05-13-2007, 08:47 PM
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#1 (permalink)
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is on the 1st circle: Limbo
Join Date: May 2007
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Hellbux: 64
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Hey everyone, I'm new to modding, but I've spent time in the industry and doing coding, and very basic map work for my own amusement. I'm trying to determine which engine would best suit my needs. I'm looking to do a modern/near-future RTS mod to fit (at least for the time being) a map concept I have. The main technical aspects I've identified for my idea are:
Large (multiple square miles) map area
Tactical (possibly squad-based command) level focus
Game managed resources (no peon pushing)
I want to have a strong current in a river flowing through the level
Very good 3D line of sight detection
Transport-capable player-controlled vehicles
Full true 3D environment and units
Directional fortifications (like sandbag walls that only provide defence in one direction)
Ability to garrison structures and/or take cover on map elements/buildings
Destructable terrain (to some degree at least)
40-80 units per player
The engines I've come up with are the real time engine from one of the Total War games, the Supreme Commander engine, the Full Spectrum Warrior engine, and the C&C: Generals engine. I'm of course open to any other suggestions as well. Any help would be greatly appreciated.
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05-13-2007, 09:01 PM
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#2 (permalink)
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Administrator
Join Date: Oct 2002
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The Total War engine seems like it would be a good bet. Couldn't hurt trying the Unreal engine either 
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05-13-2007, 09:47 PM
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#3 (permalink)
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Super Moderator
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Perhaps the theatre of war engine? Not really hightech but it has all the ingredients you are after. Linky!
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Kamisorix has the sex appeal of a NXS
PSN name: Gazz1979 (feel free to add me)
Currently playing: Battlefield 1943 (PS3), Battlefield 2 (PC) and Wipeout pure (PSP)
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05-13-2007, 11:14 PM
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#4 (permalink)
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is on the 1st circle: Limbo
Join Date: May 2007
Posts: 4
Hellbux: 64
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Well, I'm not necissarily looking to blow people out of the water with a first attempt at a serious mod, so whizbang and flashiness isn't as important as core capability. The ToW engine looks good tentatively, but there doesn't seem to be the biggest mod community or support out there for that game. Am I missing something? I really appreciate the prompt responses from you guys as well. I want to get this off the ground as fast as I can.
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05-13-2007, 11:33 PM
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#5 (permalink)
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Administrator
Join Date: Oct 2002
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If you are looking for mod support, BF, UT and CandC are right up there. However, RTS' always have that been there done that feel. There is a guy on here that might be able to help you a little bit. SR Caveman. He is an RTS guy 
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05-14-2007, 01:09 AM
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#6 (permalink)
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Administrator
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Get out of your cave, Caveman! 
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Nxs: "Tis beer o' clock "
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05-14-2007, 08:27 AM
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#7 (permalink)
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is on the 1st circle: Limbo
Join Date: May 2007
Posts: 4
Hellbux: 64
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Hmm, I hear your point on the been there done that thing, Nxs. I guess my decision was based more on my personal preference for games then anything else. Maybe I will take it in a BF direction instead. The map design is very much team/strategy oriented, but I do recognize that going with the FPS play mechanic presents alot fewer challenges with making cameras work well in complex environments. My basic idea is a large river with a bridge span across it, the bridge modeled after either the Tappan Zee bridge on the Hudson River in New York or the Tower Bridge in London (I was leaning towards the TZ simply because it's simpler for implementation in a strategy setting) with a set of toll booths at one end and a highway interchange cloverleaf at the other. I know bridges have been done before, but I thought the designs of both the bridges I was thinking to model after are somewhat unique.
As far as support goes, I'm more interested in it since this is my first project, I'd rather have a strong knowledge base to work from than be starting basically from absolute zero. I don't want to bite off more then I can chew (or at least chew in a reasonable amount of time, heh). Thanks alot again for all you guys' help, I got some things to think about now, heh.
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05-14-2007, 03:35 PM
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#8 (permalink)
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Super Moderator
Join Date: Feb 2005
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Quote:
Originally posted by sirmetman@May 13 2007, 10:14 PM
Well, I'm not necissarily looking to blow people out of the water with a first attempt at a serious mod, so whizbang and flashiness isn't as important as core capability. The ToW engine looks good tentatively, but there doesn't seem to be the biggest mod community or support out there for that game. Am I missing something? I really appreciate the prompt responses from you guys as well. I want to get this off the ground as fast as I can.
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Theatre of war is brand new, that explains the lack of mods right now. If you really want a community with tons of the hardest to the bone hardcore mod support you will have to check the Blitzkrieg series. There are over 2000 maps available for that game (BK 1 and 2 and some 20 expansions) and the number of people able to help you are immense. Bk2 might be up your alley, anyway, heres the linky! There are some fps view mods around so browse for them 
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Kamisorix has the sex appeal of a NXS
PSN name: Gazz1979 (feel free to add me)
Currently playing: Battlefield 1943 (PS3), Battlefield 2 (PC) and Wipeout pure (PSP)
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05-14-2007, 09:15 PM
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#9 (permalink)
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is on the 1st circle: Limbo
Join Date: May 2007
Posts: 4
Hellbux: 64
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Hmm, that looks promising. I think I'm going Blitzkrieg or C&C now. Thanks alot. Now on to fleshing out the design, heh.
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05-14-2007, 09:37 PM
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#10 (permalink)
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Super Moderator
Join Date: Feb 2005
Location: Boobville
Posts: 3,324
Hellbux: 129,673
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Well, if you need any help with Blitzkrieg then I'll give you a hand. Been ages but that game rules regardless of the fact that it looks outdated. Pretty though game too, most of the expansions are not for noobs.
__________________

Kamisorix has the sex appeal of a NXS
PSN name: Gazz1979 (feel free to add me)
Currently playing: Battlefield 1943 (PS3), Battlefield 2 (PC) and Wipeout pure (PSP)
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