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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6 comments by Orac| on May 6th, 2015

Last week there was no update. As always, my apologies. Things have continued to occur, but it hasn't really been stuff that looks good in screenshots or which makes for particularly worthwhile discussion.

Morpher has been doing a bit of coding, and has overhauled the day/night lighting loop which he has been adding to most maps. I've been doing campaign mapping, but it's all in either so rough that it's not worth showing or so spoilery that I don't want to show it. SG SCIPCION has been working on some interesting new plant life, which will make some areas start to look a bit more alien and mutated. They're still work in progress, but there's some pretty interesting shapes and textures already coming along here.

Apart from a bit of mapping, I've been working on terrain a lot recently. So lets talk about terrain.

Specifically, lets talk about ice. Ice is pretty cool stuff in TS; heavy units will crack it as they travel over it, or just plain fall right through it if they're heavy enough. Weapons fire with break it too. It'll grow back over time as the water re-freezes. That adds a bunch of interesting opportunities by way of tactics.

Oh look, it's vanilla TS!

The challenge is balancing it such that GDI doesn't have to invest in helipads early, taking up a lot of space and defining how they build their base for the remainder of the game. We also don't want snow maps to encourage too much hover vehicle spam, although the presence of hover vehicles in GDI's roster is a good way to offset the potential impact of ice-heavy maps. Ice should be tactically interesting to use, and Nod should be able to force GDI into having to cross it on occasion, but it shouldn't limit the toolkits of either faction in the process. All in all, it might take a bit of playtesting and iteration to get it right but it shouldn't be a big issue at all.

Oh look, it's more vanilla TS!

From a visual standpoint, the ice shores are pretty blocky. I've been working this week on making a set of ice shore tiles and this is a difficult thing to avoid. They're set up differently from the regular shore tiles at an engine level, and act more like terrain blends than shore pieces. smooth curves may be impossible, but at the very least I am rounding off the corners to make the set a little less jagged.

This is an incomplete set, and the water will eventually be replaced with ice when we work out what colour to make it.

The other terrain thing I've been doing this week is an extension of some terrain stuff I've shown in the past. I've been blending the pavement cliffs to the earth tiles, and now I have both low and high versions of most of these blends. This is important for the process of porting the pavement cliffs into the snow theatre because I can now simply replace the dirt with snow. That ought to simplify the process.

Simplifying the process is good, because I am starting to get tired of staring at all these tiles in Photoshop.

Other things I've done since the last update include continuing to remake the temperate shores and creating a new set of tiberium. Though the former is incomplete and the latter is still a pixely mess.

And that's a lot of the things we did these past two weeks!

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Post comment Comments  (0 - 10 of 366)
Pat_famous May 13 2015, 12:21pm says:

if you want, iwant to be a beta tester for your mod :P

+3 votes     reply to comment
DoMiNaNt_HuNtEr May 12 2015, 11:55am says:

Dayum, those are some bigass infantry. I assume they are default size? Where as the tanks and buildings seem to be bigger than the Tiberian Sun default size, so the scale is actually pretty good. But, me being a nit picking prick, and being spoiled with the likes of mods like Mental Omega and Twisted Insurrection, I'm thinking, decrease the size of soldiers just a teency weency bit? :D

+3 votes     reply to comment
Orac| May 12 2015, 6:00pm replied:

Yeah but smaller infantry can so easily become blobs of indecipherable pixels. We had TI sized infantry for a while and it became a nightmare to do anything but mass them, which was detrimental to the flow of the game overall. Especially for GDI, whose infantry blend in pretty easily with the terrain and each-other.

Their size will probably be tweaked a little in the future, but for now I'd like to err on the side of functionality.

+1 vote     reply to comment
Guest May 10 2015, 4:59am says:

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Orac| May 10 2015, 11:06pm replied:


+1 vote     reply to comment
Carryall May 9 2015, 7:45pm says:

whats exakklty new on youre mod ?

0 votes     reply to comment
Carryall May 9 2015, 3:59am says:

hay dude thats an awnsome mod ! how about we talk about this mod ?^^

+2 votes     reply to comment
Orac| May 9 2015, 7:42pm replied:

Sure, what do you want to talk about?

+1 vote     reply to comment
Carryall May 9 2015, 7:46pm replied:

well you allrady tested this mod ?

+2 votes     reply to comment
Orac| May 9 2015, 8:19pm replied:

Testing is ongoing. The recent transition to using an external client has made online testing a lot easier though, so hopefully we can get a few more games going within the staff to really fine-tune balance.

+1 vote     reply to comment
Carryall May 9 2015, 8:29pm replied:

how so ? explain a bit *better* if you are able to do this... well i ask becauz the mnod you created is a nice one the units and buildings and the terrain twoo got a nice new paint what namen you give TS a new definition "means like on the Tiberian Saga"a new story line with new interface..etc...witch means tho that you creat a fully new game ^^

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