Posted: Tue Jul 06, 2010 2:18 am Post subject:
C&C: Battlezone
Subject description: also at Revora
Remember that old wireframe-graphics arcade game from the '80s called Battlezone? Ever wonder what it would be like if it were top-down and had more than one tank? Well here's my answer:
There is no storyline; it's all Skirmish/Multiplay. This total conversion has quick and intense gameplay, with retro graphic style. No game exe patches required.
Units/Structures
Gun Tower ($500)
Anti-infantry base defense.
Missile Turret ($800)
Anti-tank and anti-aircraft base defense.
Mine ($100)
Stationary explosive that detonates on contact. Can be placed farther away from your base than the other defensive structures.
Rifleman ($150)
Basic infantry.
Missile Trooper ($300)
Anti-tank and anti-aircraft infantry.
Engineer ($500)
Captures and repairs structures.
APC ($600)
Can transport 5 troops, and is armed with a rapid-fire machine gun.
Tank ($700)
Basic anti-armor unit. Decent against structures and defenses.
Advanced Tank ($1000)
Heavy anti-armor unit. Very effective against base buildings.
Missile ($500)
Hunts down targets on the ground at high speed. Also makes a good scout.
UFO ($900)
Hovering, spinning laser-equipped anti-infantry and anti-air drone. Easily destroyed by Missile Troopers and tanks.
Gunship ($1300)
Fires missiles at tanks and buildings, and mows down infantry with a minigun. Relatively weak armor makes it very susceptible to anti-aircraft fire.
Fighter ($1000)
Fast aircraft whose main purpose is attacking ground units and light defenses.
Bomber ($1400)
The Fighter's big brother; this aircraft can level heavier buildings without problem.
Skirmish Modes
Classic Mode: Only the Tank, Advanced Tank, UFO, Missile, and base structures can be built. No defensive structures.
Standard Mode: Defensive structures, aircraft, and infantry can be built.
Advanced Mode: Advanced weaponry such as Gunships and APCs can be built. Infantry can garrison neutral buildings scattered across specially-made maps.
Screenshots
As you can tell by the following screens, the GUI is still WIP at the moment. All the units are functional.
Here is a short gameplay demo of Battlezone's Advanced Mode. The music playing in it is one of ten custom soundtracks.
Version 0.59 Beta is available! Download Here! _________________
Now on ModDB! QUICK_EDIT
I wanna suggest you delete the black parts of the vehicles so they are just wireframes, and do the same to the buildings. _________________ Please, read the signature rules of the forum. QUICK_EDIT
TRON anyone? lol, im a fan of graphics but i like this, the only issue id see wit it is those of us who have issues staring at things like this for long periods of time, but im digging this. _________________ QUICK_EDIT
I think I'll keep the solid tanks, for now at least.
I will be updating this project along with Cold War and YNT on a semi-regular basis. Speaking of updates, the past couple of days I've been cranking out stuff for the above projects. _________________
Now on ModDB! QUICK_EDIT
Keep the buildings and voxels as solids like the pictures in the opening post, it's ridiculously hard to distinquish them from the terrain otherwise. Other than the infantry (which needs serious work for the reason Morpher brought up) and the Allied Parts on the sidebar, I really do like the look of this. Great work. QUICK_EDIT
Now I get the storyline, President Dugan and Premier Romanov were bored one day after fighting Yuri and wanted to play a video game. So they asked Einstein to create a game for them to play. Einstein, out of ideas, even threw away a silly game about a crystal called Tiberium and having GDI and Nod fight over it. In the end, Einstein designed a warfare simulation game, using wireframe objects with no allegience to not offend either side.
Yup, that's it. Anyhow, maybe you should make a new wrench animation, the big silver wrench seems out of place. QUICK_EDIT
True. I did say the sidebar is a WIP. The wrench will go away soon. I'm gonna do some other nifty graphical changes too.
The infantry will prolly stay for the time being, simply 'cause redrawing them is gonna suck. And don't worry, that hollow tank idea seemed like a cool idea at first but it sucks when you have a massive multi-team clash in the middle of a garrisonable town, so the vehicles will stay solid.
VOs are gonna change once I get replacements.
Oh, before I forget:
Known bugs/obvious errors
- Gunship sounds like a jet(simply forgot to change the move sound).
- Must pick 'Battlezone Team' as your country, or else crashy unfun times will be had.
- Although I haven't seen this happen since the .4 Beta, the game used to crash seemingly randomly, usually as you're about to annihilate an AI player(i.e. you're at the last push wiping every defense structure out). If anyone runs into this type of crash let me know. _________________
Now on ModDB! QUICK_EDIT
Any one else having problems trying to play the mod?
I will double click on the exe. and after a few minuets the exe just disappears, and nothing happens... _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
Any one else having problems trying to play the mod?
I will double click on the exe. and after a few minuets the exe just disappears, and nothing happens...
Do you mean the launcher window goes white and hangs or it just vanishes? If it's the former it could be just the loading time, 'cause it takes a little bit to get going, even on my semi-new laptop. _________________
Now on ModDB! QUICK_EDIT
Maybe blue wireform for water (if their is water) at times hard to notice difference between terrain and units i.e. eye strain but interesting concept.
Also instead of corpses left behind, maybe some from of "deleted from system" death animation.
Finally SW idea - BSOD or IE? XD
I'm almost wanting a wireform bike with a line trailer XD
Also to improve system performance and further emphasize retro look I would remove transparancy to achieve solid colors. _________________ QUICK_EDIT
Lol, BSoD. As hilarious as that sounds, I don't think it would fit too well really. Maybe an 'Insert Coin' SW to get 'extra lives' a.k.a. reinforcement drop.
One of my coworkers I tested with suggested water, and even a Generals concept. While the water idea is possible it'd look weird and IMO would take the BZ theme too far, same with adding Generals.
What I really need is a fix(non-Ares if at all possible) for cloaking Mines so that they can have CloakRadius=0 and not cloak half your base as you're laying minefields. AltImage doesn't do the effect I'm looking for. _________________
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So this is how the original looked like (I only played a newer one for the PSP). A very interesting concept. I like it. _________________ The future belongs to The Forgotten!
Meh whatever, that idea was just a joke. I will look into the double-thick building outlines idea this weekend though. _________________
Now on ModDB! QUICK_EDIT
Definately should do water, and even wireframe trees (or just outlined).
No trees, that's what the pyramid and box-shaped obstacles are for. In the original arcade, obstacles like those were riddled everywhere and were impassable. I can make those into "trees" instead of the "rocks" they are now so players can destroy them, but not sure on if I wanna do that just yet.
Let's suppose I do implement water combat. How should the ships look (besides wireframey, that's a given )? Other suggestions?
These are good, keep 'em coming! _________________
Now on ModDB! QUICK_EDIT
It's not hard if the voxels look like this. Someone with a pair of 3D glasses look at it. Is it really "3D"?
Atari2600 wrote:
Ive busted out my 3D glasses... the 3D experiment isnt quite right, but whatever. I think you're shade of blue is the problem.
I got a pair of 3D glasses in the newspaper today for some unknown promotional. Having seen this thread, I saved them to test out on that image posted above. I don't know how much it will vary from one pair of 3d glasses to another, but I can say that I definitely see a difference between viewing the image normally and using the glasses. The blue may be off, but with the glasses on, the red outlined tanks are clearly "popping off the screen."
It may have been just a joke for you to try the 3d effect, but actually, from testing that image, I think it may be worth considering a 3d version of your mod. It's so unique. The real test would be to see if the 3d effect looks funky when units are on slopes. Otherwise, on the flat plane, the 3d effect works reasonably correctly. QUICK_EDIT
Posted: Fri Jul 09, 2010 11:56 pm Post subject:
hm
Hmm weird. it only mods half of the game... half of the pics are wire framed while the rest of the game is perfectly normal. somethin is up with my game. or this game isnt fully developed yet? my bad if so. QUICK_EDIT
Posted: Sun Jul 11, 2010 11:10 am Post subject:
Re: hm
jimbo wrote:
Hmm weird. it only mods half of the game... half of the pics are wire framed while the rest of the game is perfectly normal. somethin is up with my game. or this game isnt fully developed yet? my bad if so.
You propably have other mod files or INI files in your RA2 folder. _________________
This is still just in planning, so if you like it, I'll include it. The "water" is the blue wireframe area. The glistening twinkle is hardcoded I guess, so that's as good as it gets unfortunately.
Naval forces planned:
Gunboat - Softens up shore targets for landings
Destroyer- Main naval combatant. Good against armored units and defense structures. May feature air strike capability in the future.
Lander - Amphibious transport. Holds either 6 troops(tentative).
No images available.
Cruiser - Anti-aircraft defense ship. Weak against Destroyers.
No images available.
You may notice the units don't sit squarely on the tile they reside in. that has already been addressed.
Again I invite your constructive criticism on this concept(something the CNCNZ guys could use a little work at). _________________
Now on ModDB! QUICK_EDIT
Posted: Wed Jul 14, 2010 6:58 pm Post subject:
well
I scanned the my folder, and re-installed it multiple times, i have no idea why its still doing it. only thing that isn't effected is terrain and minimap. is there a certain map you're supposed to chose? or any map will appear wire-framed if done correctly? QUICK_EDIT
I figured as much. Meh, I'll just convert this one for YNT and redesign it.
@ jimbo:
There are specialized maps that should already be filtered through and all the rest filtered out. Standard YR maps are incompatible. They all have names with this pattern:
(# players) Mode: Size XX
So you have (2) Standard: Small 01, (4) Advanced: Medium 02, etc.
Sometimes you have to manually select a mode when you first play the mod or if you switch back to vanilla YR and back to the mod again. _________________
Now on ModDB! QUICK_EDIT
Yeah, that's why I was kinda reluctant to even have water maps, 'cause you can't fix that. Oh well, there's gotta be a workaround. Actually, I have an idea... :p _________________
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yes anyone who played 80's games knew many where wire frame games, personally i still like'em _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Once the next beta is delivered I will make a Launchbase version as well. Keep in mind Ares is not required. _________________
Now on ModDB! QUICK_EDIT
I'm currently uploading another gameplay demo on youtube. I used a different program to produce it so it wouldn't be blurry before uploading, so hopefully YouTube doesn't screw it up too much. As I type this it's gonna take 12 hours for a 15-minute vid (I have kinda shitty speed out here, freakin' Marines and their Call of Duty )
Anyway, in this 0.60 alpha demo you'll see the units clearer and you'll hear some new unit voice-overs. I forgot to turn the music up though, so only the menu theme will play for a few seconds after the Advanced Mode Skirmish match is over. I'll remember to fix that for next time.
I'll update this post and do an update on my site once it finishes uploading.
EDIT: Wow, upload speed went way up unexpectedly. Here it is folks!
Water Twinkle,
Couldnt you just comment out 787=TWNK1 as well as the art.ini entry for it? The only other use for it is for OreTwinkle, but I wouldnt think you would want that either. QUICK_EDIT
Water Twinkle,
Couldnt you just comment out 787=TWNK1 as well as the art.ini entry for it? The only other use for it is for OreTwinkle, but I wouldnt think you would want that either.
TWNK1 is not used for water blinking effect, should be obvious enough after just having a glance at how the water one looks ingame and looking at twnk1.shp.
I am pretty positive it's engine generated effect (basing this assumption on an observation that water effect stays completely unchanged even if you tamper with stock game palette files such as anim.pal, unit*.pal and iso*.pal) but not absolutely sure. Anyone feel free to prove me wrong. QUICK_EDIT
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