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 3/03/2015

8 comments by Orac| on Mar 3rd, 2015


So yeah. Maybe I forgot to do one of these last week. I've been pretty busy with real life, but I've put aside some time today to recap what's been going on.

Things have been kinda quiet the past couple of weeks, in that we haven't generated that many pictures to show off. Morpher put together another internal release with the intention of getting some online naval testing going. The navies should be a big part of TO, so it's important to get them to the point where they're fun to use and help out on watery maps, but don't detract from the tactical opportunities of maps without usable waterways. Because of the push for finalisation on the navies, I started work on the deploy animation for GDI's capital ship. I've also continued working on Nod campaign missions and some of the assets required to make them fun. Speaking of which, I think I'll end on a question, because there's some feedback I'd be interested in.

Anyway, onwards.

GDI's capital ship is the Poseidon. When mobile it's a slow, sitting duck. When deployed it's a missile platform with a long, long range and sensor capabilities. It's had all these abilities for a while, but it's only had temporary artwork for its deploy. I have begun the process of making all these pieces by importing the voxel into 3dsmax. Next comes colour and contrast adjustments and animation.


I've cut it up and started on the 'unfolding' animation, which brings the silo at its centre into the limelight, but I'm not going to show that off for a little while. Once finished, I'd like for large pontoons to deploy from the underside, turning it into a roughly square, heavily defended floating island.

I've also been working on Nod's campaign. While looking through some old files I found a mission that I'd almost finished a long while ago. As with a lot of things, more important stuff came up and it fell by the wayside. It's a mission where you come up against the Genesis Legion, a Tiberium weapons based faction with ties to Nod's old research facilities. Pushed towards the Black Sea, they eventually managed to entrench themselves in a mountainous region and begin their research anew.

Mission wrote:Our intelligence indicates that the Genesis Legion has begun preparations to launch a devastating chemical weapons strike on GDI. This must, unfortunately, be prevented. The Brotherhood must remain as inconspicuous as possible until the appropriate time. Once we are ready to take on the Global Defense Initiative the Genesis Legion can find whatever vengeance they wish.

You are inserted into the area to locate and destroy their missile silos.


I'm trying to give as much of a feel for the mission as possible without giving specifics, since I want a lot of the campaign to be surprising. In any case, it's a mission with some light base building and a lot of fighting through rough terrain. the Genesis legion is well dug in on a lot of the hilltops, and the area is a maze of interconnecting canyons. Just finding the silos is a bit of a mission in itself.

The last thing I've been working on is the Blister Tank. One of the splinter factions is all about brute force. I've been playing with how their tank might look and function, and I've come up with the deployment animation below.


A lot of Nod's early campaign centres around interactions with the splinter factions. Wipe one out and they'll be gone for good, or maybe their last few supporters will show up to try and kill you later. Damage them but don't kill them, and maybe they find someone else to ally themselves with. Or maybe you can bring a splinter group around to your side. If you do that, they'll maybe give you some tech and aid later. The Genesis Legion has Tiberium weapons. They have a mobile artillery which fires Tiberium shells. So if you can destroy their silos but also complete some secondary objective to assert your dominance, they'll give you that. By deciding who you try to ally yourself with you can shift your arsenal one way or another.

Which brings me to the question of this bulletin. How do you want your version of Nod to play? Would you be trying to make them even faster and more mobile? Or even sneakier? Or do you think Nod could do with some heavy weapons to take GDI head on? Maybe some from column a, some from column b? There's some space here to really customise the feel of Nod in the campaign, and I'd like to know the direction people would like to take it.

Hopefully we'll be back next week with more!

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Post comment Comments  (0 - 10 of 353)
Scarlat.
Scarlat. 19hours 29mins ago says:

Nice Work :)

+3 votes     reply to comment
code_man
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
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!

+4 votes     reply to comment
FoxFort
FoxFort Feb 5 2015, 9:12am says:

Why is Hand of Nod so tall but power plant is short? I like original TS hand of nod, primary because it's a low profile, almost like a bunker looking building.
Since NOD uses stealth, making any tall building (except radar and power plant) would mean exposing base to enemy more easily.

+2 votes     reply to comment
Orac|
Orac| Feb 5 2015, 4:32pm replied:

Because we like the TD Hand of Nod's style. The current version isn't too much bigger than the PP, and looks like this:

Dropbox.com

+2 votes     reply to comment
Arcofshadow
Arcofshadow Feb 6 2015, 6:50am replied:

what is this shrine beside the hand looks quite awesome :)

+1 vote     reply to comment
Orac|
Orac| Feb 6 2015, 3:59pm replied:

Just a geometry test. Although I have played with the idea of special Hand of Nod graphics for different splinter factions you encounter in the campaign.

+2 votes     reply to comment
xShadowIchigox
xShadowIchigox Feb 1 2015, 8:41pm says:

yea.. i just cant wait to play this mod, btw that statement below about the wait is mine

+3 votes     reply to comment
Guest
Guest Feb 1 2015, 6:15pm says:

i seriously am in love with this mod, but i am highly disappointed with the tedious and prolonged wait for a beta. or even a simple playable version, i mean it has beeen what like 4 or 5 years? i would have figured by now there would atleast be a playable even demmo version.. Nevertheless, keep up the good work guys. this mod truly is a masterpiece. im not bashing you guys from my statement before, i just want to know whats been up and that as a fan of this mod im disapointed with such a long wait. I want to play this before i die! :P haha

+5 votes     reply to comment
Orac|
Orac| Feb 1 2015, 7:52pm replied:

I agree. It's irritating to only have a couple of active staffers :(

+1 vote     reply to comment
Omnifarious_Nef
Omnifarious_Nef Feb 18 2015, 2:49am replied:

Sorry Orac, I accidentally hit downvote on your comment trying to upvote! D:

+3 votes     reply to comment
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