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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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!

 Weekly Bulletin 29/07/2015

Weekly Bulletin 29/07/2015

2 months ago News 11 comments Report

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

Weekly Bulletin 15/07/2015

Weekly Bulletin 15/07/2015

2 months ago News 5 comments Report

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

Weekly Bulletin 27/06/2015

Weekly Bulletin 27/06/2015

3 months ago News 16 comments Report

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

Weekly Bulletin 10/06/2015

Weekly Bulletin 10/06/2015

3 months ago News 16 comments Report

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

Command & Conquer: Tiberian Odyssey - A total conversion for C&C Tiberian Sun developed by the Tiberian Odyssey team. Tiberian Odyssey takes place 11 years after Tiberian Sun: Firestorm in the year 2041 and portrays own unique vision of a greatly expanded...
Post comment Comments  (60 - 70 of 408)
Scarlat. Mar 4 2015 says:

Nice Work :)

+3 votes     reply to comment
code_man Mar 3 2015 says:

Il love to play this i bet, keep up the good work.

+3 votes     reply to comment
mechachap Feb 19 2015 says:

What a fantastic update! I really hope you guys nail the singleplayer component. I've been disappointed with these commando-type missions in the past, mostly because they seem too tough and unforgiving. Hopefully the new units and mechanics flesh out the universe and keep things fresh!

+5 votes     reply to comment
Templarfreak Mar 9 2015 replied:

I couldn't agree more, I hate Commando-type missions all the way back to the first C&C.

+4 votes     reply to comment
Orac| Mar 9 2015 replied:

I've had a love-hate relationship with them. I think well constructed commando missions can be really memorable experiences, but poorly built ones are just annoying. There's nothing worse than moving a few too many tiles to the left, getting killed, and losing the mission. Or not knowing to go to some random spot and blow up the trucks for veterancy crates. That's just stupid. In every mission, I don't want there to be one single step by step method for winning - the S in RTS is for strategy, and people should be allowed to try their own. In general, I'm trying to design any non-base-building missions to have reasonably flexible requirements for failure, so that they're an exercise in shooting things instead of desperately trying not to get shot.

+4 votes     reply to comment
FoxFort Feb 5 2015 says:

Why is Hand of Nod so tall but power plant is short? I like original TS hand of nod, primary because it's a low profile, almost like a bunker looking building.
Since NOD uses stealth, making any tall building (except radar and power plant) would mean exposing base to enemy more easily.

+3 votes     reply to comment
Templarfreak Mar 9 2015 replied:

Keep in mind a lot of these building graphics you see in most of the videos here have been around since like... 2007.

0 votes     reply to comment
Orac| Feb 5 2015 replied:

Because we like the TD Hand of Nod's style. The current version isn't too much bigger than the PP, and looks like this:


+2 votes     reply to comment
Arcofshadow Feb 6 2015 replied:

what is this shrine beside the hand looks quite awesome :)

+2 votes     reply to comment
Orac| Feb 6 2015 replied:

Just a geometry test. Although I have played with the idea of special Hand of Nod graphics for different splinter factions you encounter in the campaign.

+2 votes     reply to comment
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