*** The third official patch to C&C Tiberian Dawn Redux v1.4. (Patch v1.43) has been released! DOWNLOAD NOW! This patch includes 8 additional singleplayer missions and several fixes were also made to the existing campaign missions. This brings the grand total of missions to 26. This patch also reworks and fixes several general gameplay bugs as well. GENERAL GAMEPLAY CHANGELIST: 8 additional campaign missions completed with their respective intro videos Fixed an AI exploit preventing tank machine guns from damaging aircraft M110 Artillery (Nod) speed slightly decreased Assault APC price increased from $500 to $800 (pre-loaded with two Rocket Soldiers now) Airfields (excluding Nod Airstrip) reduced from $2000 to $1000 Grenadiers made more powerful and more accurate (to encourage use over rocket soldiers) Both vehicle missile and machine gun upgrades reduced from $1000 to $600 Power Plant HP increased from 800 to 1000 Tiberium Silo Auto Deposit Amount reduced from $200 to $75 Mammoth Tank Armor and speed slightly decreased (including Adv. Mammoth) Mammoth Tusk Missile Firing Rate slightly decreased Flame Tank Armor slightly increased Helicopter and fighter jet locomotors slowed to reduce graphical and gameplay glitches Tiberium income amounts reduced slightly Tiberium growth rate significantly reduced (to reduce lag and game crashes from overpopulation) Weapons can now fire over low profile structures without exploding over them (Helipad, Repair Bay, .etc) Guard Tower damage and firing rate slightly increased APC machine gun firing burst rate decreased (does not apply to Assault APC) Bradley (Light Tank) speed slightly decreased Grand Canyon Skirmish Map rebalanced and reduced to 3 players to fix AI issues Dynamite Dunes Skirmish Map rebalanced Armored Assault Skirmish Map rebalanced Framerate improvements on the Tiberium Gardens Skirmish Map Framerate improvements to GDI SPEC OPS Mission #1 Framerate improvements to GDI Mission #8 Fixed an issue preventing players from finishing Nod Mission #4 Engineers can now hijack and not simply disable unarmed vehicles (MCV and Harvester) Tank and Missile projectile splash damage reduced Several models have been reworked and retextured Also note that the campaign cutscenes have also been edited and updated. You can download the complete set which will be needed for future releases HERE.