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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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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mechachap
mechachap Feb 19 2015, 8:58pm says:

What a fantastic update! I really hope you guys nail the singleplayer component. I've been disappointed with these commando-type missions in the past, mostly because they seem too tough and unforgiving. Hopefully the new units and mechanics flesh out the universe and keep things fresh!

+5 votes     reply to comment
Templarfreak
Templarfreak Mar 9 2015, 6:19am replied:

I couldn't agree more, I hate Commando-type missions all the way back to the first C&C.

+4 votes     reply to comment
Orac|
Orac| Mar 9 2015, 6:12pm replied:

I've had a love-hate relationship with them. I think well constructed commando missions can be really memorable experiences, but poorly built ones are just annoying. There's nothing worse than moving a few too many tiles to the left, getting killed, and losing the mission. Or not knowing to go to some random spot and blow up the trucks for veterancy crates. That's just stupid. In every mission, I don't want there to be one single step by step method for winning - the S in RTS is for strategy, and people should be allowed to try their own. In general, I'm trying to design any non-base-building missions to have reasonably flexible requirements for failure, so that they're an exercise in shooting things instead of desperately trying not to get shot.

+4 votes     reply to comment
FoxFort
FoxFort Feb 5 2015, 9:12am says:

Why is Hand of Nod so tall but power plant is short? I like original TS hand of nod, primary because it's a low profile, almost like a bunker looking building.
Since NOD uses stealth, making any tall building (except radar and power plant) would mean exposing base to enemy more easily.

+3 votes     reply to comment
Templarfreak
Templarfreak Mar 9 2015, 6:21am replied:

Keep in mind a lot of these building graphics you see in most of the videos here have been around since like... 2007.

0 votes     reply to comment
Orac|
Orac| Feb 5 2015, 4:32pm replied:

Because we like the TD Hand of Nod's style. The current version isn't too much bigger than the PP, and looks like this:

Dropbox.com

+2 votes     reply to comment
Arcofshadow
Arcofshadow Feb 6 2015, 6:50am replied:

what is this shrine beside the hand looks quite awesome :)

+2 votes     reply to comment
Orac|
Orac| Feb 6 2015, 3:59pm replied:

Just a geometry test. Although I have played with the idea of special Hand of Nod graphics for different splinter factions you encounter in the campaign.

+2 votes     reply to comment
xShadowIchigox
xShadowIchigox Feb 1 2015, 8:41pm says:

yea.. i just cant wait to play this mod, btw that statement below about the wait is mine

+3 votes     reply to comment
Guest
Guest Feb 1 2015, 6:15pm says:

i seriously am in love with this mod, but i am highly disappointed with the tedious and prolonged wait for a beta. or even a simple playable version, i mean it has beeen what like 4 or 5 years? i would have figured by now there would atleast be a playable even demmo version.. Nevertheless, keep up the good work guys. this mod truly is a masterpiece. im not bashing you guys from my statement before, i just want to know whats been up and that as a fan of this mod im disapointed with such a long wait. I want to play this before i die! :P haha

+5 votes     reply to comment
Orac|
Orac| Feb 1 2015, 7:52pm replied:

I agree. It's irritating to only have a couple of active staffers :(

+1 vote     reply to comment
Omnifarious_Nef
Omnifarious_Nef Feb 18 2015, 2:49am replied:

Sorry Orac, I accidentally hit downvote on your comment trying to upvote! D:

+3 votes     reply to comment
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