Tiberian Odyssey is a total conversion for C&C Tiberian Sun developed by the Odyssey team. Tiberian Odyssey takes place 11 years after the events of C&C Tiberian Sun: Firestorm and portrays our own unique vision of a greatly expanded Tiberian Universe. Experience a brand new story told through an innovative and interactive campaign where your decisions as a commander will have a direct effect on the path you take and the outcome of the war. Experience new features such as; improved and reworked graphics, revamped sound effects, a completely new and original musical score and a plethora of new dynamic maps featuring dynamic lighting and randomized weather effects along with multiple game modes! Tiberian Odyssey will be a 100% standalone game and will require no additional C&C games or discs to run.

The future is closer than you think commander...

Be sure to visit our forums HERE at Project Perfect Mod!

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Blog RSS Feed Report abuse Latest News: Weekly Bulletin 25/1/2014

11 comments by Orac| on Jan 25th, 2015

Hello everybody and welcome to another of our weekly-ish news bulletins. With most of the staff on holiday I've been avoiding doing things which require other people's input, so this week I'm going to show you a civilian defense building I've been working on, some new maps I have in the works, and a reworked and expanded set of tiberium spawners. All of these are good things to have, but obviously not the highest of priorities. Hopefully once Morpher returns from holiday we'll be able to get cracking on some critical stuff. But I do have a lot of pictures, so there's that!

Last year, before we began these bulletins, Morpher and I brainstormed some concepts for capturable defense structures. Capturable buildings are a huge part of the skirmish dynamic in TO, so we didn't want to just duplicate the existing MG turrets and Cannons of GDI or Nod. We wanted something different and unusual. One of the ideas which stuck out was a drone launcher. A building which could deploy a small drone which would fly off to bomb enemies before eventually crashing itself.

This week I created a suitable graphic for the structure, with animations and a drone. Now it just requires Morpher's input to code and test it. Obviously, it wouldn't do that 360 degree spin in-game. That's just to show off the drone. Since it's still just graphics with no gameplay crunch behind it I can't speak for it's final uses, but I'd expect it to be pretty good against massed units and potentially could have some sort of stealth detection. We'll see.

Onwards to other things. In Firestorm, a Blue Tiberium spawner was introduced. This tall blue glowing crystal was carried over into TO and has been the stand-in, in various other colours, for the other types of Tiberium from red all the way up to purple.

This week I was working on a map which used yellow tiberium, and realised that we did not have a yellow coloured spawner. So I created a full new set of crystal spires, a pair for each colour, in red, orange, yellow, green, blue, and purple variants. Here are some mockups of them, and the plantlife with which their Tiberium is associated:

The in-game versions will very likely have quite different colours to these ones, because they all need to be matched to a very limited pallete file. But I've edited the pallete before and I'll do it again if it helps get these things looking better. There are also some sets of plantlife missing because we haven't worked out we want them to look like yet.

The reason I went on this mission to produce a bunch of new spawner graphics was that I 've bween at work on a yellow Tiberium themed map. Called DM: Great Southern Land (3), the players all begin on a small coastline at the top of the map with limited resources. The bottom of the map is a large and resource rich landmass with capturable buildings and more substantial tactical opportunities.

I've mostly completed the top shoreline, and the southern landmass for which the map is named is in progress. So watch this space.

I also wrapped up a really quick map called DM: Pincer (4). I made the map over the course of two days with the intention of fostering more naval gameplay. The map is V shaped, with two players on each arm of the island. I played a few games of it and so far it's pretty darn fun. I'd like to give it a go with some humans to see how it plays against a more intelligent opponent, but even against AI it was entertaining.

Between the two pairs of players is a natural chicane which makes movement more difficult. The players at either end of this bend can easily thin attackers ranks with artillery fire.

Once lighting is finalised I'll put together a large preview of it so that everyone can see the layout.

The other map I've been working on is a Co-Op mission.

Quote:One of our commando teams infiltrated a secure Nod facility in the early hours of this morning. They sent a mission complete signal when they downloaded the intelligence we sent them to collect, but missed the extraction rendezvous. We believe that they were forced inland, away from the extraction point at the coast, and are being hidden at a Forgotten safehouse in the region.
The data they absconded with is of the highest priority for the Global Defense Initiative, and a combat force has been dispatched to make sure the commando team can be extracted safely.

Here's another shot of the old GDI base which the rescuers bring back online for the mission:

One player plays as the commando team, the other as the rescuer force. Nod's defenses along the coast are too strong for the rescuers to punch through them alone, but with the commandos acting as a distraction and sabotaging power supplies they can hopefully make a hole big enough for successful escape. I don't want to show off too much.

It's early work in progress, but I'm aiming for a difficult mission which requires communication and planning between the two players to win.

And that's what I did this week!

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Post comment Comments  (0 - 10 of 342)
Guest Jan 17 2015, 1:38pm says:

You've remodeled GDI and Nod beautifully, down the line are you considering touching up or adding to the existing TibSun terrain? For example, creating a more mutated red zone environment, building off what FS introduced? I am also curious to know more about Tiberium in your game; I know you are adding new Tiberium types but it would be great if you flesh it out more with new mechanics, lifeforms, turning it into a unofficial third faction almost. You mentioned new forms of Tiberium Spreaders, tell us more. :D

Happy new year and keep up the good work guys.

+2 votes     reply to comment
Orac| Jan 17 2015, 4:46pm replied:

Mechanics: Kinda
Lifeforms: Yes
Third Faction: No

Morpher has been working on a geyser type of thing which spreads tiberium. It might be interesting. There's also the idea of explosive or flammable flora, which extends the old Blue Tib explosion dynamic. There aren't many logics you can really attach to plantlife in my experience, but it's been fun brainstorming new ways for lifeforms to interact with/attack players.

There are already a couple of new lifeforms. The Mactan: Moddb.com is a territorial organism, and we'd like to introduce a couple of more docile, neutral lifeforms as well (But I haven't worked on those for a while). The old Veinhole Monster has been absent for a while, and I'm working on remaking it for TO and extending its ecosystem a little bit with some extra terrain props in that department.

Unfortunately the game's palette is really limited so ground goop like the green and blue infestation is unlikely, reds and purples and oranges aren't really there in enough volume to make these obvious extensions possible.

I'm sure there's enough content in TO already to spin the Forgotten off into a third faction if someone gave them a building set.

+2 votes     reply to comment
Guest Jan 20 2015, 10:13am replied:

I may have a few ideas about Tiberium flora and fauna for you that I'd like to pitch. Do you guys have a forum where you give and receive feedback?

+1 vote     reply to comment
Orac| Jan 20 2015, 3:36pm replied:

At the moment I think we're most interactive here on ModDB, if you'd like to discuss anything you can PM me and I'm happy to talk through this sort of thing.

+1 vote     reply to comment
Guest Jan 16 2015, 4:14am says:

realease a skirmish only beta please

+3 votes     reply to comment
Slavack Jan 11 2015, 11:00pm says:

Hope you had a great start to the new year! This mod looks fantastic... it has truly given me something to look forward too.. any chance on an update soon?

+4 votes     reply to comment
slotht Jan 11 2015, 10:28am says:

when we gonna see next update?

+3 votes     reply to comment
Orac| Jan 11 2015, 10:03pm replied:

The active staff are all on holiday. I was going to put up an update last week but there has been no progress to report.

+2 votes     reply to comment
Arcofshadow Dec 24 2014, 6:14am says:

merry christmas from germany :)
i wish you all a good start in the new year

+5 votes     reply to comment
slotht Dec 16 2014, 9:32am says:

gonna track this so hard!

+3 votes     reply to comment
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