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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Long time no see. As is often the case, real life, game releases, and general apathy have gotten in the way of development. But as always, we've been working away in a big way on a lot of things. Most substantially is the campaign - with maps, map scripting, and mission-specific art all having a lot of time and effort put into them. We've also gone back over some of the partially complete assets and pushed them up to a final and finished status.
Years ago, a set of civilian structures were released to the public by Vef, based on his work for various iterations of his own TS and RA2 projects. They were a good addition to Tiberian Odyssey and so were quickly incorporated, and were similarly snapped up quick by numerous other mods. They had one major problem though: The artwork for the structures was incomplete, and totally lacked damage frames. This is a big issue because with more than 30 buildings in this set these civilian assets make up a large chunk of our set as a whole. Over the past couple of weeks I have made damage states for almost all of Vef's buildings. Without having the source 3D models this was a big challenge, but now that it has been overcome the set will be a lot more useful.
Mapping continues on both the GDI and Nod campaigns. My intention for a first release is to have the opening act for both sides fairly complete, which probably only clocks in at about 20 missions total, including the odd branch and divergence from the main thread of the narrative.
We recently filled an important hole in the Nod campaign, having finally worked out how to tie Nod's epilogue with the end of the Firestorm Crisis to the main thrust of their act I. Treatments for these early missions have been written and maps are early work in progress. With these two beginning missions readied, we will have an unbroken chain of finished (though not all scripted) maps from mission 1 to mission 9 with at least one of diverging path.
GDI's act I is a lot less full of choice since GDI is a reactive force in the C&C canon so choice only builds up as things to react to do, and that relies on Nod doing interesting things. Nonetheless, missions continue to be written, mapped, and scripted occasionally which is nice.
Forgotten forces bunker down in the captured ruins of an old GDI base
The rail lines leading into Algiers
A GDI Cruiser and escort anchored in the harbour, ready to help coordinate the evacuation
It is my opinion that a good campaign should also present something unexpected to the player. To follow through on this belief I have been making special assets for use in the campaign. Some of these provide the focal point of a specific mission, some are simply valuable assets to sprinkle throughout as a set-dressing and lore building exercise. There are a few things I intend not to spoil right now, but it's worth letting a little bit of it slip for interest's sake:
Here we see various units intended as command vehicles, heavy enemies, or powerful allies (among other things). Some are work-in-progress, like the Nod Command Ship on the middle right of the second image.
This is one of a number of assets designed to reflect GDI's wasteland research facilities.
That's all I can think of right now. Hopefully we'll take a little less time to get around to a news update next time, but hey - life is a complex thing. Until next time!
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