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 25/1/2014

1 comment by Orac| on Jan 25th, 2015

Hello everybody and welcome to another of our weekly-ish news bulletins. With most of the staff on holiday I've been avoiding doing things which require other people's input, so this week I'm going to show you a civilian defense building I've been working on, some new maps I have in the works, and a reworked and expanded set of tiberium spawners. All of these are good things to have, but obviously not the highest of priorities. Hopefully once Morpher returns from holiday we'll be able to get cracking on some critical stuff. But I do have a lot of pictures, so there's that!

Last year, before we began these bulletins, Morpher and I brainstormed some concepts for capturable defense structures. Capturable buildings are a huge part of the skirmish dynamic in TO, so we didn't want to just duplicate the existing MG turrets and Cannons of GDI or Nod. We wanted something different and unusual. One of the ideas which stuck out was a drone launcher. A building which could deploy a small drone which would fly off to bomb enemies before eventually crashing itself.

This week I created a suitable graphic for the structure, with animations and a drone. Now it just requires Morpher's input to code and test it. Obviously, it wouldn't do that 360 degree spin in-game. That's just to show off the drone. Since it's still just graphics with no gameplay crunch behind it I can't speak for it's final uses, but I'd expect it to be pretty good against massed units and potentially could have some sort of stealth detection. We'll see.

Onwards to other things. In Firestorm, a Blue Tiberium spawner was introduced. This tall blue glowing crystal was carried over into TO and has been the stand-in, in various other colours, for the other types of Tiberium from red all the way up to purple.

This week I was working on a map which used yellow tiberium, and realised that we did not have a yellow coloured spawner. So I created a full new set of crystal spires, a pair for each colour, in red, orange, yellow, green, blue, and purple variants. Here are some mockups of them, and the plantlife with which their Tiberium is associated:

The in-game versions will very likely have quite different colours to these ones, because they all need to be matched to a very limited pallete file. But I've edited the pallete before and I'll do it again if it helps get these things looking better. There are also some sets of plantlife missing because we haven't worked out we want them to look like yet.

The reason I went on this mission to produce a bunch of new spawner graphics was that I 've bween at work on a yellow Tiberium themed map. Called DM: Great Southern Land (3), the players all begin on a small coastline at the top of the map with limited resources. The bottom of the map is a large and resource rich landmass with capturable buildings and more substantial tactical opportunities.

I've mostly completed the top shoreline, and the southern landmass for which the map is named is in progress. So watch this space.

I also wrapped up a really quick map called DM: Pincer (4). I made the map over the course of two days with the intention of fostering more naval gameplay. The map is V shaped, with two players on each arm of the island. I played a few games of it and so far it's pretty darn fun. I'd like to give it a go with some humans to see how it plays against a more intelligent opponent, but even against AI it was entertaining.

Between the two pairs of players is a natural chicane which makes movement more difficult. The players at either end of this bend can easily thin attackers ranks with artillery fire.

Once lighting is finalised I'll put together a large preview of it so that everyone can see the layout.

The other map I've been working on is a Co-Op mission.

Quote:One of our commando teams infiltrated a secure Nod facility in the early hours of this morning. They sent a mission complete signal when they downloaded the intelligence we sent them to collect, but missed the extraction rendezvous. We believe that they were forced inland, away from the extraction point at the coast, and are being hidden at a Forgotten safehouse in the region.
The data they absconded with is of the highest priority for the Global Defense Initiative, and a combat force has been dispatched to make sure the commando team can be extracted safely.

Here's another shot of the old GDI base which the rescuers bring back online for the mission:

One player plays as the commando team, the other as the rescuer force. Nod's defenses along the coast are too strong for the rescuers to punch through them alone, but with the commandos acting as a distraction and sabotaging power supplies they can hopefully make a hole big enough for successful escape. I don't want to show off too much.

It's early work in progress, but I'm aiming for a difficult mission which requires communication and planning between the two players to win.

And that's what I did this week!

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Post comment Comments  (30 - 40 of 342)
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| Online
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| Online
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
missledef200 Oct 16 2014, 8:18am says:

You know, I really love Twisted Insurrection. It's a great standalone mod for Tiberian Sun, and it's an excellent take on the alternate "Nod won the First Tib' War" timeline. But Tiberian Odyssey will always have a special place in my heart as the first TS mod I ever saw. I've been watching you guys for years, and I'll wait years more for TO. You people have my utmost respect.

+4 votes     reply to comment
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