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 31/08/2015

8 comments by Orac| on Aug 31st, 2015

Nod Campaign. GDI Campaign. Snow Theatre. Veinhole Monster.
These are some of the big things which we've always given as excuses for delaying release. They're also all things we've been working on this month. The reason for the lack of frequent updates, beyond laziness, has been the gargantuan size of these projects.

The Nod campaign was shown off last time, and not much has changed. I've shuffled missions around to flow slightly better, and I've added small details to some of the maps. I've even finished off one or two more since last time. In the most recent build, a bunch of valuable assets have been added officially - like the Landing Craft below:

The GDI campaign has developed in leaps and bounds. We started with a bunch of old missions and broken sequences and vague ideas about progression, but we've taken into account some public opinion and we've hammered things into a shape which even vaguely looks like a campaign.

As turmoil in North Africa comes to a head, you must weather the changing times and maintain order on a continent slipping into chaos. The Mutants, spurred on by some unseen upheaval, push westwards into GDI controlled Algeria. Scavengers along the coast have begun activating CABAL Relays and an army of cyborgs is marching towards the port of Algiers. GDI has no idea what is ahead of them when the mutants arrive.

And the mutants roll over their ill equipped border posts.

We chose this opening because it allows a similar trajectory to that of the Nod story, beginning from nothing in an uncaring world, but rising to be one of the most important people on the planet. This means that when the campaign begins you cannot expect droppods to rain from the sky to bail your crappy little base out. GDI doesn't give a shit that they've lost some tiny outpost in the wastelands of Algeria. GDI hardly even cares about Europe, Asia, or the Americas, let alone Africa. Why waste the energy dropping anything back to Earth when it took so much effort to get it into space in the first place?

The actions you take as this local GDI commander will impact your credibility in the eyes of GDI High Command, the Rank-and-File of GDI, and the Forgotten (Cabal is berserk and Nod hates you by default). But everything comes at a price. GDI is slowly trying to distance itself from the Forgotten, so helping the mutants will earn some disdain from GDI. But killing mutants isn't what the average GDI soldier signed up for, so doing so will earn some distrust and disrespect from your troops and subordinates. And the Forgotten... who knows what they want.

We've also been doing stuff with the mutated environments of the temperate theatre. These developments came about as I worked on the snow theatre and realised that the current flora will not look very good in the less vivid palette of the snow. So both I and SCIPCIÓN (of Global Crisis) have been producing some additional flora and fauna. Some of them will work for snow, but we're still feeling our way towards what snow-borne Tiberium flora should actually look like.

Another Tiberium development are the Tiberium Columnae. These huge monoliths are extremely rare, although GDI has managed to artificially shape Tiberium Mortifera using resonance technology to control its growth. The science is, I'm sure, fascinating. In any case, these things are extremely volatile and prone to spontaneously shatter, coating their surroundings in deadly strains of Tiberium.

Last of all, the snow theatre got a lot of love, with replacement ice, ice shores, and ice/water cliffs. This brings almost everything into line in the snow theatre. Next is the not inconsequential task of converting the urban assets from the temperate to the snow theatre, but even that is starting to look like a less Sisyphean task.

Thanks for bearing with us, hopefully we'll have another bulletin next week!

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Post comment Comments  (10 - 20 of 389)
Guest Jul 18 2015 says:

"a quite monthly bulletin" XD

+2 votes     reply to comment
Orac| Online
Orac| Jul 18 2015 replied:

"An occasionally weekly but mostly just whenever someone feels like it bulletin" :P

+1 vote     reply to comment
Tesla_commando Jun 23 2015 says:

When's the first version coming?

+1 vote     reply to comment
Orac| Online
Orac| Jun 23 2015 replied:

A weekday ending in a "Y".

+2 votes     reply to comment
Guest Jul 4 2015 replied:

confirmed not coming out on a weekend

+6 votes     reply to comment
Guest Jun 29 2015 replied:

I see what you did there.

+1 vote     reply to comment
kutulfu Jun 11 2015 says:

I think that the current balance problem wouldn't be really resolved until the mod goes finally public. I suppose both you and Morpher are experienced TS veterans and you know what needs to be done in terms of factions optimization, but most likely each player will contribute some new strategy that you haven't forseen. Have you actually considered releasing some closed beta version for testing purposes? I guess some active followers could provide valuable insight on current balance issues (and catch a glimpse of your work, of course, that's what fanbase really craves for!). That's just my idea though.

+2 votes     reply to comment
Orac| Online
Orac| Jun 11 2015 replied:

I agree that balance will be fine tuned with time and heavier online play, but we don't want to do that until all of the things which need to be balanced are in-game and functional.

We need to have the dynamics sorted out first (like Nod's late game or a few parts of the naval combat), then the wider testing can begin.

+2 votes     reply to comment
Vlad1mir Jun 7 2015 says:

Been waiting for this mod for years. It looks too good.

+3 votes     reply to comment
Revolutionist Jun 6 2015 says:

You have done great many things for our old TS again. Pit stop map looks like a very interesting one. Localized ion storms is a pretty good idea. Thanks for the update. It is hard lose a friend or a relative. I hope life holds no more hardships you. Finally my condolences for you and your family.

+3 votes     reply to comment
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