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

15 comments 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  (40 - 50 of 342)
EKSelenc
EKSelenc Oct 11 2014, 6:35am says:

Just can't wait to get hands on it.

+4 votes     reply to comment
willyTHERAVEGER
willyTHERAVEGER Oct 6 2014, 12:45pm says:

damn, as soon as i saw this my lust to play TS was reborn, then i saw there was no download :,c i cry everytim
but seriously though i saw this and really wanted to play with my bestest bud xd everything looks awesome + havent seen any naval vehicles in TS in a looong time <3 and again real good work on everything, especially the unit sprites, they look really rather nice ^^ good luck onwards with the developing and life in general : )

+4 votes     reply to comment
Guest
Guest Sep 27 2014, 7:02pm says:

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Guest
Guest Sep 20 2014, 7:16pm says:

the mod is perfect for a public release right now

+1 vote     reply to comment
MrTaxikiller
MrTaxikiller Sep 25 2014, 9:10am replied:

what make's you think that ?

+1 vote     reply to comment
kutulfu
kutulfu Sep 20 2014, 11:36am says:

This looks promising. I've been stalking this mod since many years and my hopes are getting high. Don't let those be in vain!

In fact, is there a chance for some kind of video gameplay of a sample skirmish? I really like the models and the overall graphical feel (it really looks like expanding the original TS style, only with greater number of details) and I would love to see how it looks in practice.

Sooooo? . .

+3 votes     reply to comment
Orac|
Orac| Sep 20 2014, 6:12pm replied:

The next time there's a staff playtest I want to capture it in video.

+1 vote     reply to comment
samuelcolt
samuelcolt Sep 7 2014, 5:59pm says:

I've lost all hope

+2 votes     reply to comment
Orac|
Orac| Sep 8 2014, 6:53am replied:

My condolences - but given the crisis in the Ukraine, ISIS and their atrocities, malaria in the third world, the rise of antibiotic resistance, and the increasing gap between rich and poor I can understand why you would.

Stay strong though, there is still good in the world and I'm sure you can find some of it to give you hope.

+9 votes     reply to comment
Templarfreak
Templarfreak Aug 18 2014, 4:50pm says:

At the rate this mod progresses, it'll be done in 2041. =[

+1 vote     reply to comment
Morpher Creator
Morpher Aug 20 2014, 10:45pm replied:

We're keeping our hopes firmly on a realistic 2030!

A lot of stuff goes on behind the scenes though, a lot of internal betas have passed and we do intend to show off new additions and content soon, it just needs to be good enough for public scrutiny!

+2 votes   reply to comment
Templarfreak
Templarfreak Aug 21 2014, 5:06am replied:

Honestly I thought I was a perfectionist with what I do but this thing has been in development almost as long as SC2 was. xD

Do you guys just not have a lot of people, or is it just a slow process due to wanting a certain standard or personal issues?

+2 votes     reply to comment
Morpher Creator
Morpher Aug 21 2014, 11:59am replied:

Currently it's mostly myself and OracVX. Most of our staff have been and gone, a lot of contributions that get left behind unfortunately then end up not fitting in properly or requiring extra work, sometimes just being entirely remade. With such a long development time also comes larger expectations from the public and a lot of the "lack of progress" phases are usually due to work or life situations.

+2 votes   reply to comment
Arcofshadow
Arcofshadow Aug 21 2014, 2:38pm replied:

take your time. Im allways happy like a child at christmas eve if you post some new stuff because its allways awesome thank you for your hard work :)

+3 votes     reply to comment
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