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...
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xShadowIchigox Feb 1 2015 says:

yea.. i just cant wait to play this mod, btw that statement below about the wait is mine

+3 votes     reply to comment
Guest Feb 1 2015 says:

i seriously am in love with this mod, but i am highly disappointed with the tedious and prolonged wait for a beta. or even a simple playable version, i mean it has beeen what like 4 or 5 years? i would have figured by now there would atleast be a playable even demmo version.. Nevertheless, keep up the good work guys. this mod truly is a masterpiece. im not bashing you guys from my statement before, i just want to know whats been up and that as a fan of this mod im disapointed with such a long wait. I want to play this before i die! :P haha

+5 votes     reply to comment
Orac| Feb 1 2015 replied:

I agree. It's irritating to only have a couple of active staffers :(

+1 vote     reply to comment
Omnifarious_Nef Feb 18 2015 replied:

Sorry Orac, I accidentally hit downvote on your comment trying to upvote! D:

+3 votes     reply to comment
Guest Jan 17 2015 says:

You've remodeled GDI and Nod beautifully, down the line are you considering touching up or adding to the existing TibSun terrain? For example, creating a more mutated red zone environment, building off what FS introduced? I am also curious to know more about Tiberium in your game; I know you are adding new Tiberium types but it would be great if you flesh it out more with new mechanics, lifeforms, turning it into a unofficial third faction almost. You mentioned new forms of Tiberium Spreaders, tell us more. :D

Happy new year and keep up the good work guys.

+4 votes     reply to comment
Orac| Jan 17 2015 replied:

Mechanics: Kinda
Lifeforms: Yes
Third Faction: No

Morpher has been working on a geyser type of thing which spreads tiberium. It might be interesting. There's also the idea of explosive or flammable flora, which extends the old Blue Tib explosion dynamic. There aren't many logics you can really attach to plantlife in my experience, but it's been fun brainstorming new ways for lifeforms to interact with/attack players.

There are already a couple of new lifeforms. The Mactan: Moddb.com is a territorial organism, and we'd like to introduce a couple of more docile, neutral lifeforms as well (But I haven't worked on those for a while). The old Veinhole Monster has been absent for a while, and I'm working on remaking it for TO and extending its ecosystem a little bit with some extra terrain props in that department.

Unfortunately the game's palette is really limited so ground goop like the green and blue infestation is unlikely, reds and purples and oranges aren't really there in enough volume to make these obvious extensions possible.

I'm sure there's enough content in TO already to spin the Forgotten off into a third faction if someone gave them a building set.

+2 votes     reply to comment
Guest Jan 20 2015 replied:

I may have a few ideas about Tiberium flora and fauna for you that I'd like to pitch. Do you guys have a forum where you give and receive feedback?

+1 vote     reply to comment
Orac| Jan 20 2015 replied:

At the moment I think we're most interactive here on ModDB, if you'd like to discuss anything you can PM me and I'm happy to talk through this sort of thing.

+2 votes     reply to comment
Guest Jan 16 2015 says:

realease a skirmish only beta please

+4 votes     reply to comment
Slavack Jan 11 2015 says:

Hope you had a great start to the new year! This mod looks fantastic... it has truly given me something to look forward too.. any chance on an update soon?

+4 votes     reply to comment
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