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 19/02/2015

15 comments by Orac| on Feb 18th, 2015


Hello everybody. It's been a bit more than a week, but I have a title graphic I like and I don't want to change it. So welcome to this weekly bulletin! Motivation has been a factor in the slow update this week, but it hasn't been the only factor. The other factor has been that I've been doing a bunch of mapping, as has Morpher. So there's a bunch of mapping stuff to show off.

First though, here's a mockup of some terrain we've been working on. We've had tiles for these pieces in-game and functional for a long time, but this week I've been putting some effort into bringing them up to standard and fitting them in with the rest of the set:


These fit better with the rest of the city tiles. While on the subject of terrain I'll note that I've also been working on the interior tiles, but this week that mostly meant converting more of them into a game-readable format. There's nearly enough there to make it usable.

Mostly though, this week we've been making maps. I've been focusing on Singleplayer and Co-op stuff, and Morpher has been adding to our increasingly reasonable roster of Multiplayer maps.

(You can click on it for a full scale, 1:1 version)

This is DM: Uphill (2), a rainy, pine-clad slope littered with the ruins of past habitation. One player starts at the top of the hill, the other at the bottom. The roughness of the incline should make for some interesting sieges while also allowing for Nod's signature mobility.

He's also wrapped up work on another map, currently unnamed.

(You can click on it for a full scale, 1:1 version)

Resources at each player's starting location are slim, so rapid expansion is necessary to draw the game out. The canyons between each starting location are occasionally the sites of meteorite impacts, and ion storms sometimes roll across the entire map.

I've been doing layout for two more singleplayer focused maps. First, Lost Squad, which I've mentioned before in these bulletins, here. The mission follows a group of GDI commandos who become separated from their extraction point while in possession of some extremely sensitive information. They must hide from Nod as troops are scrambled to kill them, and must enlist the aid of the Forgotten to break through Nod's forces and reach the extraction point. Meanwhile, GDI forces are deployed to break through the very same Nod emplacements.
Previously I'd been working on the beach where GDI's forces are deployed. Now I've begun work on the ruins and wastelands into which the commando team is thrust.


This is an example of the environment behind Nod's lines. Further away from their fortifications the world becomes a lot more mutated.

And here is a small group of Nod units responding the GDI's presence on the beach:


So that's the co-op mission I've been working on. I've also been working on a small Nod mission for their main campaign. In early missions you are a lost people, alone in the desert. Much of Nod's technology has been lost as the minds behind it have died or aligned themselves to other splinters of the brotherhood.

Having evicted a group of scavengers from one of Cabal's Cores and cleared the area of berserk cyborgs, you must fortify the position and prepare for attack. The Fist of Nod, a traditionalist sect of the brotherhood, has become aware of your presence in their territory. It is unclear whether they aim to secure the core for themselves, or whether they simply want to kill you specifically. In either case, the core is of the utmost importance for reclaiming much of Nod's lost technology.


More on this one later perhaps. But as with a lot of singleplayer stuff, I don't want to give too much away.

Perhaps the most important change this week has been updates to the Tiberian Odyssey Client, which shares a lot in common with the launchers for CNCNet, Dawn of the Tiberium Age, and Twisted Insurrection. Now it shares a bunch more in common with better map previews and a dropdown box for gamemodes, eliminating the need to prefix every map with DM: or IW: or CTF: or whatever. Which is pretty sweet. The current art for this client is pretty rough so I won't show it off here (though I've started on giving it a nice new look).

Anyway, here's an image of the new map preview, which shows who is attached to which starting point and their colour. It's quite spiffy.


A massive thanks to Rampastring for making the client, and Bittah Commander for walking Morpher through its functionality. I'm going to assume most of you are already aware of their fantastic mod, DTA, but if you're not then you should definitely check it out!

And that's pretty much what we did this week.

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Post comment Comments  (10 - 20 of 351)
Guest
Guest Jan 17 2015, 1:38pm says:

You've remodeled GDI and Nod beautifully, down the line are you considering touching up or adding to the existing TibSun terrain? For example, creating a more mutated red zone environment, building off what FS introduced? I am also curious to know more about Tiberium in your game; I know you are adding new Tiberium types but it would be great if you flesh it out more with new mechanics, lifeforms, turning it into a unofficial third faction almost. You mentioned new forms of Tiberium Spreaders, tell us more. :D

Happy new year and keep up the good work guys.

+4 votes     reply to comment
Orac|
Orac| Jan 17 2015, 4:46pm replied:

Mechanics: Kinda
Lifeforms: Yes
Third Faction: No

Morpher has been working on a geyser type of thing which spreads tiberium. It might be interesting. There's also the idea of explosive or flammable flora, which extends the old Blue Tib explosion dynamic. There aren't many logics you can really attach to plantlife in my experience, but it's been fun brainstorming new ways for lifeforms to interact with/attack players.

There are already a couple of new lifeforms. The Mactan: Moddb.com is a territorial organism, and we'd like to introduce a couple of more docile, neutral lifeforms as well (But I haven't worked on those for a while). The old Veinhole Monster has been absent for a while, and I'm working on remaking it for TO and extending its ecosystem a little bit with some extra terrain props in that department.

Unfortunately the game's palette is really limited so ground goop like the green and blue infestation is unlikely, reds and purples and oranges aren't really there in enough volume to make these obvious extensions possible.

I'm sure there's enough content in TO already to spin the Forgotten off into a third faction if someone gave them a building set.

+2 votes     reply to comment
Guest
Guest Jan 20 2015, 10:13am replied:

I may have a few ideas about Tiberium flora and fauna for you that I'd like to pitch. Do you guys have a forum where you give and receive feedback?

+1 vote     reply to comment
Orac|
Orac| Jan 20 2015, 3:36pm replied:

At the moment I think we're most interactive here on ModDB, if you'd like to discuss anything you can PM me and I'm happy to talk through this sort of thing.

+2 votes     reply to comment
Guest
Guest Jan 16 2015, 4:14am says:

realease a skirmish only beta please

+4 votes     reply to comment
Slavack
Slavack Jan 11 2015, 11:00pm says:

Hope you had a great start to the new year! This mod looks fantastic... it has truly given me something to look forward too.. any chance on an update soon?

+4 votes     reply to comment
slotht
slotht Jan 11 2015, 10:28am says:

when we gonna see next update?

+3 votes     reply to comment
Orac|
Orac| Jan 11 2015, 10:03pm replied:

The active staff are all on holiday. I was going to put up an update last week but there has been no progress to report.

+2 votes     reply to comment
Arcofshadow
Arcofshadow Dec 24 2014, 6:14am says:

merry christmas from germany :)
i wish you all a good start in the new year

+5 votes     reply to comment
slotht
slotht Dec 16 2014, 9:32am says:

gonna track this so hard!

+3 votes     reply to comment
slotht
slotht Dec 8 2014, 9:27am says:

where is our weekly update :O

+4 votes     reply to comment
Orac|
Orac| Dec 8 2014, 2:30pm replied:

Sorry guys! I've been pretty swamped, and so has Morpher. :(
This week for sure!

+2 votes     reply to comment
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