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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11 comments by Orac| on Apr 11th, 2015

I'm pretty busy with real-life stuff today, so this'll be a really quick bulletin with lots of renders and few if any actual ingame screenshots. Lots of WIP stuff! Here goes!

Last week I posted some erroneous Cyrillic assets, and the input was useful. With the help of community member bsnighteye I put together some billboards with better Russian on them. Of course, they're pretty small ingame so I don't know how readable they are but it's the thought that counts.

Beer and energy drinks. What more could we need?

I've been working hard on the Nod campaign recently, and some of the missions need pretty specific props. For instance, the Genesis Legion is working towards a chemical missile strike on GDI when you meet them. I wanted to show that they were in the process of scavenging together these weapons by making the silos look like disused missile silos from the previous war.

It's shown in this render next to some previous chemical weapons props which I showed off a couple of months ago, and another work in progress structure - a Nod pyramid. I'm not sold on the design of it yet, but that may be because the limitations of the shape and the aesthetic prevent me from doing everything I want with one pyramid. So there may be another variant coming at some point.

Morpher wanted me to do an Air Processor prop, so I put one together. The idea is that it's part of GDI's reclamation efforts to rid areas of the blight of Tiberium. I'm not entirely OK with using the civilian blue as part of the texture because I would rather reserve that for capturable objects, that way players will know what to do with any capturable structure (capture it) whether or not they've encountered it before.

It still needs to have some environmental wear added by way of dirt and dust, which I shall do soon.

The last thing I have an image of this week is some further work on the environment. I've been working on the veinhole monster and HG_SCIPCION has contributed some wasteland plant life. The VHM needs a few more tendrils and some blending to the real terrain tiles, but for the most part it's coming together.

Once the VHM and it's spreading veins are done, a large and irritating-to-complete project will be out of the way. The VHM is the most obvious piece of orange flora/fauna, and further plant life can be added to the set to flesh out the ecosystem. It should open the doors for a few more interesting maps - I know I've already got a few ideas cooking.

Things I don't have screenshots of but are super important include:
-Nod campaign progressing well, I've almost finished the layout on the mission I showed last week, where you must prevent a technology cult from reawakening an instance of CABAL.
-I'm still working on those skirmish maps I keep on showing.
-Morpher has been working on the AI, which is now semi-competent and finally builds naval units. Yaaaay!

It's a huge step in the right direction for a functional AI, especially since TO adds a lot of things which seem simple and natural for a human but which the AI simply doesn't comprehend. Last week I was playing a game against the AI and was extremely pleased to see it sending engineers into my tech buildings, something I'd never seen it do before.

And that's what we did this week!

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Post comment Comments  (0 - 10 of 355)
Guest Apr 16 2015, 3:50pm says:

hey, do you have a bitcoin adress? so we are able to donate.
i LOVE how this project look so far :)

+2 votes     reply to comment
hxazgalor Apr 4 2015, 4:09am says:

I'm gonna say this: I LOVE the look of this mod. And I really look forward to playing it :D keep up the great work, you guys!

+6 votes     reply to comment
Revolutionist Apr 3 2015, 12:25pm says:

So the AI can take control of the satellite and protects it. This is a very new thing for our old TS. I think you've been very busy for passed few weeks.

+3 votes     reply to comment
Revolutionist Mar 28 2015, 4:54am says:

Hey Orac, will you show us some updates soon? At least tell us that if you are busy with some real life issues. Just a message would be enough for once in a weeek.

+4 votes     reply to comment
Orac| Mar 28 2015, 6:42am replied:

Always busy, my friend. Always busy. I do want to get back into the swing of weekly updates but for the last month or so most of the big changes have been very hard to quantify or screenshot, and I haven't really had the time or motivation. Morpher has been doing some really spiffing work though.

I'll see what I can do.

+4 votes     reply to comment
Revolutionist Mar 30 2015, 7:32am replied:

Thanks for messaging back. Godspeed.

+2 votes     reply to comment
DaViperDragon Mar 9 2015, 1:32am says:

I like having all tech options available.. if i use them is another thing entirely. Personally, i've always wanted a nod faction that could go toe to toe with gdi's heavy armor.

+2 votes     reply to comment
Scarlat. Mar 4 2015, 8:18pm says:

Nice Work :)

+3 votes     reply to comment
code_man Mar 3 2015, 3:52pm says:

Il love to play this i bet, keep up the good work.

+3 votes     reply to comment
mechachap Feb 19 2015, 8:58pm says:

What a fantastic update! I really hope you guys nail the singleplayer component. I've been disappointed with these commando-type missions in the past, mostly because they seem too tough and unforgiving. Hopefully the new units and mechanics flesh out the universe and keep things fresh!

+5 votes     reply to comment
Templarfreak Mar 9 2015, 6:19am replied:

I couldn't agree more, I hate Commando-type missions all the way back to the first C&C.

+4 votes     reply to comment
Orac| Mar 9 2015, 6:12pm replied:

I've had a love-hate relationship with them. I think well constructed commando missions can be really memorable experiences, but poorly built ones are just annoying. There's nothing worse than moving a few too many tiles to the left, getting killed, and losing the mission. Or not knowing to go to some random spot and blow up the trucks for veterancy crates. That's just stupid. In every mission, I don't want there to be one single step by step method for winning - the S in RTS is for strategy, and people should be allowed to try their own. In general, I'm trying to design any non-base-building missions to have reasonably flexible requirements for failure, so that they're an exercise in shooting things instead of desperately trying not to get shot.

+4 votes     reply to comment
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