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-   -   Command & Conquer: Zero Hour: The End, The Apocalypse (http://forums.filefront.com/cnc-modding-mapping-editing/272805-command-conquer-zero-hour-end-apocalypse.html)

mrman321 August 20th, 2006 06:33 PM

Command & Conquer: Zero Hour: The End, The Apocalypse
 
We'll, I know theres an Apocalypse mod already, so I named this The End, The Apocalypse.

USA, China, and the GLA have gone to far with their Particle,Ion, Atom, and Toxin weapons, therefore creating what has been feared for ages.


The End.

The End of it all.


The Apocalypse.


So, new stuff i'd thought thered be:


Take away all the confusing units, keep it simple!

GLA Infantry:

Rebel

Ak-47

Pistol

RPG

costs:500

comes out in sets of 100

Terrorist

Suicide Bomb(with bigger explosion)

Ability to get in side enemy buildings and blow them up

costs:1000

Sniper

Sniper Rifle

Pistol

Camo

costs:600

GLA Vehicles

Technicle(?spelling?)

Same
costs 5000
build limit: 20
Scorpion Tank

same, just a little stonger armor and a machine gun
costs:10,000
build limit: 30

Toxin Tractor

toxin spreads farther
weak armor
toxin stays forever, unless burned or a biohazard technition cleans it
costs: 1400


Heavy Technicle

just a renamed quad cannon

New Gla Buildings

Rebel Site(replaces scud storm)

Stinger Site, just with rebels.

costs 1000
More

There will be a new build page for the worker, like the china dozer has in Zero Hour Reborn.

Scud Storm

Same ol' 9 scud launcher
costs:130,000

Scud Thunderstorm

14 scud missles
costs:140,000

Scud Tornado

18 scud missles
costs:150,000

Scud Hurricane

30 scud missles
costs: 180,000

Scud Apocalypse

50 scud missles

costs: 200,000



All other buildings are the same, so is the price for them all


USA Infantry

Ranger

m16 auto rifle

m16 frag attachment

pistol

rocketlauncher

costs:250

comes out in sets of 50

Sniper

sniper rifle

psitol

camo

Costs:500

USA Vehicles

M1 Abrams

same as the crusader, but with heavier armor, a machine gun, an infantry and tank killing cannon, and an anti air machine gun.

Costs:20,000

build limit:30

Hummer

just your same ol' hummer

costs:10,000

build limit: 20


USA Buildings

Wall

A defensive wall.

Satellite System

an HQ where the USA's space defense platform is used. Can be upgraded to Mark Five. (same amount of missles fired per Mark as they are in the Scud Series)

Bunker

like china's bunker, just looks different.



Ill work on china's stats later. I just need to tell ya'll what I need in terms of help before I leave ya a good cliff hanger.

I need:

Modelers

Scripters

Skinners

Modders

Mappers

Idea help

(Later) Beta testers

I have no skill in modding, but I am working on skinning.
Ok, one last thing:


Captureable buildings

Keeps everything there was before, just adds 3 things(for now)


Machine gun turret


Sand bag bunker




Nuclear Bomb


A nuclear bomb you can detonate.



But this time, its different.



This time...


Nothing will be left.

medicdude August 21st, 2006 07:13 AM

Re: Command & Conquer: Zero Hour: The End, The Apocalypse
 
Ever consider that mass warfare and superweapon elimation is absolutely no fun, and having hundreds of infantry is pretty laggy?

Mere_Mortal August 21st, 2006 08:17 AM

Re: Command & Conquer: Zero Hour: The End, The Apocalypse
 
Speaking of lag, if a lot of ToxinTrucks are used and spill their load, you're gonna have problems because of all the particles in use.

Also, correct if I'm wrong by all means, but isn't the BuildCost limit just over $50,000?

medicdude August 21st, 2006 04:07 PM

Re: Command & Conquer: Zero Hour: The End, The Apocalypse
 
Also just noticed that China's not playing on this server.

I wasn't aware of a buildcost limit. Then again, I've never tried to reach it, most of the units I make are pretty cheap.

mrman321 August 23rd, 2006 04:19 PM

Re: Command & Conquer: Zero Hour: The End, The Apocalypse
 
... to medicdudes 2nd post, I said I was WORKING ON CHINA!!!!!!!!!!!!!!
and we'll, it was just a suggestion. I guess since no one really likes it, it wont happen.
Go ahead an kill the thread , I guess.

medicdude August 23rd, 2006 06:53 PM

Re: Command & Conquer: Zero Hour: The End, The Apocalypse
 
Well, that's what happens to a lot of mods, the reason they die. If you need positive public opinion to get work done... it won't be long until no one really cares.

I'm actually having that problem myself right now... but my slowness is also related to the fact that school is coming up

ceminsaat August 24th, 2006 12:10 PM

Re: Command & Conquer: Zero Hour: The End, The Apocalypse
 
I hate school it just makes obstacles for me

ceminsaat August 24th, 2006 12:18 PM

Re: Command & Conquer: Zero Hour: The End, The Apocalypse
 
I support you guys:).I think any mod that brings the end of the world rocks:P

Mere_Mortal August 24th, 2006 01:12 PM

Re: Command & Conquer: Zero Hour: The End, The Apocalypse
 
Ha, mine's called Armageddon (might need a pre/suffix since the name is probably taken already).

Medic, what mod you working on these days? Obviously not CtA ;)

medicdude August 24th, 2006 01:15 PM

Re: Command & Conquer: Zero Hour: The End, The Apocalypse
 
Doom Command

Its kind of a secret though.

And it is kinda apocalyptic, in a sense...


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