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 29/07/2015

9 comments by Orac| on Jul 29th, 2015



What's up guys! This week we're going to show off some work on the Nod campaign, and the ancillary work I've been putting in to really flesh out the world Nod inhabits at the beginning of our story. So here goes!

Seed Funding


Between a Rock and a Hard Place


Dead Water


Lambs to the Slaughter


The Line in the Sand


Lost Children


What the Left Hand is Doing


These are the 7 most complete missions, presented here in chronological order, of what will probably be a first act composed of 14-ish. The branching structure of the story will allow us to add as many further missions as we feel like, as new and interesting ideas come up. But for now, these 14 will be the basis of player progression. Within these missions we introduce the Black Hand, the Genesis Legion, the Fist of Nod, the Hammer Scorpions, and a cult of Cabal worshipers.

Over the past week and a half I have put three of the above maps together in their entirety, and finished adding environmental detail to two of the others. They all still need their scripting, but there are detailed descriptions of progression written for all of them. We're aiming for diversity in the goals and scopes of the levels with some being large maps with a heavy base-building and vehicular combat focus, like a traditional skirmish, and others being sneaky ambushes, defensive missions, and one mission about hijacking things.

I've been making assets to give a more immersive feel to the campaign. For instance, Nod's navy is pretty high-tech in skirmish so if we want to do naval missions there need to be a few different boats to represent Nod's low-tech aesthetic at this early era. I've also made a quick edit of the Nod Raven Buggy, applying a Cabal-styled canopy to it to represent its use by the Cabalite Cult.


(Shown here are the Cabalite Buggy, Black Hand Reef Shark, Nod Convoy Truck, Nod Salvage Truck, and an in progress Hammer Scorpions Landing Craft which may or may not make an appearance.)


The boats and convoy truck were designed for Dead Water, the buggy for Lambs to the Slaughter, the salvage truck was designed for The Line in the Sand. Though I daresay that now that we have the assets we'll be able to use them as the need arises.

So the Nod campaign is trucking along. GDI's campaign has been less worked-on because Nod is traditionally the bad guys. Being the baddies, they're active rather than reactive so their missions progress more easily. With this work on the Nod missions we now have a tangible set of story beats which can be referenced in the GDI campaign in between the major points in the GDI story which we know we need to hit.

A few of both the Nod and the GDI missions are not yet sketched out beyond these story beats though, so if you have any suggestions for objectives or locations or concepts or play styles you'd like to see make an appearance in the campaign, feel free to suggest them and we will take them seriously.

And that's what we did this week!

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Post comment Comments  (0 - 10 of 379)
kutulfu
kutulfu 36mins 15secs ago says:

Personally, I really like these kinds of GDI missions where they have to face the threats that originate indirectly from NOD (for example fighting tiberian lifeforms in Firestorm or putting down mutant/civilian riots). Defending civilian populace is also an interesting subject, as well as "desperate defence" scenario. Such missions allow for some emotional buildup and make the following steamrolling the **** out of NOD so much more satisfying. At least if a player will get an opportunity to do so.

+1 vote     reply to comment
Guest
Guest Jul 18 2015, 7:02am says:

"a quite monthly bulletin" XD

+1 vote     reply to comment
Orac|
Orac| Jul 18 2015, 7:19am replied:

"An occasionally weekly but mostly just whenever someone feels like it bulletin" :P

+1 vote     reply to comment
Tesla_commando
Tesla_commando Jun 23 2015, 4:15am says:

When's the first version coming?

+1 vote     reply to comment
Orac|
Orac| Jun 23 2015, 5:38am replied:

A weekday ending in a "Y".

+2 votes     reply to comment
Guest
Guest Jul 4 2015, 4:35pm replied:

confirmed not coming out on a weekend

+3 votes     reply to comment
Guest
Guest Jun 29 2015, 10:48am replied:

I see what you did there.

+1 vote     reply to comment
kutulfu
kutulfu Jun 11 2015, 8:00am says:

I think that the current balance problem wouldn't be really resolved until the mod goes finally public. I suppose both you and Morpher are experienced TS veterans and you know what needs to be done in terms of factions optimization, but most likely each player will contribute some new strategy that you haven't forseen. Have you actually considered releasing some closed beta version for testing purposes? I guess some active followers could provide valuable insight on current balance issues (and catch a glimpse of your work, of course, that's what fanbase really craves for!). That's just my idea though.

+2 votes     reply to comment
Orac|
Orac| Jun 11 2015, 5:20pm replied:

I agree that balance will be fine tuned with time and heavier online play, but we don't want to do that until all of the things which need to be balanced are in-game and functional.

We need to have the dynamics sorted out first (like Nod's late game or a few parts of the naval combat), then the wider testing can begin.

+2 votes     reply to comment
Vlad1mir
Vlad1mir Jun 7 2015, 5:05pm says:

Been waiting for this mod for years. It looks too good.

+2 votes     reply to comment
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