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Hello everybody. I apologize for the radio silence since December, I decided to take a break from modding so progression has stood still, somewhat. I also decided to (permanently) delete my Facebook account just before Xmas too, so there has been little to no activity on the Twisted Insurrection Facebook page as a result, however, it is still being updated and maintained by other staff members today so that's no longer a concern.

Today I would like to proudly announce that we are working on a new public update, Version 0.7 which will be ready towards the start of May (assuming we don't hit any unexpected delays). While it will not be as large an update as the 0.5 to 0.6 bridge was, this update will contain a large number of important changes and fixes with enough new content to merit a full release. The change-log thus far is as follows:

Added: New Track: Killing Fields [Frank Klepacki Remix]
Added: New Track: Tibby & Noddy
Added: New Track: In Flames
Added: Applied some new loading screen variants
Added: Logic for supporting custom map previews in Client
Added: Applied a hack that ignores multi-engineer for tech / capturable structures
Added: Applied a hack so that units can no longer gain veterancy from killing friendly units
Added: Applied a hack so that structures and units with Trainable=no no longer gain veterancy from crates
Added: Applied a hack so that aircraft can be repaired on all repair bays instead of just one
Added: Applied a hack to add new EMPImmune flag
Added: New Pebble LAT for Grass terrain
Added: New Dark Grass LAT for Grass terrain
Added: New Multiplayer map: [2] Big Little Lake
Added: New Multiplayer map: [2] Industrial Strength
Added: New Multiplayer map: [2] Siege Rush
Added: New Multiplayer map: [4] Mental Malice
Added: New Multiplayer map: [4] Offense Defense
Added: New Paved Roads Images
Added: New Paved Roads Slopes Images
Added: New Paved Roads Bits Images
Added: New Paved Roads Ends Images
Added: New Paved Roads Corners Images
Added: New Paved Roads Additions Images
Added: New Paved Roads Fix Images
Added: New Paved Roads Bridge Images
Added: New Airstrip Images
Added: New Landing Pads Images
Added: Updated Bridge Sprites to use new roads
Added: New Landing Craft Image
Fixed: Several bugs in the Client code, updated to latest version
Fixed: Removed several redundant tags from units in Rules.ini
Fixed: Air transports can no longer deploy on helipads
Fixed: Players cannot ready themselves with an invalid map anymore
Fixed: Repaired some UI issues with the Client
Fixed: SpriteFont crash when hovering over hosted games no longer happens
Fixed: GDI AI no longer uses the random missing cameo when construction yard is viewed in spectator mode
Fixed: Dawn harvesters no longer have unloading image glitch in Nod Mission 03 and GDI Mission 03 B
Fixed: Unloading harvesters can no longer be acquired via crates (oversight whilst adding new unloading entries in last update)
Fixed: Units no longer get stuck on chain link fence on Nod Mission 08: Zero Gravity
Fixed: Repair Bay uses correct image in abandoned base on Nod Mission 14: Compulsions
Fixed: Nod Incinerators no longer explode violently when Tiberium Resistant Infantry is checked
Fixed: Railgun Commandos no longer move faster whilst under fire
Fixed: Fixed a tiling error under a bridge on [6] Unrepent
Fixed: Changed terraintype on a few terrain tiles
Fixed: Added Trainable=no to several units without weapons
Fixed: Added missing deployment sound to Nod Radar
Fixed: Ban function once again works properly in client CNCNet menu
Fixed: Water wakes no longer show through ships
Fixed: Buildable Props now use BaseNormal=no
Fixed: Numerous AI fixes and changes
----- Rebalanced Hard GDI AI trigger Techlevels to obey used units' Techlevels
----- Rebalanced Hard Nod AI trigger Techlevels to obey used units' Techlevels
----- Rebalanced Medium GDI AI trigger Techlevels to obey used units' Techlevels
----- Rebalanced Medium Nod AI trigger Techlevels to obey used units' Techlevels
----- Rebalanced Easy GDI AI trigger Techlevels to obey used units' Techlevels
----- Rebalanced Easy Nod AI trigger Techlevels to obey used units' Techlevels
----- Fixed issue that several Easy AI triggers used secondary teams
Changed: Client music changed to Necrofunk [Menu Mix]
Changed: Reduced crate effect radius to 3 cells (was 5)
Changed: Increased range of Nod Hornet weaponry by 2
Changed: Re-wrote briefing for Twisted Dawn Nod Mission 05: Warthog Hunt
Changed: Improved opening relay hint triggers on Nod Mission 08: Zero Gravity
Changed: Removed Insignificant=yes from a bunch of units that used it (relic from years ago, no longer necessary)
Changed: CnCNet game list is now sorted
Changed: Venom Walkers are now immune to EMP Effects
Changed: Mammoth Walkers are now immune to EMP Effects
Changed: Talos Walkers are now immune to EMP Effects
Changed: Several mutations are now immune to EMP Effects
Changed: Demolition Drone and Core Reactor explosions effects wider area
Changed: Doomsday Renewed track renamed to Cataclysm

Alongside these changes, we aim to include more significant additions such as many more campaign missions (namely for GloboTech or the Twisted Dawn timeline), improve some older graphics, fix numerous bugs that have been reported, expand upon the soundtrack further and perhaps add some new units. We would also like to include a basic start to a new Snow/Arctic theater, as it has been a heavily requested feature over the many years of our development cycle. We have a good start already, so the groundwork has been laid out.

A big wall of text isn't exciting, I know, so here are a couple of new additions to the Twisted Insurrection OST for you to check out in the mean time. Expanding upon the more "atmospheric" and "twisted" part of our OST.

Thank you everybody for taking the time to read the news post. Once again I apologize profusely for the silence over the course of time, I can appreciate how frustrating it is when work on an update has suddenly just seemingly stopped, but in our case I assure you that hasn't happened, we just took a long break is all. We'll keep you posted on all new updates as they come. Take care!

Obligatory: Twisted Insurrection Will Never Die!

Follow us around the web!
Killing Fields [Frank Klepacki Remix]

Killing Fields [Frank Klepacki Remix]

News 15 comments

We are thrilled to announce that the man himself, Frank Klepacki, has once again contributed to our original soundtrack. Check it out!

Twisted Insurrection: Version 0.6.5 Released

Twisted Insurrection: Version 0.6.5 Released

News 11 comments

Since the release of 0.6, we've had some major improvements done to the mod and engine overall, check out the update for more information!

Twisted Insurrection 0.6 Has Been Released

Twisted Insurrection 0.6 Has Been Released

News 6 comments

We have released Twisted Insurrection 0.6 and Volume 6 of our original soundtrack featuring Frank Klepacki. Read the article for links and more information...

October Newscast

October Newscast

News 16 comments

Lots of work has been done this month in the graphical and mapping departments of Twisted Insurrection, check out the update for what has been happening...

RSS Files
Twisted Insurrection 0.6

Twisted Insurrection 0.6

Full Version 49 comments

Instructions: Download ZIP, Extract containing folder anywhere on your computer, run TI_Launcher.exe with Administrator privileges to set up and play.

Twisted Insurrection OST [Volume 6]

Twisted Insurrection OST [Volume 6]

Music 10 comments

The complete Twisted Insurrection Original Soundtrack in MP3 format.

Comments  (0 - 10 of 3,310)

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Is it possible to add Air to Air battles between Orca Fighters and Banshee Interceptors?

Reply Good karma Bad karma+1 vote

The fact that I'm just now finding out about this is blowing my mind. I've been a hardcore fan of the Tiberian series since the original tiberian dawn was released.
Downloading now!

Reply Good karma Bad karma+3 votes

Hi, are am or we aloud to use Twisted Insurrection art on our steam profile? Or we are not allowed?

Thank you,

Reply Good karma Bad karma+2 votes

Anyplans to do the C&C 3 Tiberium Wars version of this mod? This looks promising.

Reply Good karma Bad karma0 votes
Rampastring Creator

No, it is and will remain a stand-alone Tiberian Sun mod for the foreseeable future.

Reply Good karma+2 votes

LONG LIVE GDI!!!DOWN WITH KANE!!!! (Sorry but I really had to) :D

Reply Good karma Bad karma+1 vote

Question: Would it be possible to create a survival type experience on a custom map through Final Sun Map Editor. I have 2 ideas in mind. First Idea of a protected city besieaged by tiberium lifeforms. You have to protect it with limited resources while civs evacuate. And another where you have a group of soldiers going through an overrun city to the last extraction point.
P.S. I'm not asking for you guys to do it but rather if it would be possible for fans to do it.
Actually got another question now. Is it possible for fans to create mini-campaigns where some decisions could be carried over from mission to mission?

Reply Good karma Bad karma+4 votes

Great set of ideas, I was thinking of something similar myself. I strongly support this.

Reply Good karma Bad karma+1 vote
ErastusMercy Creator

It is indeed possible, we encourage fan maps/campaigns.

Reply Good karma+1 vote

Could you give us some bonus missions where we can use scrin cultists?

Best mod evah

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Highest Rated (27 agree) 10/10

A really stunnning mod for the new graphical power alone. What the team had to do to make Tiberian Sun comply with these new effects, I don't even want to know, because it most likely has to involve human sacrifice. Cities look like what was promised before the release of TS by Westwood and the Tiberium lifeforms are as strange and varied as they should have been, even outdoing Firestorm's alien feeling. A few times I thought the units needed more balancing, but overall, every unit feels like it…

Jul 20 2011 by GrimSheeper


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