Heer
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19 years ago
What many C&C fans have always liked about the older C&C titles, is the ability to build walls around your base. This is because it helps you direct the enemy attacks to a certain point. Walls also form a border around your base, providing the idea that it's actually a base that you are defending. During the careful construction of your base, you would get the feeling of uniqueness, that it was really your base: The base was very much an extenstion of your personality, since you got to place structures with great precision. You had to make sure that you placed every building on the appropriate squares. Precise placement of buildings and walls allowed you to give your base a shape worth to be proud of. You would often seek to build close to ridges, elevations and ramps, because careful placement of your structures gave your base more shielding. It was always a great joy to put a lot of work in a base while fending off enemy attacks and seeing them struggle to compromise your proud creation.

What I have never liked about Generals, is that I found myself 'dropping blocks in open space'. People would put the building on the terrain with a dry 'spam'. You looked for a wide area and threw your building over there, because you wanted to be rid of it. In older C&C, I found myself taking longer than 5 seconds to place a structure, because I wanted to find the perfect spot. In Generals, all bases are more or less 'open'. You don't have the compact feeling or strive for perfection when building your base: I have always experienced the base construction in Generals as a clinical routine, placing buildings wasn't more than something you had to do in order to make units and run up your tech tree.

Please bring back the walls. They are so oldschool C&C. If the Mod is designed to bring that feeling back, this is an important step.

(Of course the Mod team is totally free in their approach to give it shape, a wall system like Tiberium Sun or RA2, or 'primitive' like original C&C where you have to micro-place smaller pieces manually. I understand that there is lack of time, and this is so important to classical C&C fans that even I would be willing to wait longer. After all, what is a component tower without walls?)
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Blbpaws
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19 years ago
You make good points, but I'm not sure it's really feasible to bring back walls. To my knowledge, it would need to be in the TD style, with one block at a time. Most Generals maps, like you stated, feature mostly wide open plains for base building, so I think it would be overly tedious to wall in a base.

The bottom line is, yes, it'd be great if we could do it, but a lot of what we're trying to do with the mod is bring back a faithful representation of C&C. I just don't think a faithful representation of walls can be done in Generals, which is why we opted not to do it.
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CommieDog
19 years ago
Believe it or not, Generals actually contains code to build structures in groups by stretching them out along a line. However, I've heard that this code is somewhat buggy.
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Luckie
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19 years ago
Commie, I'd imagine the code for that is something similar to the bridge and road building in the world builder. Which, if anyone's used it, sucks.
Phe0n1x
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19 years ago


Commie, I'd imagine the code for that is something similar to the bridge and road building in the world builder. Which, if anyone's used it, sucks.

Luckie wrote:



very much so 💀
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Blbpaws
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19 years ago


Believe it or not, Generals actually contains code to build structures in groups by stretching them out along a line. However, I've heard that this code is somewhat buggy.

CommieDog wrote:



Way back (pre-Zero Hour), I was reading something about that code for Generals, and that did indeed seem to be the consensus. In any event, I have no idea if it's still in Zero Hour, but I still don't think it's really feasible to employ such construction techniques.
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CommieDog
19 years ago
You're probably right, plus I don't think the line build functionality works with our MCV code anyway.
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