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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Bulletin 13/08/2016

News 25 comments


Hello there internet. It has been a little while since we made the effort to publish something, for various reasons old and new. We have spent a good portion of our time these last months finishing the core snow terrain, producing maps for it (and a few more for temperate too), working on the AI, and testing for balance, completeness, and to improve said AI. I've also spent a bit of time investigating other interesting avenues which may make an appearance later on.

First up are some neat things which may see a lot of use or close to none (depending on a bunch of circumstances): High-poly unit graphics. They've cropped up in news posts before as I slowly crept towards finishing them, but now I've largely put them to bed. These things would make inter-mission cutscenes a bit more viable, but even if that's not something we find the time, energy, and skills to work on they might still make for good loading screen art and similar.



I've mostly been adding to my portfolio of TO units for fun in my spare spare time, so really who knows.

We've also got a few more skirmish maps since last time we checked up on that sector of things, which explore some new and interesting environments:

Erosion
Erosion takes place amongst a network of sinkholes, forcing players to navigate a mostly flat, but nonetheless treacherous area.


Fracture

Fracture boasts high volumes of the relatively resource-poor Yellow Tiberium.


flurry preview

With the snow theatre finally in a usable state, we've begun to see playable maps use it in the roster. Flurry takes its cues from old-school RA layouts.


One of the many other things I've been making is a set of assets for a Nod mission which Morpher pitched. While thinking of ways to introduce naval warfare and naval units early in the Nod campaign, Morpher suggested a disused oil platform as a possible setting for a mission. And so that evening I put together most of the basic art required to set up a Nod Pirate Enclave on an oilrig with a Piranha Dock and waterborne defensive structures.

Oil Rig

Here it is mocked up and almost ready to be converted for in-game use.


The specifics of the mission still need to be worked out a little bit, but the assets are interesting enough that they already suggest some natural layout possibilities. It seems only fair that there should be some special Nod structures and environment assets to go with the various special units.

We have also spent a good portion of time playing online via CnCNet, as Morpher works to round out the AI. So far, numerous bugs both small and large have been sorted out; from oddly priced units to surprisingly strong helipads, unsellable War Factories, and tiny animation mistakes. It's nice to have things coming into line and feeling relatively well polished, at least on the GDI side of things. Once we ramp up our forays into the Nod AI, we'll begin to see some parity there too. Multiplayer testing has been a useful way of squashing bugs, and most importantly it seems to be fun.





And that's all I can think of right now. We will doubtless have more to show at some stage down the line.

Bulletin 08/04/2016

Bulletin 08/04/2016

News 17 comments

A quick summary of some of the things we've been doing.

Bulletin 15/12/2015

Bulletin 15/12/2015

News 14 comments

A quick summary of some of the things we've been doing.

Bulletin 5/12/2015

Bulletin 5/12/2015

News 19 comments

A quick summary of some of the things we've been doing.

Weekly Bulletin 31/08/2015

Weekly Bulletin 31/08/2015

News 25 comments

A quick summary of some of the things we did last month. So not really a weekly bulletin, I know.

Comments  (0 - 10 of 478)
TrueGamer30k
TrueGamer30k

Hope that the mod doesnt die. I hope you follow firestorm ambient and theres actually a rival to your mods its called crystallized doom but i have all hopes on your as i had on twisted insurrection. Will gdi use the old fashioned mammoth tank and will any of other faxtion like cabal or scrin make an appearence. And is will mod have a full sp canpaign for all sides

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Orac|
Orac|

GDI and Nod will be getting campaigns - we're slowly working on those. Scrin is just as big a part of TO as it was in TS. Cabal remains an enormously important part of the story, and is a catalyst for the whole story.

GDI uses the Atlas Superheavy, a quadrupedal mech with dual railguns and SAM sites. Mammoth tanks continue to exist as relics of wars gone by.

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TrueGamer30k
TrueGamer30k

And will this mod have a full sp campaign sorry for typo

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FIN7
FIN7

This mod and Twisted Insurrection makes me want C&C having a multiverse. :)

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Ghost32
Ghost32

Hello Tiberian Odessey, how are you?

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Guest
Guest

Update maybe 2016ish?

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Explorers
Explorers

怎么下载啊 哪里有下载的啊 ???

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Orac|
Orac|

(Courtesy of Google Translate)
游戏还没准备好
"The game is not ready."

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MustangMCZ
MustangMCZ

Voted! I hope that this mod will not die

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Guest
Guest

Voted for you sir Orac! Hope to see an update soonish!

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Orac|
Orac|

We've had some recent breakthroughs getting the client to work again, so there is actual progress to show. "Update soonish" sounds about right.

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