Dune II

Discussion about the game and its default mods.
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JOo
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Joined: Wed Jan 25, 2012 8:12 pm

Dune II

Post by JOo »

https://github.com/OpenRA/OpenRA/issues/3274

just had a game against evgeniy today ... and its awesome ... still a lot of work though

https://github.com/OpenRA/d2

#openra/#orcaware ...

Gameplay-footage :

http://i.imgur.com/GM3aUfS.mp4
https://streamable.com/9g2z

3 Player match test game
https://www.youtube.com/watch?v=VW3w_qHs3XI

Single player skirmish test game
https://www.youtube.com/watch?v=BVswMcT69h0

i thought im gonna remake a original dune2 scenario-map for openra within the openra-map editor , this is the result (with 2 bots playing it) :

http://resource.openra.net/maps/15304/
Image
Last edited by JOo on Sun Jul 16, 2017 9:49 am, edited 4 times in total.

yellow (theRaffy)
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Joined: Fri Feb 20, 2015 7:24 pm

Post by yellow (theRaffy) »

Holy cow! That is sooo awesome!!
I mean not just your map. That whole thing is crazy :D
lol that infantry close combat massacre. and that rank ups. are so funny.
I would love to hear some sounds. Are there none yet, or didn't you record audio?
Also the carryalls are nice and fluent. Very very good job. Keep it up!

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r34ch
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Post by r34ch »

Awesome work

yellow (theRaffy)
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Post by yellow (theRaffy) »

I was asked to give my opinion about concrete slabs. I'll do that here.

Aesthetically I like concrete slabs (bases are looking nicer with walls and concrete)
But they need to make a game play difference. I agree here!
more clicks should result in more game play value. If that is not the case it should get fixed in that way, in my opinion.

benefits of building slabs:
- They could give a good speed increase.
- Prevent buildings from getting damaged over time (saving of repair costs)
- Gain an additionally increase the HP of buildings.

In Dune2 The golden Path, there is a tech that builds concrete slabs around all conyards automatically.
Like drawing a spiral with increasing radius. I don't know how many slabs the radius was but its very useful. This tech is also in use by the Ai.

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JOo
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Post by JOo »

so here are some changes (compared to ra/td/d2k) that i think will make dune 2 interesting and different to play

- "unit limit" as option for multiplayer to change between 25-99 units or off ... the singleplayer-campaign should have a definite limit of 25 units.
this unit-limit can always get bypassed when "ordering" units via starport.

- theres no "undeploying" for mcv's , and you start a game with an already set construction-yard.

- no fog of war (not even as option) but units will have a reduced "sight-radius" when moving.

- no regrowing of ressources (no mines)

- no buildradius, that means "basewalking" does exist, turrets though cant shoot buildings (as far as i remember) and certain map-layouts can easily cut off basewalking (rock-islands for example)

- theres no "line-building" for walls ... you can place them only one by one (walls in general didnt have much use in the original)

Canavusbis
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Post by Canavusbis »

Is the lack of regrowing resources an option? They do regrow via spiceblooms in the original.

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JOo
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Post by JOo »

Canavusbis wrote: Is the lack of regrowing resources an option? They do regrow via spiceblooms in the original.
indeed you can regrow spice via spiceblooms , but the spiceblooms itself didnt regrow ... that means it depends on how much spiceblooms a mapmaker places beforehand on the map.

we could make "regrowing spiceblooms" an option though, yes.

im not gonna lie , but i would be interested in how "limited ressources" impact the gameplay ... expansion , defending ressource patches ... maybe even using actually silos.

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JOo
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Post by JOo »

Some news ... 2 major tickets for the gameplay have been fixed now thx to evgeniy ... one about the "original building and concrete- placement" and one about "sight during movement"

In Dune 2 you can now "basewalk" with concrete-slabs now and theres also no buildradius (atleast not on default) which means , only sand can stop your expansion. this will most likely force map-making slightly more into the "island" directions i'd assume.

Image


Also we have a different system in terms of "sight" ... respectively "scouting" ... while a Unit is moving, it wont have its full sight-radius during movement ... the sight will be reduced to 1 cell until it stands still ... its worth to mention that there will be no "Fog of War" on default

Image

noobmapmaker
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Post by noobmapmaker »

I've played this when I was young. Or spectated older brother of friend playing this.
Playlist with ALL games of the Dark Tournament Youtube.com/CorrodeCasts
Consider supporting OpenRA by setting a bounty or by donating for a server

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JOo
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Post by JOo »

Dune2 got playtested and recorded by Blake (from "Blakes Sanctum" channel) , James and David.

here are the first youtube-videos for dune2.


3 Player match test game
https://www.youtube.com/watch?v=VW3w_qHs3XI

Single player skirmish test game
https://www.youtube.com/watch?v=BVswMcT69h0

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WhoCares
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Post by WhoCares »

"I think there is somethng wrong with combat tank"

No shit, it "1shots" everything lol.

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JOo
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Post by JOo »

yeah the unit-values are fucked up right now , its on the agenda

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Blake00
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Post by Blake00 »

WhoCares wrote: "I think there is somethng wrong with combat tank"

No shit, it "1shots" everything lol.
Well I did actually say VERY wrong hahaha!


Thanks for posting my vids JOo.

ApornasPlanet
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Post by ApornasPlanet »

I'm so glad that you're working on this!

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Blake00
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Post by Blake00 »

Hi guys!

Any news on updating your awesome mod to work with the new OpenRA?
Last edited by Blake00 on Sun Sep 16, 2018 12:12 pm, edited 1 time in total.
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Blake's Sanctum:

- Total Conversion mods: Quest for Glory IV 3D Hexen, Star Trek Doom 2, & Star Wars Civilization 2
- Game Shrines: Age of Wonders, Babylon 5 Fan Games, Civilization, Command & Conquer, Elder Scrolls, Dune Games, Final Fantasy, Freelancer, Heroes of Might & Magic, Imperium Galactica, Master of Magic, Quest for Glory, Starflight, & Star Trek Games
- MovieTV Shrines: Lord Of The Rings & Hobbit, & Star Trek
- Emulation

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