
ModDB Awards Interview - Red Alert: A Path Beyond
Monday 8th February 2010 9:12 PM | gben |
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Every year ModDB hosts a competition to highlight the fantastic creations of their members in the "Mod of the Year" competition. To celebrate this event, CNCNZ.com conducted interviews with all 20 C&C mods that reached the top-100 in 2009. The first interview featured Chronojam from the popular Red Alert: A Path Beyond mod. Here is a sample...
QUOTE Although it would be a little impractical to ask every single person, "what is the attraction for people who download the series", there is no doubt there is a huge nostalgia kick for players from the original "Red Alert" but the game also offers something for jaded FPS players who are bored by other predictable games. Red Alert allows the player to use almost the entire arsenal from the Red Alert game. "Cruise around in the Red Alert arsenal, patrolling for Soviet armor in a Longbow, or lurking under the surface as a submarine... it's all there. That's why I wanted to play when I first heard about it, and it got me really excited because there are so few games where infantry and vehicles can co-exist so well.
And we're not talking just little personal transports, base-sieging Artillery is trading blows with V2 rockets that come screaming through the sky while tanks duke it out in the center, perhaps a clever Spy stealthily dispatching high-level enemy infantry while reporting their manoeuvres and stealing their units." This article was originally intended to be part of a series, released during the first week of "Mod of the Year" voting phase. Unfortunately real life complications made this impossible. Keep an eye out for further articles in the following weeks from other mods that reached the top 100 "Mod of the Year" awards. Red Alert: A Path Beyond was selected first for interview because they were the first to respond to questions asked. We will focus the next couple of interviews on Renegade-X, C&C Shockwave and Apoc Rising which reached the final stage of the awards, then return to interviews in chronological order of receipt.
Click here for the full Red Alert: A Path Beyond interview.

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Renegade X - February Update
Monday 8th February 2010 12:29 PM | Sonic |
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A new month means another update from the Renegade X team. This is another mammoth sized update that covers such things as ModDB.com "Mod of the Year 2009" news, Dr. Ignatio Mobius, the Volt Autorifle, the Aircraft Mod and more. Check out the full list of what's inside this update below, as well as previews of Dr. Ignatio Mobius and the Volt Autorifle.- ModDB.com "Mod of the Year 2009" news
- Make Something Unreal Contest news
- New patch coming soon!
- Dr. Ignatio Mobius
- Volt Autorifle
- Nuclear Strike animation teaser
- New tutorials for Renegade X's maps and mods tools
- MP Gaming server and sever-side mods
- Aircrafts Mod
- X-Mountain: Renegade X's first fan map!
- Media Platoon is looking for recruits!
- Dev Night this coming Saturday and Sunday!
To finish this news post, I'll show you the Nuclear Strike Teaser mentioned in the list above, simply because it's so damn impressive.
You can get the full Renegade X February Update on ModDB or view the same update on the Renegade X Forums.

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Command & Conquer: The Tiberium Archive Video
Saturday 6th February 2010 12:00 PM | Sonic |
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This 10 minute video is from EA Germany, it summarises the entire history of the Command & Conquer Tiberium universe starting with the original Command & Conquer and prepares you for the epic finale to come in Command & Conquer 4: Tiberian Twilight.
Please note, the voice over is German. Perhaps there is an English version to come later. We will have to make do with the German one for now.

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Fragland C&C 4 Interview With Sam Bass
Friday 5th February 2010 10:48 AM | Sonic |
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Fragland have posted a new interview with Command & Conquer 4: Tiberian Twilight Lead Designer Sam Bass. In this interview they discuss game play elements, the storyline, the persistent player progression system and more. Here's a couple questions to get you started.
QUOTE Will characters from the previous game make a reappearance, besides Kane? Kane is our only returning character, but there are references to previous CNC characters woven throughout the campaign.
Why is GDI again producing bipedal units? In the previous C&C they were mostly scratched since they considered them to costly to produce. From a fictional perspective, we’re tackling that in our unit profiles on the CNC website. The basic backstory is that administrations change, and with that change comes a new set of priorities and incentives, leading to the return of bipedal / walker units.
From a game design perspective, it’s a bit simpler. In CNC3, we were trying to get back to the feeling of Tiberian Dawn, with an emphasis on treaded and wheeled vehicles over more science-fiction oriented designs such as walkers.
With CNC4, we had a desire to explore more of the science-fiction side of the universe, allowing us to embrace Tiberian Sun-era units such as the Mammoth Mk. II (returning as the GDI Mastodon) and to examine where other forms of battlefield technology (such as hovercraft) would be in 2077. Click here for the full interview.

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More C&C 4 Polynesia Screen Shots
Thursday 4th February 2010 11:48 AM | Sonic |
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Another 3 Command & Conquer 4 screen shots have been added to ever expanding gallery, around 2000+ images at the count. Anyway, these screen shots show more of Polynesia style maps from the single player campaign, complete with it's dark and moody atmosphere. They look good to me.
If you have missed any of the previously released Command & Conquer 4 screen shots, take a look inside our Command & Conquer 4: Tiberian Twilight gallery.

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C&C 4 Beta Uplink Series Part 7: Map Designs & Strategies
Thursday 4th February 2010 11:00 AM | Sonic |
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Command & Conquer 4 Beta Uplink Series Part 7 has been posted on the Official C&C Site. This is a regular series of articles that features insider tips on the multiplayer beta. Coverage of class-specific strategies, tier 3 units, map design, the upgrades system and much more. Part 7 takes a look at the map designs and how to take advantage of their layouts to bring your team victory. You can check out some map previews as well as a developer map Q&A.
QUOTE Keeping C&C4’s new gameplay mechanics in mind, what needed to be considered when designing new maps?
With C&C4’s new gameplay mechanics, it was no longer valid to design maps for 1v1 and follow the formula of placing natural expansion point 1, contested expansion point 2, and so on. The maps had to be bigger, better, and had to allow players freedom to choose how they want to play. We had to take a fresh approach and, unlike any other C&C title we’ve done before, the maps had to be heavily scrutinized for balance since the constant push-n-pull effect of the game can be determined by the smallest difference on the maps themselves.
In designing these maps, we had to determine ways of creatively making choke points where Offense could push through, cliff-climbing passability where players could use specific units to bypass zones, key locations for the utility of the Support Class, create tighter zones for turrets for the benefit of the Defense class, etc. Each of these Classes were weighed and measured on each map, and, players can be confident that no matter which class they are, the maps themselves will not be a detriment to their play style.
In creation of these maps, we wanted players to experience the thrill of what could happen with 4 other teammates, but also wanted 1 person to be able to make a difference. If that 1 player sneaks into enemy territory and captures an Uplink Tower / Mutant Hovel, the tide of battle can turn if a coordinated team uses that opening to deploy their Crawler or creates a massive force of the Forgotten to flank the enemy from behind.
We brought in some of our top Kane’s Wrath and Red Alert 3 e-sport players to help balance test the game and maps. How influential were they in future map designs?
The external balance team was a great resource in determining the specific characteristics of each map and their strengths/weaknesses in varying gameplay. From there, we determined the rotations for both the PVE-Ladder (player vs. computer) and the PVP-Ladder (player vs. player) from the features they highlighted on each map.
They definitely made an impact on future map design, especially in terms of providing elements to circumscribe the impact of "the middle" of the map. Though many new players consider the middle of the map to be the most important part, looking at it in a holistic view (as many RTS veterans have figured out) will make up-and-coming players realize that the key locations are actually away from the middle. Originally, the center of the map was far away from several other Points of Interest, so it seemed obvious for many teams to focus on capturing it. Now, you are no longer a minute and a half away from every other Point of Interest, so focusing your forces away from the center allows you not only to flank the enemy, but capture Forward Spawn Zones and other TCN Hubs along the way. Click here for part 7 of the Command & Conquer 4 Beta Uplink Series.

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Kane To Survive Command & Conquer 4?
Tuesday 2nd February 2010 1:44 PM | Sonic |
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In an interview with IncGamers, Command & Conquer 4 lead designer Sam Bass has cast doubt on what seemed previously certain: Kane may not die in Command & Conquer 4 after all.
QUOTE When we asked the reasoning behind killing off series antagonist Kane, Bass took the opportunity to correct us, noting that he "can't say we're killing him off - we're doing something with him."
We followed this up by asking point-blank whether the team was killing off Kane or not, Bass only smiled, and answered "We may be..."
Either way, Command & Conquer 4 is set to be Kane's grand finale, and Bass did give us some reasoning behind the decision to give our balding overlord a send-off. "Kane is very iconic for the series," Bass told IncGamers. "It was beginning to feel like we roll him out every couple of years and go 'It's Kane!'"
"It was kinda losing its impact and we really wanted to, rather than just roll him out again and go 'Look, it's Kane again,' really amp up his story and bring it to a conclusion." Check out the full story on IncGamers for more.

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