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 Tiberium Revamped 
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Joined: Sun Oct 11, 2009 7:47 pm
Posts: 132
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 Tiberium Revamped
Image

Features:
-Revamped tiberium growth (Crystals now settle into terrain rather than gib after a set time)
-New wall penetration mechanic, tiberium now grows in stalks through anything and plants mini-crystals there
-Killing tiberium accelerates growth but the crystals are no longer so difficult to kill
-!!fun!! guaranteed. (Hint hint)
-Significantly faster than the previous version

Bugs:
-Visceroids and floaters removed
-Counts as scrap above ground


Compatible with B23 and B24!


Attachments:
File comment: Tiberium v1.1
Tiberiumv1.1.rte.zip [285.56 KiB]
Downloaded 3527 times


Last edited by Commodore111 on Mon Feb 28, 2011 11:57 pm, edited 2 times in total.

Thu Feb 24, 2011 10:16 pm
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Joined: Sun Oct 11, 2009 7:47 pm
Posts: 132
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Post Re: Tiberium Revamped
I made no changes to the sprites used.
But now that you mention it, I do need more variety in the terrain formed.


Thu Feb 24, 2011 10:41 pm
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Joined: Mon Jun 28, 2010 3:54 am
Posts: 806
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Post Re: Tiberium Revamped
Tiberium isn't supposed to be easy to kill,they are only vulnerable to sound.


Thu Feb 24, 2011 11:17 pm
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Joined: Sun Dec 19, 2010 10:53 pm
Posts: 423
Location: UPLAND DRUUD
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Post Re: Tiberium Revamped
good god now my brain isnt safe from the worlds most effective bunker buster


Thu Feb 24, 2011 11:32 pm
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Joined: Sat Dec 18, 2010 6:11 pm
Posts: 285
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Post Re: Tiberium Revamped
Im VERY glad you got rid of viceroids, and floaters. I thought they were annoying, Maby make tiberium only put stalks out and not grow underground at all, just make lots of lines of tiberium into other areas, like caves and underground holes. This makes it seem that the tiberium is like a fungus spreading roots, then regrows even if you kill it.

I would like to see a better sprite for the tiberium, maybe make it shiny and crystal like, now it just looks like a big plant that grows(hmm, wildlife mod idea?)


Fri Feb 25, 2011 12:16 am
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
Posts: 3966
Location: Canadida
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Post Re: Tiberium Revamped
I liked it when it did the slow, but steady ground evisceration, the pits formed looked so awesome!
I dun like this so much .l


Fri Feb 25, 2011 1:23 am
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Joined: Sat Jan 30, 2010 4:07 am
Posts: 342
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Post Re: Tiberium Revamped
I prefer the old version better too. And like he said, its not supposed to be easier to kill.

I liked the creatures because they added a real infestation feel to the mod. Just kind of wished it would spread sideways a bit faster than down.


Fri Feb 25, 2011 7:22 am
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Joined: Sun Oct 11, 2009 7:47 pm
Posts: 132
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Post Re: Tiberium Revamped
Updated old version and added a new picture.
That is in fact my brain bot in the terrain.

Hopefully this is enough ground evisceration. Although the material had to be made super-brittle for this to happen. Previously the cave effect would happen because of IsScrap.

Mini Poll: IsScrap = 1 or super-brittle material?


My next priority for the mod is to make it spread sideways faster, after this is solved.


Fri Feb 25, 2011 8:55 am
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Joined: Tue Jan 18, 2011 7:50 am
Posts: 170
Location: 2 Miles underground on some planet in a vault.
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Post Re: Tiberium Revamped
But but but..... Ttt...This was my job :( :-(
Now what am I going to do.


Sat Feb 26, 2011 5:17 am
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Joined: Sun Oct 11, 2009 7:47 pm
Posts: 132
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Post Re: Tiberium Revamped
You can always make a spin-off :)


Sat Feb 26, 2011 5:48 am
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