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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12 comments by Orac| on Apr 20th, 2015


This week Morpher has been really busy so there's not much new to report in terms of logics or content implemented. I believe he has continued to explore the AI, and that's all trucking along pretty well. Right now I believe he has become really busy with something else entirely, and I know that nobody could possibly want to keep him from that.

I have continued to devote most of my modding time to the Nod campaign, the first act for which is starting to take shape. There are about 20 missions planned for this part, which allows for a bunch of branching and stuff to go on and should add some weight to player actions and a bit of replayability to proceedings. 20 missions is a lot though, so for the first pass I'm just building the 'default' path of 10 missions. Once that's done there shouldn't be too hard a cap on the number of forks in the path we can add, so it can grow organically from these 10.

This week I wrapped up the layout on the most recent 'large' mission I've been working on, and have nearly finished another one of the smaller ones. The small ones tend to revolve around a single, simple premise or mechanic - like commando missions or the like - while the larger missions are base buildy and need to cater for multiple play types. They also tend to be larger and more complex in their layout.

The large mission is titled "Lambs to the Slaughter". You discover the fate of the civilians which have been being herded into the wilderness: A radical Nod cult intends to reawaken CABAL, and are using the local civilian population as meat for a new Cyborg army.

Layout is done and lighting is slowly getting towards the mood I want (though it looks a bit vibrantly purple against this white background, and might need to be toned down even in-game), now all it really needs is all the scripting that makes it actually function as a mission.



The second mission I've been working on is a less involved one. You receive a mysterious directive, instructing you to go to the appointed place at the appointed time and destroy GDI's communications uplink in the area.


It takes place in a clean area, one which GDI has successfully cleared of Tiberium, which is a strong contrast to the Tiberium rich wastelands of the previous seven missions. The other thing that makes the mission a little interesting is that it falls early in the campaign but gives you some high tech units - electric artillery and stealth tanks, unlike the missions before and after which give access to buggies, bikes, and some of the splinter groups' tank and howitzer tech.

And that's what we did this week!


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Post comment Comments  (10 - 20 of 355)
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!

+5 votes     reply to comment
Templarfreak
Templarfreak Mar 9 2015, 6:19am replied:

I couldn't agree more, I hate Commando-type missions all the way back to the first C&C.

+4 votes     reply to comment
Orac|
Orac| Mar 9 2015, 6:12pm replied:

I've had a love-hate relationship with them. I think well constructed commando missions can be really memorable experiences, but poorly built ones are just annoying. There's nothing worse than moving a few too many tiles to the left, getting killed, and losing the mission. Or not knowing to go to some random spot and blow up the trucks for veterancy crates. That's just stupid. In every mission, I don't want there to be one single step by step method for winning - the S in RTS is for strategy, and people should be allowed to try their own. In general, I'm trying to design any non-base-building missions to have reasonably flexible requirements for failure, so that they're an exercise in shooting things instead of desperately trying not to get shot.

+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.

+3 votes     reply to comment
Templarfreak
Templarfreak Mar 9 2015, 6:21am replied:

Keep in mind a lot of these building graphics you see in most of the videos here have been around since like... 2007.

0 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 :)

+2 votes     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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