Blog | About | Contact | Submit Mod | Join Mod DB | Site Map | Media Kit | Desura | RSS
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!
9 comments by Orac| on Feb 16th, 2013
Hello again, and welcome to another exciting set of pictures and words to scroll through. Today we'll be showing off the structures GDI and Nod use to keep their bases safe.
In the violent onslaughts of Tiberian Odyssey defenses can turn possible attack routes into untenable stalemates, funneling combat away from locations which you feel you cannot afford to lose and towards locations to which you believe you can control. The last challenge in many battles is overcoming the emplacements surrounding an enemy's main base.
Nod makes heavy use of lasers as fixed weapons, which creates a severe power drain issue. They are, however, formidable defenses for their drain.

The Laser Pillar: When not in use, the laser's main body retracts into its capacitor nest. This improves the design of previous small laser turrets by reducing wear and tear on the lenses and allows a greater deal of armour.
Much like the laser used during the Second Tiberium War and the Firestorm Crisis this turret excels at killing infantry. It is efficient against lightly armoured vehicles, but its limited range prevents it from engaging many of them.

The SAM Site: Firing clusters of heat seeking missiles, Nod's SAMs shun the idea of precision in favour of simply drowning enemy aircraft in a sea of spinning debris and red-hot shrapnel. Aircraft that can outrun the initial salvos can escape relatively unharmed, but slower aircraft such as Orca Bombers are torn to shreds.

The Obelisk of Light: Laser weapons taken to their obvious conclusion. The iconic Obelisk of Light fires an extremely precise burst of armour melting destruction. Unless overwhelmed by numbers, an Obelisk can deal with enemy attacks over a long range. The only true flaws are its long cooldown and high power consumption.

Walls: These provide some much needed shielding from ground attacks, and can be used to defend key structures. They aren't particularly effective alone, though.
In general, GDI defends itself with precision and superior manufacturing. Defensive emplacements are designed to be deployed with the minimum of fuss, built to survive harsh environments, and fire ammunition designed exactly for their roll.

The Autoturret: These semi-autonomous turrets are each armed with a large machine gun which makes short work of infantry. They are excellent for fending off Tiberium Lifeforms, and multiple turrets can prove effective against vehicles.

The SAM Site: The GDI SAM fires a pair of highly accurate homing missiles. Effective against all but the fastest of aircraft, these missile launchers can dissuade Nod aircraft from high value targets.

The Firestorm Cannon: Derived from the Firestorm Generator, these structures consist of a plasma containment unit topped with a large railgun and surrounded with thick ceramic shielding. When enemy forces reach firing range, the Firestorm Cannon unleashes a burst of plasma which incinerates the air and melts through flesh and armour alike, in a conflagration which can engulf multiple units at once.
The cannon drains huge amounts of power to maintain containment, and can explode violently when destroyed. Available only after the Firestorm Generator, these gargantuans provide excellent coverage for a base.

Walls: These provide some much needed shielding from ground attacks, and can be used to defend key structures. They aren't particularly effective alone, though.
Additionally, the civil arm of GDI operates its own set of defenses. These structures were not initially intended to be permanent, and were deployed around important GDI civilian centres towards the end of the Firestorm Crisis. Most of these emplacements are still actively used, and form the basis for CGDI's supercity defenses.

The SAM Site: A larger version of GDI's SAM, firing as many as eight missiles. The civil defense SAM is slower than the standard GDI variant and drains more power, but packs a greater punch and provides highly effective anti-air cover.
That's all for this week. A few further civil defenses may appear in the near future, along with an ingame look at the CGDI structures currently in Tiberian Odyssey. Also to come, new sandbags and barbed wire.
Thank you all for scrolling, reading, and watching! Suggestions and comments are, as always, appreciated.
When will a download be available?
The download is already available.
To staff.
Because it's not finished.
So the staff are working on it.
To finish it.
So that people can download it without being staff.
When it's done.
And the staff have finished.
I figured that much. I mean till the public download is available. Do you have any estimate of a timeframe?
Well I estimated October last year, so I wouldn't trust me :P
I'm a full time uni student with a huge workload, so I don't have as much time as I'd like for TO. As the latest screeny shows, GDI is absurdly near to being complete. Nod is similarly close, but with a few huge gaps (Temple, Stealth Gen, Naval Yard, etc).
I can only say that much, anything else would be untruthful. Once Nod and GDI are visually complete we can probably set a more concrete date.
Alright. I'm excited for this to be available.
We might release in small episodic release candidates that just focus on a few set of singleplayer missions initially, and build them up to the full multiplayer and "official" campaign.
1) Cabal will not be a playable faction.
2) The core defender has funny pants.
3) The Core Defenders funky moon boots are beyond our modelling capabilities.
Understood but it would have been cool to have Cabal faction as playable
A challenge to make Cabal much different to the existing two factions within the confines of the TS engine, though.