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 13/12/2014

15 comments by Orac| on Dec 13th, 2014

Three things have come to my attention. The first is that I am not good at estimating the length of a week. The second is that Tiberian Odyssey made it to the top 100. Which is absolutely bloody fantastic, and I would like to thank everyone who voted for having faith in our endeavor. This is a massive boost in confidence for everyone who has contributed to the project. I'm very pleased!

The third thing is that while last time I ended by showing off GDI's heaviest mech, the "Atlas", I didn't spend any time explaining the development process. Since I believe that these bulletins are a good place to show off to the public the paths we've taken, I'm going to fix that. You're going to see a lot of blue background this week.

It started almost a year ago, when I finished my second attempt at the Atlas mech. I posted this gif in the TO staff forum because I was pretty happy with it. The response was luke warm at best.

Resolving to take on the staff's criticisms, I began prototyping other possibilities. The main suggestion was to shift away from the standard quadruped into something more X shaped. This swung from a conventional spider mech towards a hexapedal monstrosity before finally settling on the design we ran with. I also overhauled the turret to bring it more into line with the Ares's turret, and differentiate it from the work of other 3D artists.

People involved in the design process were: Team Black, Morpher, Regulus, Blubb, Hassan_2030, Bittah Commander, and Holy_Master. It took me most of a year to get it all working and ready to use in the game. Every element of the design was scrutinised and commented upon and critiqued by these fine folks, and I'm pretty pleased with the way it turned out.

GDI has been coming together in leaps and bounds lately, but we haven't forgotten Nod. Among other things, I don't believe we've shown off the deploy animations which I produced. The Tick Tank, Artillery, and Stealth Tank all deploy, and a few weeks before we launched these bulletins I wrapped up the animations on all three. Here they are:

The Tick and Artillery both have turrets. The Stealth Tank deploys into a small stealth generator, and is unarmed. It doesn't need a turret, but it gets a pulsating orb anim instead.

Today I tidied up the Nod Laser Fence, a power draining but cloakable alternative to Nod's standard walls. It's not all entirely done, and will take a bit of photoshopping to get the lasers looking good, but this is how it looks so far:

Hopefully soon we'll have some shots from the campaign to show you all. Now, however, it's time to wrap this bulletin up. Thanks for voting for us, everybody! Feel free to keep voting for us!

Anyway, that's some of the stuff we've done this week!

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Post comment Comments  (240 - 250 of 334)
Zocker4ever Aug 27 2010, 4:10pm says:

best TS mod

+2 votes     reply to comment
JK-Terminator Aug 24 2010, 9:29am says:

Is there a possible ETA for a Beta ?

+2 votes     reply to comment
Morpher Creator
Morpher Aug 24 2010, 11:05am replied:

I would like to give an ETA but I can't really work to any time constraints I am afraid. Very very very close to BETA is all I can really say.

+3 votes   reply to comment
JK-Terminator Aug 24 2010, 4:39pm replied:

Thanks. Good to know that we`re close to a Beta.

+2 votes     reply to comment
56er Aug 24 2010, 5:14am says:

Well, your Soundtrack is great, so moody, and yet reminding of the original TS Sundtrack, I love it XD
Will there be a download for these, maybe?

+2 votes     reply to comment
Morpher Creator
Morpher Aug 24 2010, 5:43am replied:

Eventually there will definately be a download to the mp3 files complete with album images and playlists.

+2 votes   reply to comment
Azronus Aug 24 2010, 1:49am says:

Great game by the looks of it, Shame online is out of the question except for small time LAN Games.

+2 votes     reply to comment
Orac| Aug 24 2010, 4:32am replied:

Hamachi should work, I might have to help test it.

+2 votes     reply to comment
471747960 Aug 20 2010, 7:11am says: +1 vote     reply to comment
Enduar Jul 20 2010, 5:28am says:

I'm loving the moody feel of this mod, and while the new building designs are not what I would expect, I find the style is very nice, regardless.

I would however like to see Nod using Submarines, rather than typical ships and such. Much more suiting for their sneaky habits.

+2 votes     reply to comment
Morpher Creator
Morpher Jul 22 2010, 11:10pm replied:

We do have a Nod sub actually, (and a CABAL sub) but getting them to function isn't very easy as they can't actually submerge or have weapons that attack only ships.

+2 votes   reply to comment
Orac| Jul 23 2010, 7:49pm replied:

As Morpher says, there are some... oddities, which come with torpedoes (firing through land, anyone?). As a result, the CABAL sub will fire cruise missiles, and the Nod Sub(s) will probably be campaign/capturable goodies.

In Skirmish, Nod uses small, manoeuvrable boats with fast firing weapons. Nod's navy is mostly a defensive navy - it prevent's GDI from getting complete control over the sea. If GDI can get its Poseidons off of your coast (or even vaguely near it, for that matter :P), then Nod needs to hide. Fast.

+2 votes     reply to comment
Enduar Jul 31 2010, 1:36am replied:

Hm. I take it you've tried, obviously. Your boats cannot move onto land, so can you not use that same logic for the projectiles somehow? Maybe you could make the torpedos collide with shores much like small arms collide with walls, or a firestorm defence barrier blocks ordinance?

Anyways, I've drawn a picture of my take on a Nod Submarine before... I think you can see it if you look on my profile. I'd like to see what you guys did with it (I didn't see anything in the screenshots).

+2 votes     reply to comment
Orac| Aug 2 2010, 1:38am replied:

Interesting artwork - I might voxel up a sub later this week... It's not like I'm doing anything else useful for the mod atm.

(Although the Nod units in TO are a little sharper in their aesthetics than your drawing, I'm still inspired to do something with the idea) :)

+2 votes     reply to comment
Enduar Aug 4 2010, 3:09am replied:

Awesome! :D

+2 votes     reply to comment
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