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 29/07/2015

11 comments by Orac| on Jul 29th, 2015



What's up guys! This week we're going to show off some work on the Nod campaign, and the ancillary work I've been putting in to really flesh out the world Nod inhabits at the beginning of our story. So here goes!

Seed Funding


Between a Rock and a Hard Place


Dead Water


Lambs to the Slaughter


The Line in the Sand


Lost Children


What the Left Hand is Doing


These are the 7 most complete missions, presented here in chronological order, of what will probably be a first act composed of 14-ish. The branching structure of the story will allow us to add as many further missions as we feel like, as new and interesting ideas come up. But for now, these 14 will be the basis of player progression. Within these missions we introduce the Black Hand, the Genesis Legion, the Fist of Nod, the Hammer Scorpions, and a cult of Cabal worshipers.

Over the past week and a half I have put three of the above maps together in their entirety, and finished adding environmental detail to two of the others. They all still need their scripting, but there are detailed descriptions of progression written for all of them. We're aiming for diversity in the goals and scopes of the levels with some being large maps with a heavy base-building and vehicular combat focus, like a traditional skirmish, and others being sneaky ambushes, defensive missions, and one mission about hijacking things.

I've been making assets to give a more immersive feel to the campaign. For instance, Nod's navy is pretty high-tech in skirmish so if we want to do naval missions there need to be a few different boats to represent Nod's low-tech aesthetic at this early era. I've also made a quick edit of the Nod Raven Buggy, applying a Cabal-styled canopy to it to represent its use by the Cabalite Cult.


(Shown here are the Cabalite Buggy, Black Hand Reef Shark, Nod Convoy Truck, Nod Salvage Truck, and an in progress Hammer Scorpions Landing Craft which may or may not make an appearance.)


The boats and convoy truck were designed for Dead Water, the buggy for Lambs to the Slaughter, the salvage truck was designed for The Line in the Sand. Though I daresay that now that we have the assets we'll be able to use them as the need arises.

So the Nod campaign is trucking along. GDI's campaign has been less worked-on because Nod is traditionally the bad guys. Being the baddies, they're active rather than reactive so their missions progress more easily. With this work on the Nod missions we now have a tangible set of story beats which can be referenced in the GDI campaign in between the major points in the GDI story which we know we need to hit.

A few of both the Nod and the GDI missions are not yet sketched out beyond these story beats though, so if you have any suggestions for objectives or locations or concepts or play styles you'd like to see make an appearance in the campaign, feel free to suggest them and we will take them seriously.

And that's what we did this week!

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Post comment Comments  (20 - 30 of 380)
Carryall
Carryall May 9 2015, 3:59am says:

hay dude thats an awnsome mod ! how about we talk about this mod ?^^

+2 votes     reply to comment
Orac|
Orac| May 9 2015, 7:42pm replied:

Sure, what do you want to talk about?

+1 vote     reply to comment
Carryall
Carryall May 9 2015, 7:46pm replied:

well you allrady tested this mod ?

+2 votes     reply to comment
Orac|
Orac| May 9 2015, 8:19pm replied:

Testing is ongoing. The recent transition to using an external client has made online testing a lot easier though, so hopefully we can get a few more games going within the staff to really fine-tune balance.

+1 vote     reply to comment
Carryall
Carryall May 9 2015, 8:29pm replied:

how so ? explain a bit *better* if you are able to do this... well i ask becauz the mnod you created is a nice one the units and buildings and the terrain twoo got a nice new paint what namen you give TS a new definition "means like on the Tiberian Saga"a new story line with new interface..etc...witch means tho that you creat a fully new game ^^

0 votes     reply to comment
Guest
Guest Apr 16 2015, 3:50pm says:

hey, do you have a bitcoin adress? so we are able to donate.
i LOVE how this project look so far :)

+3 votes     reply to comment
hxazgalor
hxazgalor Apr 4 2015, 4:09am says:

I'm gonna say this: I LOVE the look of this mod. And I really look forward to playing it :D keep up the great work, you guys!

+7 votes     reply to comment
Revolutionist
Revolutionist Apr 3 2015, 12:25pm says:

So the AI can take control of the satellite and protects it. This is a very new thing for our old TS. I think you've been very busy for passed few weeks.

+3 votes     reply to comment
Revolutionist
Revolutionist Mar 28 2015, 4:54am says:

Hey Orac, will you show us some updates soon? At least tell us that if you are busy with some real life issues. Just a message would be enough for once in a weeek.

+4 votes     reply to comment
Orac|
Orac| Mar 28 2015, 6:42am replied:

Always busy, my friend. Always busy. I do want to get back into the swing of weekly updates but for the last month or so most of the big changes have been very hard to quantify or screenshot, and I haven't really had the time or motivation. Morpher has been doing some really spiffing work though.

I'll see what I can do.

+4 votes     reply to comment
Revolutionist
Revolutionist Mar 30 2015, 7:32am replied:

Thanks for messaging back. Godspeed.

+2 votes     reply to comment
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