zunnie 3 Posted September 16, 2011 (edited) <img src="http://www.zunnie.net/tcw/img/tcw_banner_small.png" border="0" class="linked-image" /> <b>Tiberium Crystal War DEMO Released</b> EDIT: Please visit our website for the latest version!! http://www.tiberiumcrystalwar.com United States mirror may not work yet at the time of this posting: DOWNLOAD 1) 100 MBIT UNITED STATES: <a href="http://www.moddb.com/mods/tcw/downloads/cc-tiberium-crystal-war-online-demo" target="_blank">http://www.moddb.com...online-demo</a> DOWNLOAD 2) 100 MBIT GERMANY: <a href="http://i7.zunnie.net/tcwdemo/TCW_DEMO.zip" target="_blank">http://i7.zunnie.net...CW_DEMO.zip</a> DOWNLOAD 3) 100 MBIT NETHERLANDS: <a href="http://dev.mp-gaming.com/downloads/TCW_DEMO.zip" target="_blank">http://dev.mp-gaming...CW_DEMO.zip</a> DOWNLOAD 4) 100 MBIT UNITED STATES: <a href="http://www.zunnie.net/tcw/demo/TCW_DEMO.zip" target="_blank">http://www.zunnie.ne...CW_DEMO.zip</a> Forums: <a href="http://forums.mp-gaming.com/forum-854.html" target="_blank">http://forums.mp-gam...um-854.html</a> ModDB: <a href="http://www.moddb.com/mods/tcw/" target="_blank">http://www.moddb.com...m/mods/tcw/</a> Homepage: <a href="http://dev.mp-gaming.com/tcw/" target="_blank">http://dev.mp-gaming...ng.com/tcw/</a> IRC: irc.mp-gaming.com #MP-TCW <b>Installation</b> Open TCW_DEMO.zip with Winzip (or something like that) and extract the folder called Tiberium Crystal War DEMO to your harddrive. Run wwconfig.exe and configure your options such as resolution. <b>Playing the Game Online</b> To join our server and play online please run Ren_IP.exe and enter the path to your Tiberium Crystal War DEMO installation game.exe and enter the IP and Port, give the entry a Name and then hit "Save". Then click on the Connect button to join and play. <b>Server Details</b> Server IP = 109.230.246.231 Port = 7788 Name = MP-TCW Server IRC: irc.mp-gaming.com #MP-TCW <b>Example Shot of Ren_IP</b> <img src="http://www.zunnie.net/tcw/img/renip_demo_server.png" border="0" class="linked-image" /> <b>Changelist</b> Here is a detailed list of what is currently available in the Tiberium Crystal War Online DEMO: - TCW_Gobi and TCW_The_Moon maps have a GDI Armory and a Nod Shrine ingame - GDI War Factory, GDI Barracks, GDI Refinery, GDI Power Plant, GDI Armory buildings are ingame - Nod War Factory, Nod Hand of Nod, Nod Refinery, Nod Power Plant, Nod Secret Shrine are ingame - GDI Predator, Pitbull, Mammoth Tank, Harvester vehicles are ingame (plus the Renegade GDI APC) - Nod Raider Buggy, Attack Bike vehicles are ingame (plus the Renegade Nod vehicles) - GDI Commando, Zonetrooper characters are ingame (plus the Renegade characters) - Nod Saboteur is ingame (plus the Renegade characters) - The GDI Zonetrooper is tiberium resistant and can not be ran over by vehicles - Added dozens emitters and explosions made by community developer GuNsHiP_MK_II - New small sized map called TCW_Gobi added based on work from Aircraftkiller - New medium sized map called TCW_Snow added based on work from dtrngd - New small sized map TCW_Spikewar with new visuals - New large sized map TCW_The_Moon with low gravity and blue tiberium meteor - Capturable Tiberium Spikes which can be captured with a Engineer or Saboteur for constant moneyflow - GDI Armory and Nod Shrine are linked in with the Refill Button on the Purchase Terminal. If this support building is destroyed you can no longer use the Refill Button. - TT 4.0 Sidebar is now in use displaying the character and vehicle purchase options - All characters spawn with a knife, stab stab stab <img src="style_emoticons/default/smile.gif" style="vertical-align:middle" emoid="" border="0" alt="smile.gif" /> - Commando's play sound 'Warning enemy commando detected' for the opposite team when purchased - When the Powerplant is destroyed buildtime is increased by two - When the Powerplant is destroyed there is NO double cost punishment - Engineers and Saboteurs now have a repairgun with 5 'bullets' which repair a building in steps of 400 damage points. When all 5 bullets have been used you must buy a new engineer or saboteur to repair again. - There is now a switch present on Spike Only Maps in the Barracks and Hand of Nod where you can "buy" a free engineer or saboteur but only if there is not one already and if the building is alive. - Purchase Terminals icons for refilling custom made displaying the Armory and Shrine - Two Palm trees for decoration were added to the game - Blue Tiberium Crystal prop for decorating the Tiberium field was added to the game - GDI Power Plant is now ingame providing power to the GDI Base - Nod Power Plant is now ingame providing power to the Nod Base - Nod Harvesters now stealth properly even when they are empty - GDI Pitbull stealth detection enhanced, now works on all stealthed units regardless of their team - Nod Saboteur character added. Ownage. - New HUD enabled, fixed the white stripe in center - Various ammo and armor settings updated for better balance between units, buildings and vehicles - Tiberium Spikes can now be captured in 20 seconds after entering the building - Tiberium Spikes now play the 'entered captured building' sound from CNC3 - Tiberium Spikes play sounds when they are captured "Building Captured" or "Our Building has been Captured" if it was yours and the enemy captured it. - Tiberium Spikes are now vehicle blocked, you can no longer drive throught he center and run engineers over - New Tiberium harvesting logic which allows for partial loaded harvesters to dump at the refinery. Green max: 1400, Blue max: 2800 - Purchase Terminal tiles properly light up or down depending on the building status - GDI AI Harvesters now dump into the refinery bay - GDI Harvester suspension adjusted so they are less 'sticky' - Predator threads now move - Mammoth Tank threads now move - GDI Pitbull start/idle/stop sound updated with new ones matching CNC3 - GDI APC start/idle/stop sound updated with new ones matching CNC3 - GDI Harvester start/idle/stop sound updated with new ones matching CNC3 - GDI Orca start/idle/stop sound updated with new ones matching CNC3 - GDI Predator start/idle/stop sound updated with new ones matching CNC3 - Nod Flame Tank fire visuals updated - Nod Flame Tank start/idle/stop sound updated with new ones matching CNC3 - Nod Harvester start/idle/stop sound updated with new ones matching CNC3 - Nod Raider Buggy start/idle/stop sound updated with new ones matching CNC3 - Nod Scorpion start/idle/stop sound updated with new ones matching CNC3 - Nod Stealth Tank start/stop sound updated with new ones matching CNC3 - Chemsprayer weapon updated with new emitters and sounds - Flamethrower weapon updated with new emitters and sounds - GDI Zonetrooper character model updated with a nice one - GDI Zonetrooper weapon fire sound updated matching CNC3 - Nod Militant Squad rifle sounds updated matching CNC3 - Pistol fire sound updated, no longer silenced - GDI Pitbull rocket fire sound updated matching CNC3 - Whatever else we forgot to mention <img src="style_emoticons/default/smile.gif" style="vertical-align:middle" emoid="" border="0" alt="smile.gif" /> <b>Notes</b> Unfortunatly we could not finish the map TCW_Temple before the deadline of 17 sept. Also for some reason the Tiberium Spike does no longer animate. We will prepare ONE small update for the Demo which will include fixes for them. But that is it. <img src="style_emoticons/default/tongue.gif" style="vertical-align:middle" emoid="" border="0" alt="tongue.gif" /> Screenshots and other game log files are saved into your My Documents folder in MP\TCWClient. Greetz TCW Dev Team: <a href="http://dev.mp-gaming.com/tcw/devs.php" target="_blank">http://dev.mp-gaming...cw/devs.php</a> Edited August 7, 2012 by MPFzunnie Share this post Link to post
zunnie 3 Posted September 25, 2011 A map in production by madrackzZ Visit the moddb page at http://www.moddb.com/mods/tcw/ Share this post Link to post
Guest Rabbit Posted September 25, 2011 Hey man, I know you're trying to advertize this, and it's a great mod and all, but you can't post it in every forum you can think of. One thread, one post. Share this post Link to post
zunnie 3 Posted October 1, 2011 Ok; I'll keep tis topic up to date then --------------------------------------------- This map will be somewhat bigger than i am used to make. The bases are split in two and reside on seperate tropical islands connected by bridges. There will be teleporter objects in the bases to quickly teleport to the other end of the map. For now it will be WF's, which i may replace at a later time with the Airfields. Share this post Link to post
zunnie 3 Posted October 1, 2011 (edited) The relatively new Main menu screen: Two more screenshots of the new map Mediterranean: Edited October 1, 2011 by zunnie Share this post Link to post
Nmenth 291 Posted October 1, 2011 The map is interesting, but in my opinion, it is way too open with too strict of chokepoints. Snipers would love this map. Share this post Link to post
zunnie 3 Posted October 1, 2011 It is fine. There can be only 2 snipers anyway (limited). Here a shot of the final version (render): Share this post Link to post
zunnie 3 Posted October 2, 2011 The bridge will be for infantry only. Green tiberium in center of base, blue tiberium and 2 spikes will be placed at the topleft area Share this post Link to post
Nmenth 291 Posted October 2, 2011 This map is really open too. Infantry like to have little rocks and stuff strewn about to hide behind, especially at base borders. Those bridge bunkers are a good start, but offer insufficient tactical cover. Share this post Link to post
zunnie 3 Posted October 2, 2011 Some bush are still missing which i gotto place still Share this post Link to post
Nmenth 291 Posted October 2, 2011 Yeah, now there's plenty of clutter to hide behind. It would be kind of nice if there was a big rock jutting out of the water or large guardrails between the bridges that kind of provided minor cover from one bridge to the other somewhere toward the middle of them though, if you know what I mean. Share this post Link to post
zunnie 3 Posted October 3, 2011 More bushes and trees and tiberium crystals will be added soon as i get my hands on them Share this post Link to post
Guest Rabbit Posted October 4, 2011 Aw, no more tropical island? On the serious though, I'm really impressed with this map. Lots of random stuff to run around in, and I like the idea of dual bridges, especially the way some parts of them are covered up. I could see it being used as a good distraction point to bring tanks around the bend, even if it is easy to see them, anyway. Share this post Link to post
zunnie 3 Posted October 8, 2011 Ok, the above was not final after all, we made it now so you can get on top of the deck using the ramps and ladders You can also control two of the deck turrets to attack the base Share this post Link to post