CNC Generals

The initial and exluded concepts of early C&C G...

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# 1smyger Sep 15 2009, 12:54 PM
Greetings Veterans of the Generals Community,
For a long time I've been playing on the thought of making a brief documentary on Generals early and scrapped concepts/ideas. I was wondering/begging if you'd like to help out. Some of you guys have studied the game files and followed the game since it was announced, up to the beta and release (unlike me). Among the oddities I'm looking for, are unused modules indicating content which never got used. For instance unused General powers and game sounds or artwork which pointed to something drastically new. I appreciate all small details indicating something got excluded and dismissed. So far I've studied textures, sound files and some of the coding. Yet I feel I'm too inexperienced and weak to place them in a suitable context that makes sense. I already made a small documentary on the censorship issue in Germany, see youtube.com/watch?v=NRMqonctTtQ , and planning on doing this in similar fashion.

On the list of things I want to cover are so far:
-Instead of Powerplants GLA utilized Windmill-like "Power Factories"
-Tranquilizer darts, poison darts a concept used to capture infantry
-POW trucks to transport captured soldiers
-Prison Camps to convert soldiers
-Requesting and sending funds to allies
-Concept art for an European faction, Russian faction and African Faction
-Med bots, Med personnel
-Hoover tank, Leopard tank.
-Requesting funds , sending funds to allies.
-Remote controlled sentry tower, African tribal inspired units.

These are all points which can be backed up by different forms of evidence. Wanna help me in making the list richer? Do you know of concepts which got scrapped and can you back it up with some sort of source?

I feel some of this content is so bizarre and beautiful that the public deserves to know about it through a medium such as a video. I will try to get my friend to compose custom-music for this piece of work. Feel free to assist, all help is appreciated.


Thanks
smyger
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# 2^Zayron- Sep 15 2009, 13:51 PM
You say it twice--> Requesting funds , sending funds to allies.
happy.gif
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# 3-HaTeR- Sep 15 2009, 14:07 PM
I know that redguards were supposed to be able to use their bayonets. The codes are written but taken out of order.

This post has been edited by -SkaTeR-: Sep 15 2009, 14:07 PM
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# 4DalzK Sep 15 2009, 20:15 PM
Thats some pretty interesting stuff you have listed there smile.gif
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# 5TGC1000 Sep 15 2009, 21:49 PM
I see on the artwork that battlemaster tanks still have a small gun attached, which i presume was anti infantry.

Do u know what the leopard tank function would have been?

This is a great topic - would have been so cool to have a european and/or african faction as long as they got balance issues correct
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# 6Murder^^ Sep 16 2009, 07:52 AM
Battlemaster would be OP, if they had a anti inf gun on it. Means u could spam BM+TH vs GLA. Doubt it would work vs USA tho.
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# 7Trixx Sep 16 2009, 08:31 AM
BM`s would be still way too slow and I doubt that the anti infantry gun would have been as strong as a gattling. Rather like a vee.
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# 8smyger Sep 16 2009, 12:04 PM
This is very nice! Keep it coming!

-SkaTeR- :
The bayonets on the red guards are a very nice touch! I had forgotten all about it. It's a small detail which really pays off when you see it. I only experienced it once, I think it was in Deezire's ProGen mod. It really makes also more sense to use the bayonets at close range.


TGC1000 :
Do you have a link to the artwork of the battlemaster artwork?

The leopard was probably one of a few tank choices for the usa, perhaps it was replaced by the Crusader tank. The interesting part is that there exist an artwork of a Crusader Hover Tank.

I speculate that the team spent a lot of time on development meetings discussing possible factions. Through the process they settled on factions which were suitable. Since it was a modern warfare scenario they settled on the factions we see today.I'm really uncertain but a modern Russian army could have been on the table, but then again Russian/Soviet warfare are 'reserved' for Red Alert universe, but there is artwork of Russian 'Land ships'. A 'Khan' faction with Mongolian characteristics was relevant at one point, this could have later turned into the China faction. The African / Arab faction is easily the most exotic one, a really show-stealer, but perhaps some of the African content seemed to ridiculous in contrast to the modern factions.


I noticed also by browsing through the artwork material that there is a base defense for the Americans: a railgun ! perhaps to futuristic some would say.
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# 9Herr_General Sep 16 2009, 16:57 PM
QUOTE(^Zayron- @ Sep 15 2009, 15:51 PM) *

You say it twice--> Requesting funds , sending funds to allies.
happy.gif


thats because it would be extremely pro you noob.

Nice read, keep going tongue.gif

This post has been edited by Herr_General: Sep 16 2009, 16:57 PM
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# 10TGC1000 Sep 16 2009, 23:14 PM
On existing artwork and even in game bm have a small black attachment on the top of them which i always took for an anti infantry gun, i have seen it in artwork somwhere
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# 11Halose Sep 17 2009, 02:38 AM
halogen would of been awesome if microsoft hadnt of smacked it down. sad.gif
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# 12Opsnyder Nov 3 2009, 18:23 PM
Bump

I was editing some hotkeys when i noticed some tooltips and hotkeys for things that don't exist in the current game.
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# 13-HaTeR- Nov 3 2009, 19:52 PM
Stunbulletsmode wtf is that supposed to be? laugh.gif
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# 14Ransoah Nov 3 2009, 20:09 PM
KILL
---
STUN<
biggrin.gif. This is awesome btw. Find more stuff out!
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# 15-TvR- Nov 3 2009, 23:12 PM
Yeah, really interesting topic smile.gif
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# 16bahumat Nov 4 2009, 00:38 AM
How do you edit hotkeys? Would be really useful for some things...like it's annoying having laserlock as "l" all the way on the far side of the keyboard.
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# 17Opsnyder Nov 4 2009, 01:43 AM
http://www.gamereplays.org/community/index...313940&st=0
The quote at post 4 explains how to do it.
I've got all the important stuff as F. Like: evacuate, capture building, lazerlock, scorpions at wf, terrorist at barracks, barracks at worker, power plant for dozer and so on.
All the other important stuff is G. Tunnels, technicals, supply center for dozers, switching to flashbangs etc.
Works like a charm.
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# 18Chimaera Nov 4 2009, 16:44 PM
I've got the important stuff on D, makes my LL micro über sweet! tongue.gif
Also things as flamewall with dragon tank, sniping with jarmen and knifing with burton are on my D. Evecuating is also on D.

Sweet trick: Number 2 MD's 1, your humvee 2. Charge in on his humvee, retreat, press D, press 1, press D and klick on the humvee, he won't have a clue what's going on!
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# 19Opsnyder Nov 4 2009, 18:29 PM
QUOTE
I've got the important stuff on D, makes my LL micro über sweet! tongue.gif
Also things as flamewall with dragon tank, sniping with jarmen and knifing with burton are on my D. Evecuating is also on D.

Yeah i got those things as well on F. Basically every most important thing of an building/unit. I even got control rods as F biggrin.gif
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# 20squaak Nov 4 2009, 19:59 PM
I tried these settings once, but I couldn't adapt to it.
Since I number my chinooks 7 8 9, I really need to have the LL key close of it, so "L" is just perfect.
I also don't use the evacuating shortcut, I rarely use this option cause most of the time I don't unload all the md's at the same time.
Also having the same key for evacuating and LL can be good, but it can makes you loose a game if you missclick.

The only things I use are some shorcut for building units ; F for Paladin, Md, Chooper ; R for ranger,
But I better use the mouse for building units.
Switch to flash : L Attack move : O
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