Command & Conquer: Tiberian Odyssey - A total conversion for C&C Tiberian Sun developed by the Tiberian Odyssey team. Tiberian Odyssey takes place 11 years after Tiberian Sun: Firestorm in the year 2041 and portrays 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 outcome of the war. Enjoy many new features such as; highly improved graphics, new and revamped sound effects, a completely new and unique musical score and an entirely new set of multiplayer maps to play on including different game styles and game modes. Tiberian Odyssey will be a 100% standalone game and will require no additional CnC games or discs to run. The Tiberian Odyssey project has been in development for over 5 years and does not follow any of the events seen in C&C 3 and is in no way related to it.

Report RSS Weekly Bulletin 12/09/2014

A quick summary of some of the things we did this week.

Posted by on


Welcome to the first of what I hope to be a continuing series. Each week I intend to show to the public the assets I, and perhaps the rest of the active staff, have worked on over the past week.

I tackled something which has been on the metaphorical docket for a long time. It's been low on the list, but as I've been mapping a bit lately I've been noticing the limits of the rural structures. It so happened that I felt like expanding the existing rural civie set, so that is what I have done. I intend to add a few more to round out the set, but for the most part I've accomplished what was intended. We now have some further large (2x2) rural buildings and some south-west facing buildings. I had never noticed the deficiency in the regular TS rural set, this lack of SW facing buildings, but hopefully the two of them below begin to rectify it.
Shown below are Neal's Safehouse, Mara's Place, a Maxi-Shack, a Maxi-Shack Deluxe, and J's Hydroponics.


A while ago Morpher converted the snow-only buildings for temperate. He removed the snow and adapted them for the temperate palette. These edits were pretty solid, especially on the smaller buildings, but the larger buildings had a lot of issues in their damage frames. I have cleaned them up further, and will doubtless continue at some point. Mostly I've removed more of the snow and the contours along the bottom which were covered with snow drifts. As you can see, they can still use a bit more cleanup.


I've also been working on a set of buildings modeled after some of the CBD buildings in my hometown. Most of them have since been demolished, but I remember them as being big grey slab structures with no clear windows or doors. In my childhood they were covered in graffiti and incredibly run down. These shps are far from finished, and their damage frames are still rudimentary, but I'm reasonably happy with them.


I also wrapped up work on my most recent map - Core Overload. I would hope to get some online testing done for balance, since the map is only generally symmetrical and I want to keep the starting positions as analogous as possible. The map is centred around a crater, with at its centre a well defended Cabal base.


Speaking of maps, I've also spent some time on another multiplayer map. At the moment it's called "The Provinces". Like Core Overload it is a 4 player map, this one taking place around a rundown civilian centre. At the outskirts of the slum are capturable Construction Nodes, and a couple of GDI checkpoints.




It's a small, subtle thing, but one of the other things I've been playing with is the underlying palette available to the game. I have for a while wanted to change the blue shades used in a lot of our capturable and civilian GDI structures and vehicles. I feel that the scheme I've come to is a little bit smoother than the default.


And that is what I did this week.

Comments
bobsam
bobsam

Looks amazing, can't wait to see more!

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Lupus_of_nox_noctis
Lupus_of_nox_noctis

Thats some stunning work, Glad to see this mod still alive and kicking. Its great to see that youre still putting alot of effort into the small details. I wouldnt mind doing some mapping for you guys, since I got alot of free time but I understand that that might not be a possibility till the first public release.

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Guest
Guest

Someone is a fan of Borderlands. :P

Awesome work btw,

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Orac| Author
Orac|

I honestly didn't think anyone would bring that up! :P
I played Borderlands for the first time a few months ago and thought to myself "TO needs corrugated iron barricades!"

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Guest
Guest

Any plans on using some of the strange, like really weird creatures from Borderlands 1/2/pre-sequel(tho pre-sequel haven't release yet as of this post) and "tibefied" it for TO? :P

P.S. I'm the same guy as the guest above.

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Orac| Author
Orac|

Well Skags are pretty much tib fiends already. I've been eyeing up Bullymongs and Raks, but I'm not sure about either of them.

Probably not, all in all. But if it does happen, chances are it will not be very subtle. Just like Borderlands.

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StalinsThighs
StalinsThighs

It's amazing what you can do with a fourteen year-old game. You guys do some awesome work, I think I might actually enjoy this more than TI once it's out.

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ApornasPlanet
ApornasPlanet

Wow!

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Templarfreak
Templarfreak

It's really nice to just see SOMETHING from you guys, anything. Some real nice stuff here.

Thanks for the update. ;)

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Dutchygamer
Dutchygamer

Good to see some updates again. Keep us posted :)

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Neon-Ghost
Neon-Ghost

So....release anytime soon? :c

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ZodiacX
ZodiacX

Looks awesome :D

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