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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12 comments by Orac| on Apr 20th, 2015


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!


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Post comment Comments  (240 - 250 of 355)
warmasterpit
warmasterpit Dec 25 2010, 6:52pm says:

do you guys need a another mapper ?

+3 votes     reply to comment
Orac|
Orac| Dec 25 2010, 7:32pm replied:

Well now, I think that would be a very interesting proposition. Do you have any previous mapping work which you can show us?

If you do, then I think we can probably find some work for you to do :)

+2 votes     reply to comment
warmasterpit
warmasterpit Dec 25 2010, 7:40pm replied:

yes il will upload it on moddb and post download link at my profile

edit:and single player map gdi level 1 or if you just want screens or somthing then just pm me or somthing il post some :D

+4 votes     reply to comment
Orac|
Orac| Dec 6 2010, 2:39am says:

Blah, the reply button doesn't always work.

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

Hi,

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

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

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

+2 votes     reply to comment
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