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...
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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!
Between a Rock and a Hard Place
Lambs to the Slaughter
The Line in the Sand
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!