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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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  (240 - 250 of 368)
Cornflake Feb 12 2011, 3:59pm says:

Wow really cool mod, can't wait to play it :3.

Uhm, one question, why looks the conyard on the new pics like the standart one of tiberian sun?

( I'm sorry for my bad english :/ )

+3 votes     reply to comment
Orac| Feb 12 2011, 7:32pm replied:

For the sad reason that there's no way to give each player an individual conyard.
Plan B is to give both sides the same "Expansion Crane" at the beginning and then allow them to build Construction Yards later on. This is really the best option for getting such nice artwork ingame for the GDi and Nod CYs in my opinion.

+2 votes     reply to comment
willychong8921 Feb 3 2011, 10:23pm says:

Nice! Relaese it when its polished, cause I can't wait any longer! :D

+3 votes     reply to comment
ImperialKaskins Dec 30 2010, 3:22am says:

I dunno why but every time i open Moddb i go check this mod 1st.

+5 votes     reply to comment
Kuschelmonster Dec 27 2010, 2:12pm says:

i like this mod looks so great

+3 votes     reply to comment
Rastaman Dec 27 2010, 1:02pm says:

great work!

+2 votes     reply to comment
Prokhor_Zakharov Dec 27 2010, 7:39am says:

Hey gies, I have to admit the nod refinery looks like a drawing on the ground. Good job :)

+3 votes     reply to comment
8Waldemar8 Dec 26 2010, 6:11am says:

did you add asault command?If no please do it

+2 votes     reply to comment
Orac| Dec 26 2010, 5:14pm replied:

Assault Command? Well, there's the elite 'Phoenix Division HQ' building, but that's a capturable goody. Other than that I have no idea what you mean.

+2 votes     reply to comment
8Waldemar8 Dec 27 2010, 2:39pm replied:

i mean : when you press "A" key and then left or right click on the battlefield, units which are under your control at that moment move to that point and atack all enemies they meet.

+2 votes     reply to comment
Orac| Dec 27 2010, 4:51pm replied:

Hmm, I'm not sure that's even possible. I believe that some units will do that naturally though.

+2 votes     reply to comment
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