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!

Image RSS Feed Latest Screens
DM: Core Overload (4) DM: The Provinces (4) DM: A Tale of Two Cities (2)
Blog RSS Feed Report abuse Latest News: Weekly Bulletin 29/07/2015

9 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!

Media RSS Feed Latest Video
Post comment Comments  (30 - 40 of 380)
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
DaViperDragon
DaViperDragon Mar 9 2015, 1:32am says:

I like having all tech options available.. if i use them is another thing entirely. Personally, i've always wanted a nod faction that could go toe to toe with gdi's heavy armor.

+2 votes     reply to comment
Scarlat.
Scarlat. Mar 4 2015, 8:18pm says:

Nice Work :)

+3 votes     reply to comment
code_man
code_man Mar 3 2015, 3:52pm says:

Il love to play this i bet, keep up the good work.

+3 votes     reply to comment
mechachap
mechachap Feb 19 2015, 8:58pm says:

What a fantastic update! I really hope you guys nail the singleplayer component. I've been disappointed with these commando-type missions in the past, mostly because they seem too tough and unforgiving. Hopefully the new units and mechanics flesh out the universe and keep things fresh!

+5 votes     reply to comment
Templarfreak
Templarfreak Mar 9 2015, 6:19am replied:

I couldn't agree more, I hate Commando-type missions all the way back to the first C&C.

+4 votes     reply to comment
Orac|
Orac| Mar 9 2015, 6:12pm replied:

I've had a love-hate relationship with them. I think well constructed commando missions can be really memorable experiences, but poorly built ones are just annoying. There's nothing worse than moving a few too many tiles to the left, getting killed, and losing the mission. Or not knowing to go to some random spot and blow up the trucks for veterancy crates. That's just stupid. In every mission, I don't want there to be one single step by step method for winning - the S in RTS is for strategy, and people should be allowed to try their own. In general, I'm trying to design any non-base-building missions to have reasonably flexible requirements for failure, so that they're an exercise in shooting things instead of desperately trying not to get shot.

+4 votes     reply to comment
FoxFort
FoxFort Feb 5 2015, 9:12am says:

Why is Hand of Nod so tall but power plant is short? I like original TS hand of nod, primary because it's a low profile, almost like a bunker looking building.
Since NOD uses stealth, making any tall building (except radar and power plant) would mean exposing base to enemy more easily.

+3 votes     reply to comment
Templarfreak
Templarfreak Mar 9 2015, 6:21am replied:

Keep in mind a lot of these building graphics you see in most of the videos here have been around since like... 2007.

0 votes     reply to comment
Orac|
Orac| Feb 5 2015, 4:32pm replied:

Because we like the TD Hand of Nod's style. The current version isn't too much bigger than the PP, and looks like this:

Dropbox.com

+2 votes     reply to comment
Arcofshadow
Arcofshadow Feb 6 2015, 6:50am replied:

what is this shrine beside the hand looks quite awesome :)

+2 votes     reply to comment
Orac|
Orac| Feb 6 2015, 3:59pm replied:

Just a geometry test. Although I have played with the idea of special Hand of Nod graphics for different splinter factions you encounter in the campaign.

+2 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
C&C: Tiberian Sun Icon
Contact
Send Message
Official Page
Ppmsite.com
Release Date
TBD
Mod Watch
Track this mod
Share
Style
Genre
Real Time Strategy
Theme
Sci-Fi
Players
Single & Multiplayer
Embed Buttons

Promote C&C Tiberian Odyssey on your homepage or blog by selecting a button and using the embed code provided (more).

C&C Tiberian Odyssey
C&C Tiberian Odyssey
Statistics
Last Update
3 days ago
Watchers
598 members
News
48
Features
6