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 31/08/2015

17 comments by Orac| on Aug 31st, 2015


Nod Campaign. GDI Campaign. Snow Theatre. Veinhole Monster.
These are some of the big things which we've always given as excuses for delaying release. They're also all things we've been working on this month. The reason for the lack of frequent updates, beyond laziness, has been the gargantuan size of these projects.

The Nod campaign was shown off last time, and not much has changed. I've shuffled missions around to flow slightly better, and I've added small details to some of the maps. I've even finished off one or two more since last time. In the most recent build, a bunch of valuable assets have been added officially - like the Landing Craft below:


The GDI campaign has developed in leaps and bounds. We started with a bunch of old missions and broken sequences and vague ideas about progression, but we've taken into account some public opinion and we've hammered things into a shape which even vaguely looks like a campaign.

As turmoil in North Africa comes to a head, you must weather the changing times and maintain order on a continent slipping into chaos. The Mutants, spurred on by some unseen upheaval, push westwards into GDI controlled Algeria. Scavengers along the coast have begun activating CABAL Relays and an army of cyborgs is marching towards the port of Algiers. GDI has no idea what is ahead of them when the mutants arrive.


And the mutants roll over their ill equipped border posts.


We chose this opening because it allows a similar trajectory to that of the Nod story, beginning from nothing in an uncaring world, but rising to be one of the most important people on the planet. This means that when the campaign begins you cannot expect droppods to rain from the sky to bail your crappy little base out. GDI doesn't give a shit that they've lost some tiny outpost in the wastelands of Algeria. GDI hardly even cares about Europe, Asia, or the Americas, let alone Africa. Why waste the energy dropping anything back to Earth when it took so much effort to get it into space in the first place?

The actions you take as this local GDI commander will impact your credibility in the eyes of GDI High Command, the Rank-and-File of GDI, and the Forgotten (Cabal is berserk and Nod hates you by default). But everything comes at a price. GDI is slowly trying to distance itself from the Forgotten, so helping the mutants will earn some disdain from GDI. But killing mutants isn't what the average GDI soldier signed up for, so doing so will earn some distrust and disrespect from your troops and subordinates. And the Forgotten... who knows what they want.

We've also been doing stuff with the mutated environments of the temperate theatre. These developments came about as I worked on the snow theatre and realised that the current flora will not look very good in the less vivid palette of the snow. So both I and SCIPCIÓN (of Global Crisis) have been producing some additional flora and fauna. Some of them will work for snow, but we're still feeling our way towards what snow-borne Tiberium flora should actually look like.



Another Tiberium development are the Tiberium Columnae. These huge monoliths are extremely rare, although GDI has managed to artificially shape Tiberium Mortifera using resonance technology to control its growth. The science is, I'm sure, fascinating. In any case, these things are extremely volatile and prone to spontaneously shatter, coating their surroundings in deadly strains of Tiberium.


Last of all, the snow theatre got a lot of love, with replacement ice, ice shores, and ice/water cliffs. This brings almost everything into line in the snow theatre. Next is the not inconsequential task of converting the urban assets from the temperate to the snow theatre, but even that is starting to look like a less Sisyphean task.



Thanks for bearing with us, hopefully we'll have another bulletin next week!

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Post comment Comments  (40 - 50 of 397)
Carryall
Carryall May 9 2015 says:

hay dude thats an awnsome mod ! how about we talk about this mod ?^^

+2 votes     reply to comment
Orac|
Orac| May 9 2015 replied:

Sure, what do you want to talk about?

+1 vote     reply to comment
Carryall
Carryall May 9 2015 replied:

well you allrady tested this mod ?

+2 votes     reply to comment
Orac|
Orac| May 9 2015 replied:

Testing is ongoing. The recent transition to using an external client has made online testing a lot easier though, so hopefully we can get a few more games going within the staff to really fine-tune balance.

+1 vote     reply to comment
Carryall
Carryall May 9 2015 replied:

how so ? explain a bit *better* if you are able to do this... well i ask becauz the mnod you created is a nice one the units and buildings and the terrain twoo got a nice new paint what namen you give TS a new definition "means like on the Tiberian Saga"a new story line with new interface..etc...witch means tho that you creat a fully new game ^^

0 votes     reply to comment
Guest
Guest Apr 16 2015 says:

hey, do you have a bitcoin adress? so we are able to donate.
i LOVE how this project look so far :)

+3 votes     reply to comment
hxazgalor
hxazgalor Apr 4 2015 says:

I'm gonna say this: I LOVE the look of this mod. And I really look forward to playing it :D keep up the great work, you guys!

+7 votes     reply to comment
Revolutionist
Revolutionist Apr 3 2015 says:

So the AI can take control of the satellite and protects it. This is a very new thing for our old TS. I think you've been very busy for passed few weeks.

+3 votes     reply to comment
Revolutionist
Revolutionist Mar 28 2015 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 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 replied:

Thanks for messaging back. Godspeed.

+2 votes     reply to comment
DaViperDragon
DaViperDragon Mar 9 2015 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 says:

Nice Work :)

+3 votes     reply to comment
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