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 Post subject: Three new Features of Tiberium Wars Advanced
PostPosted: Fri Aug 12, 2011 6:54 pm 
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Site Admin / Founder
Site Admin / Founder

Joined: Mon Jun 28, 2010 6:39 am
Posts: 1,307
Location: Tigeria
Favourite C&C Game: Red Alert 2 Yuri's Revenge
Origin: TheWhiteTigeRR
Three new in game screen shots of Tiberium Wars Advanced mod have been posted, featuring the all new Nod Laser Fences, Nod Wraith and Nod Specter. Take a look.


To learn more about Tiberium Wars Advanced, click here.

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 Post subject: Re: Three new Features of Tiberium Wars Advanced
PostPosted: Sat Aug 13, 2011 6:57 pm 
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Private First Class
Private First Class

Joined: Mon Dec 06, 2010 5:40 pm
Posts: 144
Location: Paris, France
Favourite C&C Game: Red Alert 3
those fences are nice :)

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 Post subject: Re: Three new Features of Tiberium Wars Advanced
PostPosted: Sat Aug 13, 2011 6:59 pm 
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Sergeant
Sergeant

Joined: Sat Jul 03, 2010 4:29 am
Posts: 231
Location: London, England.
Favourite C&C Game: Kane's Wrath
umm, yes, but it would have been neater if it was around the base, not each building.


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 Post subject: Re: Three new Features of Tiberium Wars Advanced
PostPosted: Sun Aug 14, 2011 7:24 am 
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Retiered Staff

Joined: Sat Jul 03, 2010 4:35 pm
Posts: 609
Favourite C&C Game: Red Alert 3
its for protection so it doesnt matter :rolling:

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 Post subject: Re: Three new Features of Tiberium Wars Advanced
PostPosted: Mon Aug 15, 2011 9:39 am 
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Vice Webmaster
Vice Webmaster

Joined: Thu Oct 07, 2010 4:36 pm
Posts: 298
Location: egypt
Favourite C&C Game: Zero Hour
it is nice but being infront of buildings doors as well is what i dont like :/

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 Post subject: Re: Three new Features of Tiberium Wars Advanced
PostPosted: Fri Aug 19, 2011 6:20 am 
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Moderator
Moderator

Joined: Wed Aug 25, 2010 11:50 am
Posts: 324
Location: The U.S.
Favourite C&C Game: Red Alert 2 Yuri's Revenge
C&C Online: hotrods20
I missed this by a few days. I guess it is still cool to post...
@flashknight33:
The fence is a final moment of boot camp! If you get by, you get to go to war.

Nice pictures though.

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 Post subject: Re: Three new Features of Tiberium Wars Advanced
PostPosted: Fri Aug 19, 2011 8:15 am 
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Vice Webmaster
Vice Webmaster

Joined: Thu Oct 07, 2010 4:36 pm
Posts: 298
Location: egypt
Favourite C&C Game: Zero Hour
hotrods20 wrote:
@flashknight33:
The fence is a final moment of boot camp! If you get by, you get to go to war.


to be honest i dont understand what u mean :p ,all i wanted to say i cant imagine how harvesters pass it to enter the rinfenary or how infantry come out of the barracks through it ,i think they should remove the laser part infront of buildings doors and even more that will give reason for the bug "due to engine limitations" that enginers can still enter the buildings :p

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 Post subject: Re: Three new Features of Tiberium Wars Advanced
PostPosted: Thu Aug 25, 2011 9:22 am 
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Sergeant
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Joined: Sat Jul 03, 2010 4:29 am
Posts: 231
Location: London, England.
Favourite C&C Game: Kane's Wrath
i agree :)


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