Command and Conquer 3: The Forgotten aims to bring back and tell the story of a fascinating faction. The Forgotten, featured in Tiberian Sun and Firestorm, are an ever-growing group of individuals afflicted with Tiberium-based illnesses. Detested, marginalized, and oppressed by the three superpowers, The Forgotten have begun to rally against GDI, Nod, and the Scrin. Since their story is not featured in C&C 3, the mod aims to tell it in a compelling fashion, through a deep singleplayer campaign, unique faction composition, and engaging gameplay. The Forgotten is also the only mod to feature high-definition Full Motion Videos, just like real C&C games, that advance the story.

Post news Report content RSS feed C&C 3: The Forgotten Version 1.0 Released

After more than three years in development and contributions from 38 people, The Forgotten is ready for release. The mod adds a new campaign to C&C 3, a new faction, and is the first mod to ever include high definition Full Motion Videos. It also features a brand new sound track, the return of Tiberium life, and five new skirmish and multiplayer maps.

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The wait is over.

For more than the past three years, we've imagined, designed, and built this mod, for no compensation save the joy of creation. It truly has been a global project, with contributions from over 38 people from all over the globe (and 40 more testers). Now, it's our profound pleasure to share the result with you. It is no exaggeration to say that we have worked for this day for years. With pride at what we have accomplished and humility because of our great fans, we present our launch trailer.


Our mod tells the story of The Forgotten, a group legendary in Command and Conquer lore from their appearances in Tiberian Sun and its expansion Firestorm. Afflicted with Tiberium-based illnesses, their determination, resourcefulness, and shared anger make them a potent threat to the superpowers that have shunned them for so long. Yet after C&C Firestorm, their fate remained uncertain, as their story was never continued in Command and Conquer 3. We have sought over the last three years to rekindle their tale, enlivening it with high definition full motion videos (produced in conjunction with the talented team at Broken Wall Films), a unique set of units and structures, and an immersive campaign replete with a variety of beautiful environments and challenging missions. To further enhance replay value, we have created five additional battlefields for skirmish and online play.

If you are looking for a return to classic RTS gameplay, if you want to dive into a C&C story, or if you think you're ready to face some of the most challenging missions out there, this is the mod you've been waiting for.

The leader of The Forgotten, Salvadore Trogan, is fond of saying, "The future is to be invented." And so it is. We invite you to step into Trogan's world, to become his right-hand man, and to lead a rebellion like none other. It will not be easy. Indeed, whether The Forgotten can win against three powerful superpowers--whatever winning means--is an open question. One thing is certain, however: they have no intention of being neglected, ignored, and shunned any more. Indeed, they no longer want to be The Forgotten.

It is time to invent the future. Download now.

Comments
cronos35
cronos35

there's skybox now? awesome!!! i am so downloading this mod!!

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supjay
supjay

Downloaded this mod last night from your site. I have to say its super cool and as i have expected. Missions are challenging. I played it just before coming to work and they are harder than i imagined. I am still playing in the first mission. Garrison clearing T1 unit is most welcome :).

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Venoxxis
Venoxxis

cool.

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freredarme
freredarme

Oh :O , nice video !

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Dimension9999
Dimension9999

I love surpriseS!

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ApornasPlanet
ApornasPlanet

congratulations!

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sgtmyers88
sgtmyers88

And again I congratulate you guys! I am very impressed with this Mod's first release as this is indeed a masterpiece! I will be curious to know what you plan on doing for future versions.

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DarkMajor21
DarkMajor21

i think you guys for future versions should change up GDI and NOD add a garrison clearing infantry for the forgotten by the way i love this mod I HAVE BEEN WAITING 3 YEARS FOR IT TO COME OUT AND I AM MORE AMAZED THEN I THOUGHT I WOULD THANK YOU ALL VERY MUCH!

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Prokhor_Zakharov
Prokhor_Zakharov

Played it! Very nice.

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9mak
9mak

amazing! thank you for such a great work!!!

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pawelpm7
pawelpm7

sexy!!!!! sam one play online this? i host

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RedTiki
RedTiki

FOR THE GLA! oh wait... wrong game.

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azurelao
azurelao

found a few bugs here and there, but nothing that interferes with the game too badly.

the forgotten really take some getting used, too, lol. didnt know how to set up defenses at first...


wonder if this mod and tiberium essence can be combined somehow...

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GDICommander777
GDICommander777

Thats exactly what I thought, this mod would be unbelievably epic with essence

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Lucífer
Lucífer

Never has a in-game trailer ever looked so damn good!

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Mreaper
Mreaper

Ok, I've played through the campaign, and this is what I have to say.

Negative Stuff:
1. You're rather under-powered as the Forgotten. Defensive structures are strong, but your units can't really compete with those of the other factions. Heck, you're even the only faction with a superweapon that doesn't damage air units.

2. Artillery units could use slightly longer range. That, and they shouldn't need line of sight to fire. Only the Tremor tank can actually fire over vision blockers, making the Slicer a slow stealth tank without stealth. Same for the stationary artillery.

3. Longhorn doesn't seem to have an attack animation, and even when fully loaded it's quite underwhelming when considering all attributes, especially movement speed and the lack of a turret. The ultimate unit should be better than that.

4. Arteries of Assault should be placeable not just relative to each other, but to each Relay Station.

5. Not being able to utilize my favorite tactic of capturing enemy production buildings due to completely locked tech trees was a slight letdown :(

6. Some kind of air transport for at least a few units is sorely needed.

7. The Commando is kinda meh, would prefer a proper Ghost Stalker :/

8. Seems like the ability listing is wrong. Garden of Life gives me the ability to call Fiends, though that is said to be from the Tacitus Library, while the Tacitus Library gives me Sabotage, which is ascribed to the Garden.

9. Buldozers just don't feel right, and they have some pathing trouble sometimes.

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Mreaper
Mreaper

Positive Stuff:
1. Excellent atmosphere. The unit voices, the music, the buildings, it fits very well.

2. Although the faction could use some work, I really like it as a whole, and enjoy playing even though the missions usually end up being quite tedious.

3. TS references are awesome :D

4. Very nice aircraft. I love the Sidewinder.

5. The Tick Tank is both nostalgic and useful!

Suggestions:
1. Shorten the deployment time for the Tick Tank a little.
2. Add an upgrade to arm the Logistics Blimp (yeah I want Tiberium Kirovs :P)
3. Do something to the Bulldozer so you can actually see it dealing damage, convert it into a grinder or anything.
4. Improve the War Camper somehow. It feels too weak. Maybe higher movement speed.

Well that's all for now. Awesome job getting this released, I must say!

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SоrataZ
SоrataZ

I concur. The War Camper could already be made effective if infantry could fire out of it anytime. The Superweapon lacks particles (to me at least). Arteris of Assault have a radius for themselves based on "Garden of Life" structures. The locked teech trees were indeed a nightmare, especially in the first mission without ANY artillery units when the enemy has Mammoths and Juggernauts. The Commando is actually useful, it's pretty much like all other commandos (except the Mastermind), and the infantry turned into Doubles gain his weapon so you can build a small platoon of infantry-killers up from weak Horde units. The Slicer could use some buffing, or make it cheaper or something. It's basicly a barely heavier armoured War Camper without Stealth Detection or Transport cpabilities. And last, abuse Harvesters. The anti-missile laser is one of the most important things against any GDI and Nod player not counting the last-tier units.

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walango
walango

This is one of the best CnC mod since shockwave

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Darth_Karvak
Darth_Karvak

yo, i cant get this mod to work! need help asap plz!

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SоrataZ
SоrataZ

Such a row of positive comments. Oh yeah I honestly think the way the Forgotten have to build stuff (AKA Zerging) is a little excessive. My most effective tactic consists of unlimited amounts of Marauders, Artillerists and Slicer tanks ^^;

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open_sketchbook
open_sketchbook

I think it's a little disappointing so many units can basically just be skipped over due to ineffectiveness. The basic infantry in particular might benefit from having some kind of horde bonus-like effect, because they are seriously worthless; it's not even really worth garrisoning them anywhere.

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Blbpaws Author
Blbpaws

There is a significant horde-effect available through the Solidarity upgrade.

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NereidAlbel
NereidAlbel

Use your Commando to turn them into Body Doubles. They won't have C-4, but they have the same infantry-melting gun.

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GDICommander777
GDICommander777

I agree basic infantry are definitely useless and the disc throwers should have the same privileges to clearing infantry that the grenadiers do

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Stuntcrab
Stuntcrab

Im reinstalling the game just for this!

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GDICommander777
GDICommander777

Finally beat campaign on easy, and I loved the story line.
I just have a few questions and suggestions.
1. While playing with lower settings garden of life has Identity crisis and transfers it's body to other nearby objects at random so only floating Tiberium is left in place where garden was placed. What setting should I raise so this problem stops?
2. Veinhole on lower settings causes large barrier to appear that cannot be seen through and is hard to tell what is happening in immediate battlefield area. Again what setting should go up to change this?
3. Just as a suggestion on the last few missions of campaign I personally think you should unlock at least part of enemy technology because the salvager being able to capture enemy buildings just to sell for a few credits is seemingly pointless. Also the Garden of life probably needs fixed if possible for lower settings.

Even though there are a few problems great mod definitely one of the best mods and the live action scenes for campaign are undeniably awesome. Excellent Mod masterpiece.

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sasatovernic
sasatovernic

when i take enemy building i cant use their technology does enybody knows whats the problem

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