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 3/03/2015

8 comments by Orac| on Mar 3rd, 2015

So yeah. Maybe I forgot to do one of these last week. I've been pretty busy with real life, but I've put aside some time today to recap what's been going on.

Things have been kinda quiet the past couple of weeks, in that we haven't generated that many pictures to show off. Morpher put together another internal release with the intention of getting some online naval testing going. The navies should be a big part of TO, so it's important to get them to the point where they're fun to use and help out on watery maps, but don't detract from the tactical opportunities of maps without usable waterways. Because of the push for finalisation on the navies, I started work on the deploy animation for GDI's capital ship. I've also continued working on Nod campaign missions and some of the assets required to make them fun. Speaking of which, I think I'll end on a question, because there's some feedback I'd be interested in.

Anyway, onwards.

GDI's capital ship is the Poseidon. When mobile it's a slow, sitting duck. When deployed it's a missile platform with a long, long range and sensor capabilities. It's had all these abilities for a while, but it's only had temporary artwork for its deploy. I have begun the process of making all these pieces by importing the voxel into 3dsmax. Next comes colour and contrast adjustments and animation.

I've cut it up and started on the 'unfolding' animation, which brings the silo at its centre into the limelight, but I'm not going to show that off for a little while. Once finished, I'd like for large pontoons to deploy from the underside, turning it into a roughly square, heavily defended floating island.

I've also been working on Nod's campaign. While looking through some old files I found a mission that I'd almost finished a long while ago. As with a lot of things, more important stuff came up and it fell by the wayside. It's a mission where you come up against the Genesis Legion, a Tiberium weapons based faction with ties to Nod's old research facilities. Pushed towards the Black Sea, they eventually managed to entrench themselves in a mountainous region and begin their research anew.

Mission wrote:Our intelligence indicates that the Genesis Legion has begun preparations to launch a devastating chemical weapons strike on GDI. This must, unfortunately, be prevented. The Brotherhood must remain as inconspicuous as possible until the appropriate time. Once we are ready to take on the Global Defense Initiative the Genesis Legion can find whatever vengeance they wish.

You are inserted into the area to locate and destroy their missile silos.

I'm trying to give as much of a feel for the mission as possible without giving specifics, since I want a lot of the campaign to be surprising. In any case, it's a mission with some light base building and a lot of fighting through rough terrain. the Genesis legion is well dug in on a lot of the hilltops, and the area is a maze of interconnecting canyons. Just finding the silos is a bit of a mission in itself.

The last thing I've been working on is the Blister Tank. One of the splinter factions is all about brute force. I've been playing with how their tank might look and function, and I've come up with the deployment animation below.

A lot of Nod's early campaign centres around interactions with the splinter factions. Wipe one out and they'll be gone for good, or maybe their last few supporters will show up to try and kill you later. Damage them but don't kill them, and maybe they find someone else to ally themselves with. Or maybe you can bring a splinter group around to your side. If you do that, they'll maybe give you some tech and aid later. The Genesis Legion has Tiberium weapons. They have a mobile artillery which fires Tiberium shells. So if you can destroy their silos but also complete some secondary objective to assert your dominance, they'll give you that. By deciding who you try to ally yourself with you can shift your arsenal one way or another.

Which brings me to the question of this bulletin. How do you want your version of Nod to play? Would you be trying to make them even faster and more mobile? Or even sneakier? Or do you think Nod could do with some heavy weapons to take GDI head on? Maybe some from column a, some from column b? There's some space here to really customise the feel of Nod in the campaign, and I'd like to know the direction people would like to take it.

Hopefully we'll be back next week with more!

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Post comment Comments  (240 - 250 of 352)
ImperialKaskins Dec 5 2010, 2:06am says:

Bet most of the active mods will have news on Christmas day or new year day

+2 votes     reply to comment
Orac| Dec 5 2010, 3:37am replied:

Already working on it.
There's a bunch of snow terrain to fit the mood, and some mutants... they're sorta like elves. If elves were territorial bastards with crystals growing out of them.

+2 votes     reply to comment
ImperialKaskins Dec 5 2010, 11:46pm replied:

Oh 1 more thing. Did you see the TI mod that have the lamp post/Street Light/ Search Light. It looks cool for this mod to have it too.
Not the Original TS light/lamp/search light.

+2 votes     reply to comment
FL_Freak Sep 30 2010, 5:41pm says:


Is there any word on a possible release date/year?

+2 votes     reply to comment
Orac| Sep 30 2010, 11:15pm replied:

As always, the release date depends on getting the work done.

There are a few, core, dedicated staff working on the remaining necessary things, but there are a few fairly substantial things which need to be done.

The Nod side could still use a little love in the buildings department, and there are still some GDI buildings which need to be done. There are less that half a dozen voxels (that's vehicle graphics) for the core sides which need to be done before release, but the remaining ones are some of the more troublesome units design-wise.

In my opinion, we now have a list somewhat like this:
-Completion of Sides' Building graphics (70%-80% done, probably)
-Completion of Sides' Vehicle graphics (90% done, probably)
-Completion of Snow Theatre terrain set (70% done, probably)
-Balancing (Always being reviewed)
-Stringent Beta-testing (Always being reviewed)
-Better MP maps (10%-ish done.. maybe)

Really Nice to have:
-Complete campaigns (10% done)
-Completion of Interior terrain set (20% done)
-BuildConst (hah, probably not going to happen)

As you can see from that list, I'd estimate us at near completion. There are a bunch of things which are being worked on, but beyond that I can't give a fixed date for a release - though GDI is pretty close to done, and beta testing has already started.

Generally mods don't set fixed release dates, in my experience, because the staff are only doing it as a hobby and free time can be scarce.
As such, any 3D or mapping help would be brilliant right now, as we enter the final phases of development.

+4 votes     reply to comment
Glarg Nov 15 2010, 11:42pm replied:

Thanks for the thoughtful post. Much better than a pat "when it's done".

+6 votes     reply to comment
Templarfreak Sep 23 2010, 7:38pm says:

Lol i tried searching for this mod on here like 10 times and never found it... and finally its on here!

+2 votes     reply to comment
Orac| Sep 23 2010, 8:53pm replied:

Yep.. We've been here a while :P

+2 votes     reply to comment
ImperialKaskins Sep 21 2010, 4:58am says:

Say what year is this? before Tiberium War 3 and after 11 years later from Tiberian Sun.

The Construction yard is more Future then Tiberium War. I might be wrong.

+2 votes     reply to comment
Orac| Sep 21 2010, 7:09pm replied:

TO takes place starting just days after the destruction of CABAL in Firestorm, but for the most part is set during OUR third Tiberium war, in the 2040's.

Because of the design and story decisions within C&C3, while there are a very few things which take some form of inspiration TW designs (Scorpion Tank, is one), for the most part TO replaces the TW story with more complex and detailed stories.

As it says in the top heading:
"Tiberian Odyssey does not follow any of the events seen in C&C 3 and is in no way related to it"
...except the scorpion tank and the use of the colour brown.

This is because TO is made by fans for fans, rather than as a "pick-up-and-play" product. It also makes TO standalone and free.

+2 votes     reply to comment
Morpher Creator
Morpher Sep 21 2010, 5:20am replied:

Tiberian Odyssey was in development 5 years ago and we disregard anything to do with Tiberium Wars, I'm sure that in the mod description or banner it says we disregard Tiberium Wars, maybe I should make a few things more clear.

+3 votes   reply to comment
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