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!

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS feed Articles

Bulletin 15/12/2015

News 14 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  (50 - 60 of 430)
kutulfu
kutulfu

Personally, I really like these kinds of GDI missions where they have to face the threats that originate indirectly from NOD (for example fighting tiberian lifeforms in Firestorm or putting down mutant/civilian riots). Defending civilian populace is also an interesting subject, as well as "desperate defence" scenario. Such missions allow for some emotional buildup and make the following steamrolling the **** out of NOD so much more satisfying. At least if a player will get an opportunity to do so.

Reply Good karma Bad karma+5 votes
Guest
Guest

"a quite monthly bulletin" XD

Reply Good karma Bad karma+2 votes
Orac|
Orac|

"An occasionally weekly but mostly just whenever someone feels like it bulletin" :P

Reply Good karma Bad karma+1 vote
Tesla_commando
Tesla_commando

When's the first version coming?

Reply Good karma Bad karma+1 vote
Orac|
Orac|

A weekday ending in a "Y".

Reply Good karma Bad karma+2 votes
Guest
Guest

confirmed not coming out on a weekend

Reply Good karma Bad karma+6 votes
Guest
Guest

I see what you did there.

Reply Good karma Bad karma+1 vote
kutulfu
kutulfu

I think that the current balance problem wouldn't be really resolved until the mod goes finally public. I suppose both you and Morpher are experienced TS veterans and you know what needs to be done in terms of factions optimization, but most likely each player will contribute some new strategy that you haven't forseen. Have you actually considered releasing some closed beta version for testing purposes? I guess some active followers could provide valuable insight on current balance issues (and catch a glimpse of your work, of course, that's what fanbase really craves for!). That's just my idea though.

Reply Good karma Bad karma+2 votes
Orac|
Orac|

I agree that balance will be fine tuned with time and heavier online play, but we don't want to do that until all of the things which need to be balanced are in-game and functional.

We need to have the dynamics sorted out first (like Nod's late game or a few parts of the naval combat), then the wider testing can begin.

Reply Good karma Bad karma+2 votes
Vlad1mir
Vlad1mir

Been waiting for this mod for years. It looks too good.

Reply Good karma Bad karma+3 votes
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Icon
C&C: Tiberian Sun
Contact
Send Message
Homepage
Ppmsite.com
Release date
Mod watch
Start tracking
Share
Style
Embed Buttons
Link to C&C Tiberian Odyssey by selecting a button and using the embed code provided more...
C&C Tiberian Odyssey
Statistics
Last Update
Watchers
639 members
Articles
57