Mammoth's Tiberian Sun Page

New Tiberian Sun info

I know it's been a while since PC-gamers preview of Tiberian Sun, but now I will write a story about it. It will cover everything, from graphics to gameplay and my own thoughts about it. This story is quite long so you might want to disconnect while you read it.

Graphics

Why don't start with something witch interests a lot of people, graphics. During the latest year we have seen many rts games with superb graphics making other games look old. How will Tiberian Sun match up with them?

Very well actually, Westwood has chosen to use the Voxel technology, as seen in Blade Runner, for Tiberian Sun. For those of you who don't know hat a Voxel is, i can tell you it's a volumetric pixel. A pixel with depth with other words. The reason for this is they want to keep the system reqs a low as possible but still add the advantages of a 3d-terrain.

The only disadvantage of using voxels is that you can't use 3d-acceleration, since no 3d-accelerator supports it. This isn't a great problem since voxels are very fast anyway and wouldn't benefit to much from a 3d-accelerator.

With voxels you can design very detailed objects. With traditional polygon based rendering you would need to keep the complexity down to get good performance on low - mid range systems. With voxels the objects can be how complex they want without affecting performance.

Tiberian Sun will feature 16-bit coloured lighting and full light-sourcing which will make it look very nice. But it isn't just a cool feature. It will affect gameplay too. During night missions, you have to build lights to lit-up your base. Your enemy can destroy the lights and attack under cover from the darkness.

The conclusion is that Tiberian sun will be the best looking rts game availible

Units and Structures

Westwood doesn't believe in making huge amounts of different units, they believe Quality goes ahead of Quantity. Therefor we want see 50+ units per side as in Total Annihilation. What we will see is about 20 unique units per side with very different features.

Let's start with the most important units, tanks. We will probably see 3 - 4 different tanks in the game ranging from small light tanks to heavy mammoth tanks. Westwood has skipped the advantage in speed when building multiple production facilities, probably to prevent tank rushes. But westwood says tank rushes is an effective strategy in Red Alert and will so be in Tiberian Sun. I don't think tank rushes is any problem, you can't prevent players from building tanks, it's up to the opponent to stop it.

The most unexpected decision Westwood made for Tiberian Sun was to not include any naval units in the game. In Red Alert we saw that the ships got isolated, and split up the maps in a non-good manner says Eric Yeo of Westwood studios. (This wasn't his exact words, it's translated from a Swedish magazine). Instead of ships it will be hovercrafts in the game with the ability to travel on both water and land.

In the air we will see three types of orca-choppers. One with bombs, one with missiles and one transport which will be able to carry vehicles and probably infantry as well.

What else is it. We will see a Flame tank, infantry with jet-packs, a heavy disruptertank and a Mech-bot. We will also see the usual infantry types like, minigunner, grenader, bazooker and engineer. Of course we will also see specialized infantry units like medic and spy but we don't know anything about it.

AI

One of the most underdeveloped aspects of rts games is the artificial intelligence (AI). You computer opponents and even your own units has to act smart and intelligent otherwise they are easily killed. For example should infantry units avoid to be overun by tanks automatically. But the most important AI aspect is the computer opponents who has to be as flexible and unpredictable as a human player.

In Tiberian Sun we will see a far developed AI. It uses a combination of scripted formations and strategies plus analysis based on earlier experiences. If Westwood suceeds with this AI, it will be the best thing that happened to the rts genre since C&C.

Multiplayer

How good the AI might be, it will always be much more fun to beat "real" players. Tiberian Sun seems to be a great multiplayer game.

Westwood chat will be integrated into the game itself, and will finally support more than 2 players. It will also support battle clans, probably something like the Quake-clans. Of course you can still play over IPX network and head-head by modem or a direct serial connection.

User interface

The user-interface is by far the most important factor in an rts game. If you want to combine real-time action with turn based strategy it's important to have a clean and accesible interface. The C&C series has always had a very good interface, with a sidebar there everything can be built without selecting a structure first. Total Annihilation has a great UI, but for some reason I still prefer C&C. I hate to select a structure before I can build anything. But now over to TS.

As you have seen on the screenshots, the sidebar doesn't look exactly the same. There is only one row of things to build and you have some small squares under and one big square to the left of them. I'm sure it isn't a very big change, a C&C interface with queuing would be perfect. It will probably support waypoints and formations also.

Overall C&C 2 Tiberian Sun seems to be a great game. I hope they can get it out soon, since we've been waiting for it for two years now. I have heard something about september which probably turns out to be somewhere around christmas. we all remember what happened to Red Alert.

Mammoth
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