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Mavrik347
27th September 2006, 18:14
Greetings!

I'm the Lead of a modification for Battlefield: 2, we are converting the whole game from modern combat to the old C&C Universe based on Command & Conquer, the first one, the original. Later named unofficialy as Command & Conquer: Tiberian Dawn by the fan base.

Here is a link to EA's official website where it is shown as "Command & Conquer", thats it. All the others are extensions to the franchise.

Official Site (http://www.ea.com/official/cc/firstdecade/us/commandandconquer.jsp)

Now as you may know as of patch 1.3 EA have destroyed Battlefield: 2 and most of the possibilities for modders (which attracted them to it in the first place). Due to this we were thinking of moving to Battlefield: 2142 but as Battlefield: 2 has destroyed our faith in EA we have thought about moving over to Activision and Splash Damage here on Enemy Territory: Quake Wars. But we need to know if there is an audience here. There is no point in us moving here if no one wants a C&C mod.

So tell us what you want and if you like the idea!

Splash Damage Devs: I don't know if you check the forums but I really do need to know. Will you support the modding community? I mean really, (don't just say yes like EA/DICE) EA/DICE just say yes they will and keep saying all this, then bring out ever more frustrating patches that are as helpful as a chocolate fireguard. Will you support the modding community and if so in what ways? We have some things made and ready for the BF2 engine, what about porting? Are there currently any guidlines for polycounts? Is there information on lods and cols yet? Sorry to bombard you with questions but I thought I would just get it out of the way in one fair swoop. Thank you for reading and I hope we can move over to your great creation ;).

Here is our website which does need to be updated I agree but we have some stuff ingame that needs testing before we announce it. Conspiracy of NOD (http://equinox-games.com/tdcon/)

Example of our work (made for BF2 engine):
http://equinox-games.com/news/thumbs/Orca.jpg (http://equinox-games.com/news/Orca.jpg)

Loving the work guys and I will be one of those pre-orders! Keep it up.

~ Matt

kamikazee
27th September 2006, 18:45
Splash Damage Devs: I don't know if you check the forums but I really do need to know. Will you support the modding community? I mean really, (don't just say yes like EA/DICE) EA/DICE just say yes they will and keep saying all this, then bring out ever more frustrating patches that are as helpful as a chocolate fireguard. Will you support the modding community and if so in what ways? We have some things made and ready for the BF2 engine, what about porting? Are there currently any guidlines for polycounts? Is there information on lods and cols yet? Sorry to bombard you with questions but I thought I would just get it out of the way in one fair swoop. Thank you for reading and I hope we can move over to your great creation ;).Welcome to the forums!

Firstly, I'm not a developer.
But I can yell "Hell yes!" to this question. They've already given clues on how to change ET:QW into a Tribes-like game, so they might answer some of your questions too.
However, mileage can vary. Remember that the game isn't released yet, and they don't want to be caught saying things which don't make it into the game.

As for porting: check out the Doom 3 engine. Model formats are simply the native Lightwave, Maya file formats and 3DS Max's ASE format. For animated things, MD5 is used which can be generated from Maya files. Textures can be in TGA, JPEG, etc.
Whilst it can't be predicted how vehicles will work, it sure won't hurt to read how Doom 3 things work.

Good luck, and have fun!

/* Kamikazee */

nUllSkillZ
27th September 2006, 18:57
Welcome to the forums.

Will this mod be a FPS a mixture between RTS and FPS or RTS?

Not sure but I think you will get problems with copyrights if you use C&C related things in your mod/modname.

carnage
27th September 2006, 19:09
actuly with the build system in ETQW you could perhaps expand on this to the point where players are building much more then just defensive turrents to posibly base structures like factories etc that could say when build deploys a tank for the team every X minutes. also it would be cool if perhaps you took some things from a wider range of C&C games. it would defiantly be fun to deploy the tesla coil as a defensive turret

with that said you probably would get a few copywright issues and be a shame to get a lot of work done and down the line be told it all want to waste

cosidering this im pretty sure there is a lot of room and suport for a mod that expands on the rts side of ETQW and with the talent that is out there right now it could be good to develop your own styles and artwork rather then riping them out of another game

and as for pollycounts etc basing them on the current ETQW might not be such a good idea since with an rts style mod you might find you are rednering a lot more vehicles/buildings etc and so a lower pollycount might be preferable, and dont forget normal mapping that can realy work wonders for low polly models

Mavrik347
27th September 2006, 19:12
It is FPS of course yes.

actuly with the build system in ETQW you could perhaps expand on this to the point where players are building much more then just defensive turrents to posibly base structures like factories etc that could say when build deploys a tank for the team every X minutes. also it would be cool if perhaps you took some things from a wider range of C&C games. it would defiantly be fun to deploy the tesla coil as a defensive turret
Yes this is what we intend.

Guys, please dont worry about copyright, I know a guy in EA and he has ran it through all the legal milarky and I'v got it all sorted.

[]v[]
27th September 2006, 19:12
Hi Mavrik347 and welcome,
C&C was my first multiplayer and I'd love it if it was modded on QW.
I even made a few maps for it, ahh those were the days.
Im sure you will get good support, and good luck. :banana:

Hakuryu
27th September 2006, 19:39
It's hard to say what people would want to play. If Quake Wars is as fantastic as many of us think it will be, then maybe people wouldn't want to play a mod, but on the other hand everyone wants something different every once in a while to mix things up. I absolutely loved Tribes, but eventually I played (and made) a mod. Ultimately I think it all depends on whether your mod is fun or not (and how many bugs/exploits exist).

I think Quake Wars would be a great game for you to move your mod to; like the poster above mentioned, there is already a build/deployment type mechanic in the game. Other important facts are the solidity of Doom engines, the support given to these games, and the proven track record of it's tools.

Got-JuicE
27th September 2006, 20:15
Anyone remb the Arena football mod for Tribes, that was soo fun, but can you explain how the mod woud work if it had c&c mod, how would it work, like capture the flag or what

Mavrik347
27th September 2006, 21:08
Reasonebly simple really, It would be C&C but as FPS so down hot and dirty. At the beggining of the round a commander will be elected and depending on how many credits the team earns the commander can have say Weapons Factories and Barracks or base defences built etc. Then from different buildings the players can perchase things like upgraded kits or tanks or aircraft etc. with their personal credits. That is the C&C Mode.

Arcade mode will be like C&C: Renegade, you know, strange weapons that take almost a mag to kill, basically just a mess around... arcade mode.

Then a Conquest mode where it is normal and vehicles spawn and you can choose your kit from the spawn screen or whatever like normal.

We might have a CTF mode, depending on if enough people want it.

Thats a rough guidline of what we are going for. Keep posting guys, we really need to know how many are interested!

Got-JuicE
27th September 2006, 21:30
CTF I think would be the funnest mod, I would realy enjoy playing that, it's been soo long since I did ctf since tribe days

TheKaiser
28th September 2006, 00:45
Well, considering splash damage is a mod team turned dev, they have a great interest in mod support for their games. This has been said many many many times by both SD and id guys.

Loffy
28th September 2006, 06:36
Only problem I see is the name (copyrights and all that) but I guess you have thought about that and have counter-argument/plans for that. You seem hell bent for the whole project.
I think it is sounds like a feasable and fun project. Go for it.
(Who doesnt like C&C and Starcraft?)

//Loffy

kamikazee
28th September 2006, 16:59
One thing: choosing the commander needs a hell lot of thought... What if he isn't an RTS player?

Mavrik347
28th September 2006, 17:16
He can run around like a normal person, those of you familiar with BF2, it will be like their commander but with some changes. Also if those who don't like RTS wont really want to be commander, as a failsafe, if you get a terrible commander who is spending all your credits on a pointless couse you can mutiny vote him, like a kick vote but just kicks him out of commander mode and into normal soldier status.

Only problem I see is the name (copyrights and all that) but I guess you have thought about that and have counter-argument/plans for that. You seem hell bent for the whole project.
I think it is sounds like a feasable and fun project. Go for it.
(Who doesnt like C&C and Starcraft?)
//Loffy
Guys, please dont worry about copyright, I know a guy in EA and he has ran it through all the legal milarky and I'v got it all sorted.

DG
28th September 2006, 21:08
[...] Will you support the modding community? I mean really,[...]
have a look at the video presentations/interviews, particularily the ones from QuakeCon -
http://www.planetquake4.net/download.php?op=fileid&lid=2333
http://www.planetquake4.net/download.php?op=fileid&lid=2334

carnage
28th September 2006, 21:22
i agree with the surgestion that having a player solely in command of a battle is realy quite a bad idea. in ETQW it has been mentioned that they were actuly playing with the idea of having a comander for each team but in reality with the basicaly infinite tatics and method to reach the goal in a map the comanders method and actuly player method on the ground are going to vary a lot and then i would expect that realy a majority of players would simply ignore commanders instructions if he were able to issue commands like attack/defend etc. from my experience in bf2 pub play the actuly chain of command is very rarely folowed

kicking a commader out is a bit of a poor substitute if he has already wated all your hard eared credits while the other team as built up a massive base and is bombarding you with choppers and tanks before your bearly of the ground. and often a lot of players just dont even look/care out the votes and even when the players wanting to play the tean rather than themselves can get rid of the commander because of the other players ignorance

imo a more stable and balanced system would be to get everyone involved in construction process by spliting the responsability and changing the building process for the importance of the structure and there number etc. for example

at the map start rather the comader chose a location for a base there could be an overlay map and have say 10-15 locations for a base (or fewer depending on map sizes) and players chose a location. the location with the most votes is the base starting location. if two lcations have the same number of votes then a re vote with only thoes two locations are avaidable for the other players to them make a decing vote (and other thing to to break ties etc etc)

when the primary base structure is in place the strutures can be split into two catagories team structures and player structures. like in C&C the structures are based on a tree spaning from the primary base structure where building this structure allows the construction of this structure.

from the primary struture there could be two paths of base structure where players could say chose to build a baracks or war factory (hyperthitical). the players in the team then vote on what path is taken since sertain paths with be more benefical to sertain maps ala C&C. the computer can be in chanrge of placing the strureture near the priamry base structure and could even be pre determained from the level designer to ensure that the maps remain focused from a FPS point of view and bases dont simple become too spead out

player then have there private build options for placing smaler structures like turrets/bunkers posibly power stations, radar stations to scan for enemies, AA turets etc some that would requre a sertain base structure to be built first to allow for the progresive base advancment in C&C

to limit the base building a money aspect like the C&C system could be implemted on a per place basis where a player is rewarded for sertain things like kills, team asists and damaging enemy units or defending there own, generaly being a good player thus linking the FPS aspects with rewards for the RTS aspets that in turn aid in better FPS situations for the player (having extra weapons/vehicales etc). places can them spend there money on there private structures, to fund the base structures players can be taxed persentage of there private funds to go the the team fund that pays for the base structures. so better teams will advance there bases more quickly

this idea i have basicaly tries to add a more advanced RTS elemts to a mod that would still stay true rather then split the game into two seperate parts and esentaily be playing two games at once that may not neseserily colabore together as well as planed and result in more random events and less fun/focused gameplay for ither the commander or player POV. i can see the idea of a commander becoming just a little bit more advanced commander then bf2 but i belive this implemtaton is more of an original idea or implemtation

would like some opinions and feedback as i expect you have flaw and pitfalls and doubt that i would like to discus since i think it would be useful to anyone considering a mod in a similar style

Mavrik347
28th September 2006, 23:42
Alot of your ideas carnage are already on the list to try to implement. But as you can see, this is why we would need alot of support, we have no experience coding for this engine, but as we are experienced with the BF2 engine I'm sure we will catch on pretty quick. I have seen all the QuakeCon movies that were shown and I was, I must say very impressed and all of that resulted in this choice to seriosly consider the move.

Hakuryu
28th September 2006, 23:56
Tribes had an energy 'pool' (team energy) that basically acted as currency when you used an inventory station, but I think I only saw it actually used on a server 1 time out of like 4 years of play.

If you decide to use a money based system, I think you should have an option like Tribes did and allow infinite money. Competition could still use finite money, but on a pub I think it's a bad idea when someone could squander 'team' money, or more likely simply spend it on something stupid. Could you imagine the flame wars about 'that noob that bought the tank factory on the air map' or similar circumstances.

The only game that used money well imo was CS, but it was per person, so you dont run into problems where one persons spending affects the entire team.

Mavrik347
29th September 2006, 15:46
The commander cant spend you personal credits you earned from kills etc.

[]v[]
29th September 2006, 16:45
I hope you would still have a harvester, defending on two fronts, a quick check on the radar to see if he's ok, if not WARNING harvester under attack,go and help or not.
The decision making for the buildings could be done with a real commander, or an auto commander, or a similar way to baserace. A block or building credit appears in your base and whoever is handy or waiting can take the block to a designated or random area for deploying.
As for defences including walls turretts tesla's (Oh yeah!) etc could be deployed by individuals as in quake wars, maybe useing a pooled credit but with a personal limit or with thier own credit. If some nutter builds walls in silly places, individuals can remove them at will as easy as defusing a mine. pretty much what carnage said.
I think ctf should be left to individual map makers as this would be designed into the maps.
And what about game end is it the complete destruction of the enemy bases or all troops aswell after barracks destroyed of course. I could just imagine all bases killed and 1 guy left being hunted down. One quote comes to mind from monty python and the holy grail.
"Run Away....."

The Pope
30th September 2006, 03:07
It might be better to have an engineer class who uses his personal credits to build stuff. To make up for them not getting kills they could get a little bit of money every time the building is used - eg if someone buys something from a war factory or a turret gets a kill. That way you can have everyone building at the start and then switching to soldiers once the base is up, for example. Plus there's no problems with squandering the team money.

nUllSkillZ
30th September 2006, 07:25
May be some kind of:
"I want to build ...
Spend your money / points ..."
Votelike.
Automatically started if engineer (or whoever) choose something to build from menu / is placed as "draft" in the map.
The other players than have 30 sec.

Mavrik347
30th September 2006, 12:18
Some good ideas and support guys, please keep them coming.

carnage
30th September 2006, 19:34
some nice ideas sloating around. ill just add a few more reasons behind some of my arguments that seem to in contest with other ideas of implementaion

the two reason i went with the idea of having an automated construction for team structures and personal structures was

-it limits the amount of technolgies avaidable to a team meaning that the way they vote to progress though a tech tree means that as they get to the later stages the actuly weapons/vehicles avaidable to a team may be drasticaly differnt in differnt matches allowing for a more rts style where the stratergy changes depednign on what is avadiable rather than clasic FPS where the situation is very similar on every match of a given map

-it stops playes needing to build the sort of building a team needs but nobody wants to spend the credits on e.g. a radar done that realy gives the team a better radar ability and allows the construction on the nuke silo. but since the construction effect benefits the team why would someone want to spend THERE credits on it when if someone else did they would all get the same effect

DG
30th September 2006, 19:49
-it stops playes needing to build the sort of building a team needs but nobody wants to spend the credits on e.g. a radar done that realy gives the team a better radar ability and allows the construction on the nuke silo. but since the construction effect benefits the team why would someone want to spend THERE credits on it when if someone else did they would all get the same effect
may be able to earn a credit for every enemy unit detected by the radar per x mins? I guess that would discourage people even further from using radar to cover the rear or something. Maybe mappers could restrict this by putting in a few damaged installations that only need a free repair, or are triggered by map events? Not an organic MP gameplay solution, but something often seen in the C&C campaigns.

carnage
30th September 2006, 23:13
may be able to earn a credit for every enemy unit detected by the radar per x mins? I guess that would discourage people even further from using radar to cover the rear or something. Maybe mappers could restrict this by putting in a few damaged installations that only need a free repair, or are triggered by map events? Not an organic MP gameplay solution, but something often seen in the C&C campaigns.

well maby could work for the radar but it was an example as many buildings in the C&C games are realy just sorta of a bridge for technological advances and there isnt much more of an insentive to build them. and its not realy C&C style if you have to put half damaged buildings already into every map so the players can finish the tech tree

also the making tech bridge buildings free is going agasint the C&C style again since these buldings although had little function other than allowing the construction of the next set of buildingss and maby a vehciely upgrade or something were often very expensive for money/power so it slowed down the players tech advancemnt so you couldnt shoot stight to the best weapons and tech

aquapancakes
1st October 2006, 05:51
DANG! I would love this mod! That be sweet to play! Just please make it Mac/Linux native, for we can play this great mod too! And plus 99% of the ET Mods been Mac/Linux native too! Been a long time C&C player. C&C 95 was my first ever game I ever played and been hooked to the C&C series since!

But, how would you do the Nuke and Ion Cannon? What about Tiberian? Will you be able to hop into a harvester and collect it and bring it back the the base to get money for your team? Will infantry die if they touch the Tiberian? Will you guys maybe add some Tiberian Sun units?

It shouldn't be hard to work with the engine since you can destroy buildings and such. Love to the idea! Will be fun to play!

[]v[]
1st October 2006, 06:46
But, how would you do the Nuke and Ion Cannon?
Theres already an ion cannon (Orbital Laser) in QW. As for nuke Convert the Hammer missile.
I tried to play C&C last night but the graphics were too blocky for my pc. And it didnt seem too know what a soundblaster was.
Hopefully you can still have the voice-over from the original.
One of these http://www.imdb.com/title/tt0252337/
Or some female with a sexy voice too say Mission Accomplished

kamikazee
1st October 2006, 09:11
Just please make it Mac/Linux native, for we can play this great mod too! And plus 99% of the ET Mods been Mac/Linux native too!A good mod should support other platforms, so this is almost a given.

Mavrik347
1st October 2006, 14:24
Our aim is, if you ever played the original (95) we are trying to have everything in that, in the mod, I'm afraid units from other C&C's most proberly will not be put on, but if you like this then after we finish, if it is a sucess then we may go on and make a Red Alert mod etc. and work our way through the franchise untill you have them all. :)

Brandon
2nd October 2006, 18:54
Team SD have modded games before, so they may know what you are talking about. And if you ask in the mod forums 'nicely' you will surely get help. Also , wlcome to the forums :)

Wils
2nd October 2006, 20:09
Guys, please dont worry about copyright, I know a guy in EA and he has ran it through all the legal milarky and I'v got it all sorted.

Can you explain why EA aren't just going to shut you down for copyright violation?

Mavrik347
2nd October 2006, 20:40
Why should they? We are non-profit, music will be remixed and made again so it is inhanced and therefore our work not EAs. We arn't using their logo's etc. and I have already been told as long as we are non-profit and obviosly don't steal work then we are all ok. Persides it isn't an EA creation, its a Westwood Studios one who were bought out EA as they were a threat to becoming bigger than them (they like monopoly, I think the boss it the shoe, I like the hat), EA then renuwed the copyright so they own all the copyright etc etc. Basicaly I'v already been told its ok and we haven't even said we are moving here yet, just that we are considering it.

Thanks for replying but there is no need to reply like I am a criminal of some sort.

Danyboy
2nd October 2006, 20:43
Mav - i think the reason you wont get sued is not because of your reasons - but because Xenon spent a ton of cash buying a license from EA.

carnage
2nd October 2006, 20:47
Our aim is, if you ever played the original (95) we are trying to have everything in that, in the mod, I'm afraid units from other C&C's most proberly will not be put on, but if you like this then after we finish, if it is a sucess then we may go on and make a Red Alert mod etc. and work our way through the franchise untill you have them all.

u shure ur not touching any IP at all there, if you have to change it so much then why make it a C&C mod, from a balance point of view the building stucture from a harcore rts game might not fit so neatly into a genre that more primerily a FPS game. you cant simply take the damage/time things from differnt vehciles like you could in a rts game to work out wich one is the best there is a lot more to consider when player will much more in control of them

Wils
2nd October 2006, 20:57
They have to defend their trademarks and intellectual property, otherwise they risk losing the ability to in future cases. EA own all the Command and Conquer IP now, so it doesn't matter who originally created it, or that you're not doing this commercially for profit.

If you've been told its ok, that's cool - just make sure you've been told it's ok to make your mod for a competing publishers game by EA's legal department, and that you have some record of that. If you were told it would probably be ok to make the mod for Battlefield by a random EA employee, I would be less confident that you have the proper permission to do so.

Mavrik347
2nd October 2006, 21:07
Mav - i think the reason you wont get sued is not because of your reasons - but because Xenon spent a ton of cash buying a license from EA.
What a great birthday preasent for friday lol, I'll check this out with him.

Wills,
1st: I'll ask the people who'll know when I get into the office again on monday.
2nd: I don't forsee any problems with going ahead with this, especially since there have been other C&C mods for other games. Consider this the go ahead, best of luck with the project.

He checked it out with a guy in the proper copyright department.

Joe999
2nd October 2006, 21:14
have you been told this before or after you decided to switch from the BF engine to the QW engine? :uhoh:

tbh seeing how non-profit mods like stargate or halo are swallowed, i see no future for your mod unless you got a legal contract.

Mavrik347
2nd October 2006, 21:19
We have not said we are moving, we are considering it and this is to gain feedback. We are not Stargate (TV show) or Halo (actual modern game) we are C&C (most people have a soft spot for it).

Joe999
2nd October 2006, 21:22
i bet the EA lawyer from which you'll receive a letter will know the difference of that soft spot ... :moo:

dude, don't waste your abilities unless you got something written from them, and i bet you don't have and neither will get.

Mavrik347
2nd October 2006, 21:26
I doubt it, can we get back to feedback please, we are supposed to get all that sorted, you guys just tell us what you want and what you think of different things.

Joe999
2nd October 2006, 21:31
doubt is waste of time, only knowing and not knowing counts. what do you think are the chances that EA themselves are working on a commercial C&C first person shooter and if they do, how do you think they'll make sure that they'll make most money from it?

Mavrik347
2nd October 2006, 21:34
1st: I'll ask the people who'll know when I get into the office again on monday.
2nd: I don't forsee any problems with going ahead with this, especially since there have been other C&C mods for other games. Consider this the go ahead, best of luck with the project.

He checked it out with a guy in the proper copyright department.

can we get back to feedback please, we are supposed to get all that sorted, you guys just tell us what you want and what you think of different things.

Wils
2nd October 2006, 21:37
Please stop quoting yourself - everyone on this forum is capable of reading text the first time round.

Joe999
2nd October 2006, 21:43
can we get back to feedback please, we are supposed to get all that sorted, you guys just tell us what you want and what you think of different things.

i would, but i don't see why i should as your mod most probably won't see the light of day. so my feedback is: don't waste your abilites on something you don't own.

Mavrik347
2nd October 2006, 21:44
Sorry, but when people ask questions already answered a few inches up it can feel like im typing on a garden fence. I already said we have copyright sorted and we may not even be moving here, I will certainly be buyig the game, but the actual mod may not be moving to ET:QW. The thread is just getting derailed into a legal debate instead of its original pupose.

Joe999, please, if you have nothing constructive to post then dont post in the thread at all, if you go in a thread and dont like it just go back and choose another. This is a feedback thread not a "hahahaha your mod will flops like a soggy cerial house!" thread.

Joe999
2nd October 2006, 22:05
Joe999, please, if you have nothing constructive to post then dont post in the thread at all, if you go in a thread and dont like it just go back and choose another. This is a feedback thread not a "hahahaha your mod will flops like a soggy cerial house!" thread.

then i got another question for you: with which words did i make fun of you and your intentions? you wanted feedback, i gave you mine. so if you don't like it, why do you ask for feedback at all? :uhoh:

Mavrik347
2nd October 2006, 22:12
i would, but i don't see why i should as your mod most probably won't see the light of day. That isnt somthing you say to a group of people actually putting the effort in to make something, its common curtisy. Constructive critisism is always welecome.

Joe999
2nd October 2006, 22:14
so what isn't constructive in "i have doubts that whatever i suggest will ever see the light of day?". and again: where did i make fun of you?

Mavrik347
2nd October 2006, 22:23
If you had worded it like that then that would be perfectly fine, but how you said it, in my quote above is phrased in a way asif it is meant to attack the ability of the team, I stand up for my team and if you say stuff that is like an attack on their reliebility thenyou attack me. Basically if you make fun of them you make fun of me, we are a team. Can we please just drop it and get back to the thread?

RosOne
2nd October 2006, 23:01
Can we please just drop it and get back to the thread?

Don't know if they are, but to me the models look unfinished. All modes besides the C&C one are pretty straight forward and for me it doesn't make a difference if it's in the C&C universe, WWII, Star Wars or Warcraft universe. The C&C game mode reminds me of baserace. Drop the commander role and make a baserace map for ET:QW with C&C models/skins. I'm sure it'd get popular. I don't like the upgrade purchase part...

Does it mean the better the player the better his boomstick? What's the goal of this gamemode? Fraglimit? Objective? Domination?

Overall I am not fascinated by the idea of the mod. Besides, it's missing the most important part - the completely asymmetric teams. Probably both the GDI and NOD will be played pretty much the same.

As for any support from Splash Damage: I don't have any first-hand experience, but I'm sure they will help you out if you run into some problems.

Nail
2nd October 2006, 23:43
remember what happened to Halogen (http://www.derelictstudios.net/forums/index.php?showtopic=14163) another C&C mod

Joe999
3rd October 2006, 04:12
If you had worded it like that then that would be perfectly fine, but how you said it, in my quote above is phrased in a way asif it is meant to attack the ability of the team, I stand up for my team and if you say stuff that is like an attack on their reliebility thenyou attack me. Basically if you make fun of them you make fun of me, we are a team. Can we please just drop it and get back to the thread?

well maybe you should read the whole 2 sentences that were written instead of picking up the one that you wanted to read ;)

anyway, if you want to invest your time in that, feel free to do so. but as Nail refers to Halogen, which is the other direction Halo -> C&C, i would consider that those guys invested 3 years into that mod only to have it closed down leaving them with only waste of time ... well except that they gained experience with the stuff they liked to do.

here's feedback besides the legal issues: i wouldn't like to see a command & conquer mod explicitly, however i would like to see mods which use the quake wars engine just for the mere fact that i'm confident that it will pwn and because i think that very good games will come from it, especially as i think that the support for the modding community will be great. i don't care about the story behind a mod, it's the game that counts for me, and the game should be fun and entertaining.

Nail
3rd October 2006, 04:49
well, the Quake Wars "engine" is a modified D3, I'd be happy to see any decent mod that was fun

The Pope
3rd October 2006, 05:29
Just rename everything. It should be safe enough to have the Global Protection Alliance using their Mastadon Tanks against the Scorpion Cult.

moonShield
3rd October 2006, 09:40
Reasonebly simple really, It would be C&C but as FPS so down hot and dirty. At the beggining of the round a commander will be elected and depending on how many credits the team earns the commander can have say Weapons Factories and Barracks or base defences built etc. Then from different buildings the players can perchase things like upgraded kits or tanks or aircraft etc. with their personal credits. That is the C&C Mode.

Arcade mode will be like C&C: Renegade, you know, strange weapons that take almost a mag to kill, basically just a mess around... arcade mode.

Then a Conquest mode where it is normal and vehicles spawn and you can choose your kit from the spawn screen or whatever like normal.

We might have a CTF mode, depending on if enough people want it.

Thats a rough guidline of what we are going for. Keep posting guys, we really need to know how many are interested!

Sounds like a Tribes, CnC and ET mixture... w0000t!

TheKaiser
3rd October 2006, 16:38
Call it "Direct & Destroy" and make things like the "Foot of Zod" and "Wooly Tanks", and you'll be fine :)

Danyboy
3rd October 2006, 16:58
lol "Foot of Zod" sounds almost Monty Python-esque

Mavrik347
3rd October 2006, 19:06
C&C and the Holy Grail.

Sir. AAK625
12th January 2007, 00:29
Hey Sir. Mavrik :).

Definitely looking forward to a C&C mod for ET:QW.