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  (20 - 30 of 333)
DarthVisari Nov 15 2014, 9:50am says:

Scarb Tank ?

What is it?

I need input


+2 votes     reply to comment
Orac| Nov 15 2014, 3:34pm replied:

It's a secret. Shhhhhhh :P

+1 vote     reply to comment
lucman2010 Nov 12 2014, 2:12pm says:

Superb work...orgasmic graphic...

+3 votes     reply to comment
Guest Nov 7 2014, 9:31pm says:

Your building art and designs are easily the best I've seen in any mod. It would be great if you decide to interpret CABAL or the Scrin totally as a third faction, I bet your designs will be great.

I know this is a long shot, but is there any chance this game can be played on Macs?

+2 votes     reply to comment
Orac| Nov 7 2014, 9:50pm replied:

If we were going to add a third faction, it'd probably be the Forgotten. But we aren't going to.

TO uses a modified version of the Tiberian Sun executable, and a custom Launcher. It also uses CnCnet. To my knowledge, these things all prevent it from being run on Mac.

+2 votes     reply to comment
Guest Nov 4 2014, 1:06am says:

This mod is going to be biblical

+2 votes     reply to comment
ZodiacX Oct 26 2014, 3:41pm says:

Is the campaign also being worked on? Never saw any screenshots or any info about the campaign Oo

+2 votes     reply to comment
Morpher Creator
Morpher Oct 31 2014, 1:16pm replied:

The Campaign is planned out, at least the basics of it with a few technical details and some completed maps + test maps. There's a lot of work gone in to the campaign already we've yet to disclose, probably outdated by now, but functioning maps, selection screens (with animations) are floating around :)

+3 votes   reply to comment
ZodiacX Nov 3 2014, 3:22pm replied:

Man that sounds awesome :D
But hey can you maybe give us a little background on the storyline and the playable factions (if its all planned out already)? :)

+2 votes     reply to comment
Orac| Nov 3 2014, 3:41pm replied:

The major players in the campaign are the Forgotten, Nod, GDI, and Cabal. You only play as GDI or Nod, but your interactions with the Forgotten and Cabal can have deep impact on the way you can play the campaign.

In the closing moments of the Firestorm crisis, Cabal activates a virus which is wormed throughout every part of the Brotherhood's technology he could touch. Nod is instantly crippled. The chain of command is severed and large portions of their armies grind to a halt. Cabal is vanquished, but at great cost to Nod.

For years, Nod sinks into obscurity. It splinters into tiny factions and cults. GDI begins the process of decoding the Tacitus, and begins to shift the remaining communities of humans into more easily controlled and protected cities. In these years of peace GDI becomes complacent. They continue to keep tabs on some of the more dangerous Nod splinter groups, but don't consider anything much of a threat. For the most part they ignore the mutants.

The Nod campaign begins with you rebuilding the brotherhood from its scattered remains.

GDI has no idea what's coming.

+3 votes     reply to comment
ZodiacX Nov 3 2014, 9:58pm replied:

Wow that sounds cool :D
Thanks for the info

+2 votes     reply to comment
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