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Command & Conquer Remaster Multiplayer Overview
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Feb 03, 2020 6:28 pm    Post subject:  Command & Conquer Remaster Multiplayer Overview
Subject description: If replay is what we will get, regarding this game, let it be modernized!
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Today, Jim Vessella, producer of the upcoming Command & Conquer Tiberian Dawn and Red Alert 1 Remaster, has posted an update covering some of the multiplayer online aspects of the game.

It is definitely a part of both Tiberian Dawn and Red Alert 1 that will be revamped, with options to chose the starting locations, AI/Player type slot and even support for replays. The games will be hosted at the Petroglyph servers. Here's what he said on reddit:


Jim Vessella wrote:
Fellow Command & Conquer fans,

We hope everyone had a great holiday season and their New Year is off to a positive start. For those of us on the Remaster project, we’ve been hard at work over the past two months since our last update. In terms of development progress, we just completed our Content Alpha milestone. This is a huge moment for the project, as it means there are no longer any legacy / placeholder pieces of content in the game. Every frame of animation, every tile of terrain, every second of audio, and every piece of UI has received a remastered pass. This allows us to play both games in a completely remastered fashion, and identify areas we’d like to continue polishing based on feedback from the team, colleagues, and the community.

Now, since the announcement of the project, many of you have been asking how Multiplayer will function in the Remaster. So for this update, we wanted to take a deep dive into the components of Multiplayer and describe how we’re approaching this beloved part of the game.

At a high level, Multiplayer has effectively been rebuilt for the Remaster. Starting with the backend, Multiplayer now runs on dedicated servers based on Petroglyph’s architecture, with a goal of providing reliable connections and prevent misbehavior. We’ve been playing multiplayer games for several months with our QA teams around the world, and feeling confident about the stability the architecture is providing. Now let’s jump into the actual modes and features.

When navigating to the Online portion of the menus, players will first have the ability to host or join custom multiplayer games. Once players join a game lobby, they can choose their team setup, select maps, and set game rules. In terms of rules, we’re aiming to support the most relevant multiplayer options, from starting resources and units to flagging Crates or Visceroids. (Yes, the Visceroid has also been remastered and is as weird as ever) We’re then looking into some additional options based on guidance from the Community Council. You can also chat with other players in the game lobby, and ensure you get the perfect setup for your custom game.

Alongside custom games is the introduction of 1v1 Quickmatch for Tiberian Dawn and Red Alert™. Quickmatch will focus on competitive play and utilize an Elo-based matchmaking algorithm. Games will pull from a filtered map pool with set game rules to reduce luck and randomness (For example, no Crates in Quickmatch). To highlight the results, 1v1 Quickmatch will be supported by an in-game leaderboard to track a player’s wins, losses, and points. We’re looking forward to watching the most competitive players go head-to-head and see who can become the top ranking commander in each game. I fondly remember being one of the best C&C3 players in the world for about 2 hours when the game launched, only to be quickly humiliated when competitive players began to learn the game, haha.

In a further effort to help modernize the online play experience, we’re also introducing replays into the Remaster. Players will be able to watch replays from their custom and quickmatch games, and we’re currently iterating on the available controls within the replay system itself. In conjunction with the replay system is the addition of Observer mode into both games. Through the Observer mode, players can spectate on live games in-progress (with a small time delay), which we hope will be a valuable tool for shoutcasters and viewers alike.

There are then several other multiplayer oriented features which have been requested by the community over the past year. We’re in the process of evaluating these features and will aim to share more in the months ahead. As always, please continue to provide your comments in the thread below.

As you all know, 2020 is the 25th year anniversary of Command & Conquer. We expect this to be an exciting year for C&C, and we’re looking forward to celebrating this anniversary with all of you.

Cheers,

Jim Vessella

Jimtern


And here's a preview:




So, do you like it? Share your comments with us.


Key Words: #News #CommandAndConquer #CommandAndConquerRemastered #RedAlert1Remastered 

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DaubertMotion
Soldier


Joined: 17 Dec 2015

PostPosted: Mon Feb 03, 2020 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm assuming that they number next to the player number is team?  And you can choose starting location by clicking on the black circle on the map?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Feb 03, 2020 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, the number next to the player color is the team.

Quote:
And you can choose starting location by clicking on the black circle on the map?


I can't say for sure, but I believe it will.

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Mon Feb 03, 2020 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

"Custom" map tab, can't wait to see options for new maps, such as map editor or if old maps could be also imported.

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Mon Feb 03, 2020 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why is every thing metal? Is this an RA2 remake?

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Tue Feb 04, 2020 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Is this a mobile game? It sure looks like that. Is that why everything is so tiny?

Can't they generate a full map preview? I made a tool to do that in about 3 days while I was in class during college.

Redeployable mcv isn't an option in stock Red Alert 1 iirc. Why are they adding it?

Are they gonna add multiplayer saves? coop? Better scripting? Larger maps? Will it support more than 8 players or at least spectating 8 player matches?

For a game they want to release this year they're not really telling us much.

The HD look from the trailer they showed a while a back doesn't look that great (looks a bit cartoony and paint-y). I'm pretty sure most modders here could do a better job while EA has career artists in full time employment.

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Tue Feb 04, 2020 1:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I really want this game to be decent. So far it looks like its going to be good.

Have they released a release date for this game yet?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Feb 04, 2020 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

indie game?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Feb 05, 2020 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Iran wrote:
The HD look from the trailer they showed a while a back doesn't look that great (looks a bit cartoony and paint-y). I'm pretty sure most modders here could do a better job while EA has career artists in full time employment.

I think it's safe to say this is by design because of the parody overtones throughout the game. All the units and buildings had an element of realism and an element of comical, it was never meant to be gritty and moody, so it keeps with the remaster theme.

I wanted to see environmental effects purely to add a bit of randomness to the overall terrain being so flat and monotonous, which by the sound of things they intend to maintain. I'd also like to see motion introduced, like dust devils or swaying trees. Passing alpha clouds could be a cool touch too...

I'm not concerned yet about the eventual quality, there's a lot they can still breathe on, and most people really just want to recapture the feeling on modern hardware which it seems to do well.

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Thu Feb 06, 2020 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

C&C1 and RA1 graphics don't strike me as particularly 'parody'.

The new remastered look looks like shit, even the sidebar icons are awful.

This looks like a Petroglyph style cash grab.

There's nothing preventing them from increasing the fidelty of the game without giving it a weird painty feel with cheap mobile game aesthetics.

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