I am essentially a Super Mario World Modder, and the co-founder of "The Devious Four Chronicles" SMW Mod Series. I do play games like CoD and Kane's Wrath, though I'm not as good on the former as I am on the latter. I am a Graphics Moderator on smwcentral.net.

Comment History
D4_Scorpion
D4_Scorpion - - 7 comments @ New War Reckoner

The new skin looks very amazing. I really love what you have done with it; looks very MoK'ish. The MoK symbol on its side is probably the best part!

Good karma+1 vote
D4_Scorpion
D4_Scorpion - - 7 comments @ One Vision 0.8 - Released!

Speaking of this mod, maybe the MoK Redeemer can have garrisonable Enlightened? I don't see why EA never thought of this considering how customizable the MARV is. And ST's MARV even got new Fire Storm stuff so...

Good karma+1 vote
D4_Scorpion
D4_Scorpion - - 7 comments @ One Vision 0.8 - Released!

Not to mention, the lighting/vfx/shading on KW should make the units look a lot less cartoony than they do in CnC4.

Good karma+1 vote
D4_Scorpion
D4_Scorpion - - 7 comments @ kkmanman

Hello, may I ask your permission to retexture the "Defend 40 Waves (Redzone Edition)" map to look more like Redzone Rampage, by adding shafts, more ground textures, among other things to make it look more complete???

Good karma+2 votes
D4_Scorpion
D4_Scorpion - - 7 comments @ One Vision

That is actually pretty sad because Black Hand's Redeemer is actually very unpractical and weakest of all the epic units due to the fact that Nod/MoK can have a hiding Redeemer, causing any player to need to sacrifice a Bike/Pitbull/Seeker to find it; while Black Hand's is in the open. BH is a hard hitting faction, and their Epic Unit isn't too much to deal with considering it's no where near as hard to kill as the Nod/MoK Redeemer is.

Also, you not giving Epic Unit upgrades is a bit of a controversal statement considering Reaper's Eradicator can be mutated to be better, which is good considering theirs lack the teleportation ability. I would like to see the same care given to BH's Redeemer as it lacks the critical stealth drive that gives Redeemers a longer lifespan.

Good karma+1 vote
D4_Scorpion
D4_Scorpion - - 7 comments @ Announcement: One Vision 0.8

Please do omit what I said about this and that not working ::: I was playing on 1.02+ maps at the time, and that messed up the mod. If you're playing this mod, do not use 1.02+ maps.

Good karma+1 vote
D4_Scorpion
D4_Scorpion - - 7 comments @ Announcement: One Vision 0.8

I really enjoyed the 0.75 mod, though there were some bugs with MoK which really made them irritating to play. Could not build the Mantis for instance. Also, is it possible to snatch the CnC4 Nod Scorpion Tank and fit it into MoK as well? I feel the design of some CnC4 units like its Scorpion Tank and the Reaper Cyborgs would fit really nicely with MoK.

Also, really loving what you did with Reaper17. The mutations are a very nice addition to them and make them feel very unique. I am missing the veterancy on BlackHand's "Black Hand" and "Flame Tanks".

As a final issue I have, maybe it's been changed or not; but I feel the build structures should really reflect on their vanilla KW stats; like Refineries taking the full 15 power points they did in KW for example; just so it doesn't change the meta of how you play KW online. This I think is very important, especially for those of us who play mods in LAN games.

For what you've shown, infantry rework scares me quite a bit, and I'm hoping the newest version doesn't slow the game down; AKA build-times of buildings/units increased and so-on so forth. That's one thing that always annoyed me about Tiberium Wars mods and made the game feel slow and troden, I hope the same issue doesn't plague this mod. And for MoK's Liquid Tiberium Tank... Its "tanks" texture should resemble the texture for the Tiberium Trooper: Bright Green, so there's a sense of continuity. Finally, the changes to MoK's infantry were very huge and for me personally, a bit unwelcomed. Awakened should remain their T1 infantry, expensive, yes but hard hitting; Not Tiberium Troopers. Tib Troopers should stay as their Tier 2 "Anti-Garrison" unit. The Build/Training tabs of production structures with all these "Build Requirements" should follow a certain order: T1; T2; Special Infantry (Secret Shrine/Armory/Stasis Chamber); T3; T4.

Steel Talons, Grey Wolf for example should be Buildable from the MARV facility and not a standard warfactory, being its own specialized unit; though I see going out of one's way to build an armory for it is a bit unorthodox of the standard build meta, it will surprise an opponent. Steel Talons should also drop the MARV and use the Mastadon since they're using Titans, Wolverines and other TibWar 2 stuff. While the change from MARV to Mastadon is welcome with Steel Talons, the same can not be said for regular GDI/RRF and ZOCOM, who have abandoned previous generation tech.

I hope I didn't come off as rude, just pointing out my nit-picks with the mod and offering some suggestions.

Good karma+1 vote