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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Long time no see. As is often the case, real life, game releases, and general apathy have gotten in the way of development. But as always, we've been working away in a big way on a lot of things. Most substantially is the campaign - with maps, map scripting, and mission-specific art all having a lot of time and effort put into them. We've also gone back over some of the partially complete assets and pushed them up to a final and finished status.

Years ago, a set of civilian structures were released to the public by Vef, based on his work for various iterations of his own TS and RA2 projects. They were a good addition to Tiberian Odyssey and so were quickly incorporated, and were similarly snapped up quick by numerous other mods. They had one major problem though: The artwork for the structures was incomplete, and totally lacked damage frames. This is a big issue because with more than 30 buildings in this set these civilian assets make up a large chunk of our set as a whole. Over the past couple of weeks I have made damage states for almost all of Vef's buildings. Without having the source 3D models this was a big challenge, but now that it has been overcome the set will be a lot more useful.



Mapping continues on both the GDI and Nod campaigns. My intention for a first release is to have the opening act for both sides fairly complete, which probably only clocks in at about 20 missions total, including the odd branch and divergence from the main thread of the narrative.

We recently filled an important hole in the Nod campaign, having finally worked out how to tie Nod's epilogue with the end of the Firestorm Crisis to the main thrust of their act I. Treatments for these early missions have been written and maps are early work in progress. With these two beginning missions readied, we will have an unbroken chain of finished (though not all scripted) maps from mission 1 to mission 9 with at least one of diverging path.

GDI's act I is a lot less full of choice since GDI is a reactive force in the C&C canon so choice only builds up as things to react to do, and that relies on Nod doing interesting things. Nonetheless, missions continue to be written, mapped, and scripted occasionally which is nice.

Forgotten forces bunker down in the captured ruins of an old GDI base


The rail lines leading into Algiers


A GDI Cruiser and escort anchored in the harbour, ready to help coordinate the evacuation


It is my opinion that a good campaign should also present something unexpected to the player. To follow through on this belief I have been making special assets for use in the campaign. Some of these provide the focal point of a specific mission, some are simply valuable assets to sprinkle throughout as a set-dressing and lore building exercise. There are a few things I intend not to spoil right now, but it's worth letting a little bit of it slip for interest's sake:


Here we see various units intended as command vehicles, heavy enemies, or powerful allies (among other things). Some are work-in-progress, like the Nod Command Ship on the middle right of the second image.



This is one of a number of assets designed to reflect GDI's wasteland research facilities.


That's all I can think of right now. Hopefully we'll take a little less time to get around to a news update next time, but hey - life is a complex thing. Until next time!

Bulletin 15/12/2015

Bulletin 15/12/2015

News 14 comments

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

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.

Post comment Comments  (60 - 70 of 448)
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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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.

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Guest
Guest

"a quite monthly bulletin" XD

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Orac|
Orac|

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

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