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 6/05/2015

6 comments by Orac| on May 6th, 2015


Last week there was no update. As always, my apologies. Things have continued to occur, but it hasn't really been stuff that looks good in screenshots or which makes for particularly worthwhile discussion.

Morpher has been doing a bit of coding, and has overhauled the day/night lighting loop which he has been adding to most maps. I've been doing campaign mapping, but it's all in either so rough that it's not worth showing or so spoilery that I don't want to show it. SG SCIPCION has been working on some interesting new plant life, which will make some areas start to look a bit more alien and mutated. They're still work in progress, but there's some pretty interesting shapes and textures already coming along here.


Apart from a bit of mapping, I've been working on terrain a lot recently. So lets talk about terrain.

Specifically, lets talk about ice. Ice is pretty cool stuff in TS; heavy units will crack it as they travel over it, or just plain fall right through it if they're heavy enough. Weapons fire with break it too. It'll grow back over time as the water re-freezes. That adds a bunch of interesting opportunities by way of tactics.

Oh look, it's vanilla TS!

The challenge is balancing it such that GDI doesn't have to invest in helipads early, taking up a lot of space and defining how they build their base for the remainder of the game. We also don't want snow maps to encourage too much hover vehicle spam, although the presence of hover vehicles in GDI's roster is a good way to offset the potential impact of ice-heavy maps. Ice should be tactically interesting to use, and Nod should be able to force GDI into having to cross it on occasion, but it shouldn't limit the toolkits of either faction in the process. All in all, it might take a bit of playtesting and iteration to get it right but it shouldn't be a big issue at all.

Oh look, it's more vanilla TS!

From a visual standpoint, the ice shores are pretty blocky. I've been working this week on making a set of ice shore tiles and this is a difficult thing to avoid. They're set up differently from the regular shore tiles at an engine level, and act more like terrain blends than shore pieces. smooth curves may be impossible, but at the very least I am rounding off the corners to make the set a little less jagged.

This is an incomplete set, and the water will eventually be replaced with ice when we work out what colour to make it.

The other terrain thing I've been doing this week is an extension of some terrain stuff I've shown in the past. I've been blending the pavement cliffs to the earth tiles, and now I have both low and high versions of most of these blends. This is important for the process of porting the pavement cliffs into the snow theatre because I can now simply replace the dirt with snow. That ought to simplify the process.


Simplifying the process is good, because I am starting to get tired of staring at all these tiles in Photoshop.

Other things I've done since the last update include continuing to remake the temperate shores and creating a new set of tiberium. Though the former is incomplete and the latter is still a pixely mess.

And that's a lot of the things we did these past two weeks!

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Post comment Comments  (30 - 40 of 366)
Guest
Guest Feb 1 2015, 6:15pm says:

i seriously am in love with this mod, but i am highly disappointed with the tedious and prolonged wait for a beta. or even a simple playable version, i mean it has beeen what like 4 or 5 years? i would have figured by now there would atleast be a playable even demmo version.. Nevertheless, keep up the good work guys. this mod truly is a masterpiece. im not bashing you guys from my statement before, i just want to know whats been up and that as a fan of this mod im disapointed with such a long wait. I want to play this before i die! :P haha

+5 votes     reply to comment
Orac|
Orac| Feb 1 2015, 7:52pm replied:

I agree. It's irritating to only have a couple of active staffers :(

+1 vote     reply to comment
Omnifarious_Nef
Omnifarious_Nef Feb 18 2015, 2:49am replied:

Sorry Orac, I accidentally hit downvote on your comment trying to upvote! D:

+3 votes     reply to comment
Guest
Guest Jan 17 2015, 1:38pm says:

You've remodeled GDI and Nod beautifully, down the line are you considering touching up or adding to the existing TibSun terrain? For example, creating a more mutated red zone environment, building off what FS introduced? I am also curious to know more about Tiberium in your game; I know you are adding new Tiberium types but it would be great if you flesh it out more with new mechanics, lifeforms, turning it into a unofficial third faction almost. You mentioned new forms of Tiberium Spreaders, tell us more. :D

Happy new year and keep up the good work guys.

+4 votes     reply to comment
Orac|
Orac| Jan 17 2015, 4:46pm replied:

Mechanics: Kinda
Lifeforms: Yes
Third Faction: No

Morpher has been working on a geyser type of thing which spreads tiberium. It might be interesting. There's also the idea of explosive or flammable flora, which extends the old Blue Tib explosion dynamic. There aren't many logics you can really attach to plantlife in my experience, but it's been fun brainstorming new ways for lifeforms to interact with/attack players.

There are already a couple of new lifeforms. The Mactan: Moddb.com is a territorial organism, and we'd like to introduce a couple of more docile, neutral lifeforms as well (But I haven't worked on those for a while). The old Veinhole Monster has been absent for a while, and I'm working on remaking it for TO and extending its ecosystem a little bit with some extra terrain props in that department.

Unfortunately the game's palette is really limited so ground goop like the green and blue infestation is unlikely, reds and purples and oranges aren't really there in enough volume to make these obvious extensions possible.

I'm sure there's enough content in TO already to spin the Forgotten off into a third faction if someone gave them a building set.

+2 votes     reply to comment
Guest
Guest Jan 20 2015, 10:13am replied:

I may have a few ideas about Tiberium flora and fauna for you that I'd like to pitch. Do you guys have a forum where you give and receive feedback?

+1 vote     reply to comment
Orac|
Orac| Jan 20 2015, 3:36pm replied:

At the moment I think we're most interactive here on ModDB, if you'd like to discuss anything you can PM me and I'm happy to talk through this sort of thing.

+2 votes     reply to comment
Guest
Guest Jan 16 2015, 4:14am says:

realease a skirmish only beta please

+4 votes     reply to comment
Slavack
Slavack Jan 11 2015, 11:00pm says:

Hope you had a great start to the new year! This mod looks fantastic... it has truly given me something to look forward too.. any chance on an update soon?

+4 votes     reply to comment
slotht
slotht Jan 11 2015, 10:28am says:

when we gonna see next update?

+3 votes     reply to comment
Orac|
Orac| Jan 11 2015, 10:03pm replied:

The active staff are all on holiday. I was going to put up an update last week but there has been no progress to report.

+2 votes     reply to comment
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