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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Bulletin 15/12/2015

News 12 comments


Last time, we covered the pretty specific topics of the GDI Firestorm Generator and a few Nod voxels. But we've been working on plenty of other stuff too. In this bulletin, we'll be tackling some of the larger additions over the last couple of months. So, lets get to it!

The interior theatre is actually a extension of the temperate theatre. In the past few weeks we've been getting it all working ingame, adding little detailing tiles, and preparing the props which will help to set this environment apart from the outdoors. Once finished, the interior theatre will allow the campaign to go underground, into the bunkers and sprawling facilities of both GDI and Nod. We already have a couple of missions planned which will make use of the set, and if I can get away with it I may sneak it into a few Multiplayer maps too.

Concrete walls, metal lattice walls, hazard stripes, and floor conduit tiles.


I've also been working on tiles to provide slopes from one 'floor' to another, which are slowly being converted into a game ready format.


In terms of props we've been taking our cues from the likes of Half-Life's Black Mesa, with a mix of large 'science' objects and miscellaneous factory and warehouse props.

Large pipes which run along the ground and disappear into the shadows of the ceiling.


Reactor cores, server racks, warehouse shelving! We have it all. As long as it's one of those things!


I have a few big plans for the interior set, especially in the context of scripted missions. I'l like to make a freight elevator which acts as a War Factory, bringing in additional vehicles for you or your enemies, and I have some big environmental set-pieces in the works for the Nod campaign.

Another big thing I just got working is ice. The snow theatre is moving along well with a bunch of new content, but the biggest fix recently is the ice. We discovered something right after I converted all the TS ice into TO, reworked the colouring, and blended it to the terrain; maps made with the TS editor, Final Sun, do not have working ice. The ice will break but never regrow, which is dumb and makes ice basically worthless. Worse than worthless in fact, it makes ice an unbalancing and potentially game-breaking liability on maps which use it.


Ice which was originally generated by Westwood works fine.


I wrote a small program which takes the relevant part of the map and outputs it with ice which works. Since I am ostensibly TO's artist, this was a slower process than it probably needed to be, but I am chuffed to bits to have ice working again! It opens up so many tactical opportunities - vehicle weight becomes an important factor in purchasing choices, maps with lots of ice become more infantry/aircraft focussed, naval assets become... actually, there's some residual weirdness with how ice interacts with ships. That might need some tinkering.

The light-weight buggies and bikes can cross the ice without issue, but the heavier Shock Artillery leaves cracked ice in its wake.


I have also created a few more civilian structures for the snow theatre, inspired by antarctic bases. I feel that they add to the desolate feel in a somewhat different direction to the temperate theatre's brand of apocalypse. They also help to augment the prefab building set.

Also on display again are the arctic snow-tracks, a couple of snowmobiles, and the big orange CAT


That's all I want to show off this week. There's still a couple of other things left to show off from our little hiatus-from-updates, so look out for the next bulletin. Oh, and it looks like we're in the ModDB top 100. Thanks guys! You're the best, thanks for voting!

Bulletin 5/12/2015

Bulletin 5/12/2015

News 19 comments

A quick summary of some of the things we've been doing.

Weekly Bulletin 31/08/2015

Weekly Bulletin 31/08/2015

News 25 comments

A quick summary of some of the things we did last month. So not really a weekly bulletin, I know.

 Weekly Bulletin 29/07/2015

Weekly Bulletin 29/07/2015

News 11 comments

A quick summary of some of the things we did this week-ish.

Weekly Bulletin 15/07/2015

Weekly Bulletin 15/07/2015

News 5 comments

A quick summary of some of the things we did this week.

Post comment Comments  (40 - 50 of 430)
SquishyforGDI
SquishyforGDI

Also if you want to make the gdi campaign active rather than reactive - have the commander in charge of a steel talon style strike force - dedicated to rooting out the last of nod and cabal. With gdis resources absorbed by humanitarian efforts your strike force would be limited and rarely include a mcv. Many mission would be stikes and involve tactical skill rather than steam!

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ZodiacX
ZodiacX

^ Listen to this guy

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SquishyforGDI
SquishyforGDI

You just made my day!

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ReaperAA
ReaperAA

I Like it too. Specially the idea u post about rivalry of two GDI generals

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Orac|
Orac|

I too would like to do something like this. But probably not until later in the campaign and only in response to some of your actions earlier in the story. And with you being one of the generals.

The Steel Talon idea is interesting, and since time immemorial TO has had a name for the high speed orbital strike team - Phoenix Division. Personally I'd prefer to see you working with them rather than directly being them, because dropping from space makes it harder to justify missions flowing from one geographically close place to another (which at least early on I believe is important in acclimatising the player).

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SquishyforGDI
SquishyforGDI

I agree with you - I like the idea of the local commander, the rivalry could be between the phoenix division and your garrison, your general could be unconventional, preferring to solve crisis's that arise with his own men, rather than leaving it to the proffesionals - this could tie in with the what I just read - when asking GDI high command for advise, when you finally get a answer it is vague and unhelpful - you have had a good understanding with the mutants and believe you can negotiate - maybe a stealth mission to secure their local commander - however as the crisis gets bigger phoenix division gets involved - although being a elite and smart taskforce they would rather kill the mutants than bother talking - you may have to stand in their way to save the day

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ZodiacX
ZodiacX

:)

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SquishyforGDI
SquishyforGDI

If you wanna do something clever in the gdi campaign like you done in the nod campaign I'd make a rivalry between two generals - one who supports the development of Tiberium weaponry, the other who wants gdi to stick to its principles - like granger and Boyle of C&C3;.
During the campaign many opportunities arise to help civilians, steal nod technology or prototypes. This unlock side missions for these generals which grant you technologies - granger = heavy old style armour, Boyle = tiberium core missiles, lasers. Making your army more unique and suited to your preference - it also effects the ending - whatever that may be.

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Morpher Creator
Morpher

Our current GDI Campaign will have the player start off in a low priority region operating underfunded bases / task forces in dire need of maintenance. You'll root out a little corruption within the GDI command chain and become frustrated with some of the more corporate money grabbing aspects of GDI's higher command. I won't say too much more though! :)

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CA-BAL
CA-BAL

I love what you guys did with unit scaling, reminds me a lot of Red Alert 2. Those voxels are damn good looking, too. Super excited for this!

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