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 6/05/2015

6 comments by Orac| on May 6th, 2015

Last week there was no update. As always, my apologies. Things have continued to occur, but it hasn't really been stuff that looks good in screenshots or which makes for particularly worthwhile discussion.

Morpher has been doing a bit of coding, and has overhauled the day/night lighting loop which he has been adding to most maps. I've been doing campaign mapping, but it's all in either so rough that it's not worth showing or so spoilery that I don't want to show it. SG SCIPCION has been working on some interesting new plant life, which will make some areas start to look a bit more alien and mutated. They're still work in progress, but there's some pretty interesting shapes and textures already coming along here.

Apart from a bit of mapping, I've been working on terrain a lot recently. So lets talk about terrain.

Specifically, lets talk about ice. Ice is pretty cool stuff in TS; heavy units will crack it as they travel over it, or just plain fall right through it if they're heavy enough. Weapons fire with break it too. It'll grow back over time as the water re-freezes. That adds a bunch of interesting opportunities by way of tactics.

Oh look, it's vanilla TS!

The challenge is balancing it such that GDI doesn't have to invest in helipads early, taking up a lot of space and defining how they build their base for the remainder of the game. We also don't want snow maps to encourage too much hover vehicle spam, although the presence of hover vehicles in GDI's roster is a good way to offset the potential impact of ice-heavy maps. Ice should be tactically interesting to use, and Nod should be able to force GDI into having to cross it on occasion, but it shouldn't limit the toolkits of either faction in the process. All in all, it might take a bit of playtesting and iteration to get it right but it shouldn't be a big issue at all.

Oh look, it's more vanilla TS!

From a visual standpoint, the ice shores are pretty blocky. I've been working this week on making a set of ice shore tiles and this is a difficult thing to avoid. They're set up differently from the regular shore tiles at an engine level, and act more like terrain blends than shore pieces. smooth curves may be impossible, but at the very least I am rounding off the corners to make the set a little less jagged.

This is an incomplete set, and the water will eventually be replaced with ice when we work out what colour to make it.

The other terrain thing I've been doing this week is an extension of some terrain stuff I've shown in the past. I've been blending the pavement cliffs to the earth tiles, and now I have both low and high versions of most of these blends. This is important for the process of porting the pavement cliffs into the snow theatre because I can now simply replace the dirt with snow. That ought to simplify the process.

Simplifying the process is good, because I am starting to get tired of staring at all these tiles in Photoshop.

Other things I've done since the last update include continuing to remake the temperate shores and creating a new set of tiberium. Though the former is incomplete and the latter is still a pixely mess.

And that's a lot of the things we did these past two weeks!

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Post comment Comments  (10 - 20 of 366)
Carryall May 9 2015, 3:59am says:

hay dude thats an awnsome mod ! how about we talk about this mod ?^^

+2 votes     reply to comment
Orac| May 9 2015, 7:42pm replied:

Sure, what do you want to talk about?

+1 vote     reply to comment
Carryall May 9 2015, 7:46pm replied:

well you allrady tested this mod ?

+2 votes     reply to comment
Orac| May 9 2015, 8:19pm replied:

Testing is ongoing. The recent transition to using an external client has made online testing a lot easier though, so hopefully we can get a few more games going within the staff to really fine-tune balance.

+1 vote     reply to comment
Carryall May 9 2015, 8:29pm replied:

how so ? explain a bit *better* if you are able to do this... well i ask becauz the mnod you created is a nice one the units and buildings and the terrain twoo got a nice new paint what namen you give TS a new definition "means like on the Tiberian Saga"a new story line with new interface..etc...witch means tho that you creat a fully new game ^^

0 votes     reply to comment
Guest Apr 16 2015, 3:50pm says:

hey, do you have a bitcoin adress? so we are able to donate.
i LOVE how this project look so far :)

+3 votes     reply to comment
hxazgalor Apr 4 2015, 4:09am says:

I'm gonna say this: I LOVE the look of this mod. And I really look forward to playing it :D keep up the great work, you guys!

+7 votes     reply to comment
Revolutionist Apr 3 2015, 12:25pm says:

So the AI can take control of the satellite and protects it. This is a very new thing for our old TS. I think you've been very busy for passed few weeks.

+3 votes     reply to comment
Revolutionist Mar 28 2015, 4:54am says:

Hey Orac, will you show us some updates soon? At least tell us that if you are busy with some real life issues. Just a message would be enough for once in a weeek.

+4 votes     reply to comment
Orac| Mar 28 2015, 6:42am replied:

Always busy, my friend. Always busy. I do want to get back into the swing of weekly updates but for the last month or so most of the big changes have been very hard to quantify or screenshot, and I haven't really had the time or motivation. Morpher has been doing some really spiffing work though.

I'll see what I can do.

+4 votes     reply to comment
Revolutionist Mar 30 2015, 7:32am replied:

Thanks for messaging back. Godspeed.

+2 votes     reply to comment
DaViperDragon Mar 9 2015, 1:32am says:

I like having all tech options available.. if i use them is another thing entirely. Personally, i've always wanted a nod faction that could go toe to toe with gdi's heavy armor.

+2 votes     reply to comment
Scarlat. Mar 4 2015, 8:18pm says:

Nice Work :)

+3 votes     reply to comment
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
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