RA3 "Zero Hour" mod looks like a fan-made "Generals 2" |
RA3 "Zero Hour" mod looks like a fan-made "Generals 2" |
19 May 2013, 7:21
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#1
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Group: Members Posts: 325 Joined: 21 December 2011 Member No.: 8901 |
http://www.moddb.com/mods/command-and-conq...erals-evolution
What do you think of this? Basically it's a Red Alert 3 mod that imitates the game-play of Zero Hour but on an improved engine. Almost like a fan-made equivalent of Generals 2. Looks pretty well-done to me from the teaser vids, though some of the sound effects (ex. particle cannon) and special effects seemed a little out there. I also didn't like that they used the stock Zero Hour music (the music in Generals was pretty bland). Other than that it might be worth a look to anyone who was looking forward to "Generals 2" |
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19 May 2013, 7:35
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#2
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Anime Addict Group: Members Posts: 163 Joined: 7 June 2009 From: The Afterworld Frontline Member No.: 31 |
Haven't really paid that much attention to this mod, but from the looks of it it's pretty legit.
Also, I personally think ZH has a pretty good soundtrack. |
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19 May 2013, 8:54
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#3
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Group: Project Leader Posts: 5870 Joined: 2 June 2009 Member No.: 10 |
Looks nice on a purely technical basis, but considering how mind-numbingly bland vanilla ZH feels these days, the gameplay would probably get dull very quickly and I'm not a fan of those overkill special effects.
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19 May 2013, 10:05
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#4
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The Forums American Hotshot Flyboy Group: Tester Posts: 2859 Joined: 22 November 2012 From: The foundation of modern freedom and Liberty;United States of America. Member No.: 9500 |
The engine is legit...I think its the same with CNC3 I didnt check
But I saw a mod wich got RA3 units in CNC3 Somebody already posted and mentioned this, theres just too much that seems to be simply uncodeable like toxin and radiation.....Lazer point defences etc etc -------------------- |
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24 May 2013, 6:48
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#5
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Group: Members Posts: 234 Joined: 2 January 2013 From: Earth Member No.: 9606 |
^CNC3 uses a highly advdnced and updated SAGE engine, designed for a blend of ZH's upgrades and powers with tiberium's conyard system
RA3 uses SAGE 2.0, a poorly made engine intended only for good graphics and marketability -------------------- "You can't kill the Messiah..." |
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24 May 2013, 7:14
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#6
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Guardsman Group: Members Posts: 2077 Joined: 22 October 2012 From: Terra Member No.: 9379 Armageddon is here.............. |
I would prefer C&C3 engine. It is more stable and the graphic look alots more serious than RA3 engine. And yeah, there are more places for upgrades and unit abilities unlike RA3.
Cnc3 graphic looks marvelous even with medium setting. RA3 looks like crap with the same setting and it lag alots more. Poorly optimized, I guess. -------------------- We Die Standing.
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26 May 2013, 17:47
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#7
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Forum Green Group: Legend Posts: 1350 Joined: 4 June 2009 From: Netherlands Member No.: 17 Projects: SWR Productions |
I think the default colour settings and the general look of RA3 fit better for this mod, but I don't know how well that engine lends itself to modding, so yeah if you say CnC3 Sage is better I'd take that as well.
The whole toxin/radiation thing is already in CnC3 with Tiberium, and I reckon laser point defenses should be possible too. Scrin Banshees also show that the continuous flight of aircraft is also in there. RA3 dumbed it down a lot, with only VTOL and all :/ -------------------- |
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27 May 2013, 4:51
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#8
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League is Life Group: Tester Posts: 748 Joined: 14 June 2009 From: America Member No.: 153 |
Oh yes i am quite fascinated by these Generals Zero hour remake mods , I enjoy Zero hour and all of its Mods and contributions , you could call me a HARDCORE AND TRUE ZH FAN , the red alert 3 engine makes all of the new units look very very nice , although im not sure how certain features will work on the new Red alert 3 engine , being a Fan of the red alert 3 my self , i will wonder if they will make any extended effort to make a navy , it would be alot easier for them for them to not make Dozer logic however , after all MCV / Dozer logic is not really all that diffrent and i don't mind not having the ablity to use dozers , Just instead they should make outpost expansion points alot easier to make , I hope the best for this mod and others like it indeed
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27 May 2013, 8:07
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#9
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That person Group: Project Leader Posts: 1425 Joined: 20 September 2009 From: Cyberspace Member No.: 417 C&C ShockWave Co-Leader |
They were originally a C&C 3 mod. I don't know why they changed it.
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19 Jun 2013, 18:52
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#10
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Group: Members Posts: 676 Joined: 19 June 2013 From: Saudi Arabia Member No.: 9986 |
Seems like a awesome mod.
-------------------- "He who heard is not like he who saw"
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Lo-Fi Version | Time is now: 12 June 2024 - 14:57 |