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...
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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!