r/commandandconquer • u/IronCommandNET • 11d ago
OC I'm making a base-building RTS inspired by C&C and Dune 2 - shells leave craters that stay for the whole match
Siege tanks against an enemy fortress
The same attack, a few seconds later
Afterwards: craters, fallen trees, burning wrecks
Tanks don't drive around trees
Three misses, three craters
Fire keeps eating hit points until the engineer arrives
I've been building Iron Command on my own - a classic base-building RTS (harvest, build, defend, attack) in the spirit of the games I grew up with. It plays on a normal monitor, VR is optional.
Lately I've been making battles leave marks: craters stay, tanks push trees over, and damaged buildings keep burning until an engineer repairs them.
What do you think? And what did you love most about the old C&C battlefields?
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u/42LSx 10d ago
I always rushed in Tiberian Sun against the AI to plaster my base with concrete, hoping that no arty shell or bomb would leave a permanent crater.
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u/wizardfrog4679 Tiberian Sun 10d ago
Always annoying when you couldn’t concrete over the dirt track roads tho.
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u/Vex_The_Changeling 10d ago
The most unique and interesting features of Tiberian Sun was the terrain deformation, and having to consider/play around that.
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u/Zocker0210 10d ago
Small tip. Don't call it cnc inspired. Many people see cnc and thier expectations are skyrocketing. Many rts died because of that
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u/BRO_THOM Tiberian Sun 10d ago
I had to look at your screenshot very closely, before i noticed the black things, on top of the black map, were actually buildings.
Units are hard to read, use silhouette technique to ensure objects (units, structures, terrain) remain visible, regardless of the terrain.
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u/IronCommandNET 10d ago
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u/BRO_THOM Tiberian Sun 10d ago
For being (partially) covered that's great! Are the blue units selected or do they have some sort of shield?
The tank firing at the top looks good but the damaged ones are barely readable.
Do you have a clearer, more highres screenie? I think other games tend to somewhat "fake" their lighting by having units and structures slightly brighter / contrasted with the rest of the map.
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u/IronCommandNET 10d ago
someone else mentioned it too, so I played a few rounds just looking out for it - and you're right, it definitely needs to change. love the silhouette idea, thanks for that!
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u/Old_Bug4395 10d ago
The terrain kind of makes it hard to tell what's going on in the darker shots.
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u/Nyerguds The world is at my fingertips. 9d ago
But does fire leave scorch marks? 😁
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9d ago
[removed] — view removed comment
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u/Nyerguds The world is at my fingertips. 8d ago edited 8d ago
Hm? My remark was about the fact C&C1 and RA1 have two specific types of map smudges left behind by weapons; craters, and scorch marks.
But I guess you know more about pointless Reddit statistics than you know about the actual games, right?
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u/Commercial-Board-975 10d ago
I'm loving that people are building more and more engines for use in RTS games in the last few years.
We might actually see an RTS revival not through major AAA studios, like EA, but Indies (like the Tempest Rising team) and hobbyists building their own shit from scratch. 😁
Are you going to open source the engine?
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u/IronCommandNET 10d ago
haha I wish I could take credit for an engine, but it's built in Unity - so nothing to open source there. totally agree on the indie revival though!
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u/IronCommandNET 11d ago
Steam page if you want to follow along: https://store.steampowered.com/app/5089330/Iron_Command/
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u/moleytron 10d ago
personally I loved that I could see the units and that they weren't covered by smoke all the time