Features:

-Complete standalone (download and play right now)
-4 fully by players and AI playable factions (GDI, Nod, Cabal, The Forgotten)
-HyperPatch 0.3 already included
-CnCGraphicsPatch already included for superior performance
-Many optional files aviable (Tiberium twinkle animations, smaller infantry, DDraw.dll)
-Over 100 new units
-A lot of new buildings
-Merciless AI with some brain
-Improved graphics & effects
-1422 new unit quotes (more in future coming)
-New weapon sound effects
-New interface and EVA/Cabal voices

Upcoming features:
-Custom soundtrack
-GDI campaign
-Nod campaign
-Cabal campaign
-Forgotten campaign
-Hundreds of new skirmish/multiplayer maps

C&C Tiberian Sun Crystallized Doom
C&C Tiberian Sun Crystallized Doom 
C&C Tiberian Sun Crystallized Doom

The Team so far:
Astor (Founder)
Chubrokoli (Co-Founder)
Commander28 (Community Manager)
Heksus (2D/3D Artist)
Templarfreak (2D/3D Artist)
MusicComposer (Composer)
ComradeCrimson (Voice Actor)


Story:

The mod plays right after the events of C&C Tiberian Sun Firestorm.
Cabal was defeated by GDI and Nod forces together. But after the destruction of the Core the alliance didn't hold long. Kane was dead, the Brotherhood scattered up without a main leader. An easy target for GDI. In 2035 the Global Defense Initiative declared that the Brotherhood of Nod was finally defeated.
After that devasting victory, the task forces where split into three main groups. The defense group, the attack group alias Steel Talons and the expansion group ZOCOM. Each group had a main task. While the main defense force defended the last Tiberium free zones called Blue Zones, the ZOCOM reclaimed Tiberium infested Red Zones back. The Steel Talons however - got the task to get the old territory of Nod under control. They destroyed here and there some small Nod rebells but nothing dangerous was happening in the Yellow Zones...till one day.
2039...The Forgotten who lived hidden in these Zones formend a big organised military operation against the GDI. Surprised by the Mutants, GDI had to react.

Mod history:

Project Nemesis (2009)
Version 1.0 released on November 19, 2009
Version 1.1
Version 1.2
Version 1.21 hotfix
Version 1.3
Version 1.4

Project Nemesis (2010)
Version 1.5
Version 1.6

Version 1.7
Version 1.8 hotfix/hardcore
Version 1.8.5 BETA (Preview of new sides)
Version 1.8.6 Content Pack/hotfix
Version 1.8.8 BETA

Crystallized Doom (2010)
Version 1.9

Crystallized Doom Resurrected (2013)
Version 1.9.1
Version 1.9.2
Version 1.9.3 BETA
Version 1.9.31
Version 1.9.32 Standalone [cancelled]


Crystallized Doom Standalone (2013)

Version 1.9.4

Version 1.9.40.1

Crystallized Doom Standalone (2014)

Version 1.9.40.15 BETA
Version 1.9.40.2 / 1.9.40.21 hotfix
 

Version 1.9.41 - revised Techlevel I + T1 mappack [BETA TEST]

Version 1.9.42 - revised Techlevel II + T2 mappack


Crystallized Doom Standalone (2015)

Version 1.9.43 - revised Techlevel III + T3 mappack
Version 1.9.44 - revised Techlevel IV + T4 mappack
Version 1.9.45 - revised Techlevel V + T5 mappack
Version 1.9.46 - revised Techlevel VI + T6 mappack
Version 1.9.47 - revised Techlevel VII + T7 mappack
Version 1.9.48 - revised Techlevel VIII + T8 mappack
Version 1.9.49 - revised Techlevel IX + T9 mappack
Version 1.9.50 - revised Techlevel X + T10 mappack
Version 1.9.51 - polishing files / feature complete
Version 1.9.60 - GDI campaign
Version 1.9.70 - Forgotten campaign
Version 1.9.80 - Nod campaign
Version 1.9.90 - Cabal campaign
Version 2.0.0
0 - Final release


Image RSS Feed Latest Screens
Hellhound vs Nod dog size comparison Forgotten Hellhound All Cabal T1 Infantry
Blog RSS Feed Report abuse Latest News: Status Report 1.9.41

5 comments by Astor on Oct 13th, 2014


Hi all!

Time has passed and people may be interrested in what happend all the last weeks.

First off, Crystallized Doom is getting in better shape each day we work on it, I can't wait to share it with all of you. The waiting is worth, believe me that.

So what exactly can you expect from build 1.9.41?

First fact, you will only be able to play Techlevel 1. That's intended as all work has gone into T1. Why? The answer is quite simple, for something big to build you need a solid base. If the base is not good enough the whole construct will fall into itself. That's why I want to make T1 great.

This are fixes that are going to be included:

- Tweaked sound proirities
- Improved LAN netcode performance
- Fixed laser waveclass internal error
- Cyborgs will now properly play death animations instead just exploding
- Removed a few hardcoded stuff
- Removed additional weapon muzzle flash animation (Husk)
- Fixed GDI AI walls
- Added muzzle flash animation to Hunter
- Fixed GDI Fortress Tower Turret graphic for MG
- Fixed GDI Fortress Tower Turret graphic for Single Cannon
- Fixed GDI Fortress Tower Turret graphic for Dual Cannon
- Fixed GDI Fortress Tower Turret graphic for Artillery
- Fixed GDI Fortress Tower Turret graphic for Sonic

So we are getting better network performance, the laser waveclass crash is gone and some other essential fixes. AI has got an improved wall logic too and finally GDI AI got their own walls back. Also Cabal and The Forgotton got their own new walls.

Example of a T1 easy AI base

Next thing are factions. Now we have custom sidebars for GDI, Nod, Cabal and The Forgotten. Additional to that each of them has it's custom EVA. GDI & Nod use the ones from Tiberium Wars. While Cabal is voiced by himself (quite obvious right?). The Forgotten now have their own EVA - called "The Voice" more will be revealed later about him. We already recorded over 100 new lines for units!

Cabal's Sidebar

Our team has grew in size. We got 4 new voice actors, who are doing a great job! ATM we have new voices already finished for the Grunt, Forgotten Harvester and Forgotten EVA "The Voice". Next ones are the Forgotten MCV, GDI Medic and Forgotten Mechanic on the list. So you can expect some awesome new voices. I may upload a teaser of that soon.

As for gameplay, it's still not final (as the UI has priority right now). Techlevel 1 will be quite "big" compared to pre 1.9.41 or vanilla TS. In Tiberian Sun you only have Light Infantry available in T1. In Crystallized Doom 1.9.41 you have up to 6 infantry types available for use.

GDI T1 Infantry

As seen on the image we have the following units:

Marine
Basic GDI infantry, well balanced

Disc Thrower
Basic AT infantry, very usefull against buildings and light armored units (vehicles, cyborgs)

Scout
Use the Scout to infiltrate factories, power plants, radar, refinaries or to just explore the battlefield. He is also stealthed and has no weapons.

Watch Dog
They can deal a lot of damage to non armored infantry, but are very ineffective against cyborgs. Dogs can't damage buildings or vehicles. Another useful ability is that they can find cloaked units. Remember dogs are no tanks, they are vulnerable.

Engineer
The Engineer we love and hate, most balanced one.

Medic
Medic are very usefull for healing infantry anywhere, but be prepared, cyborgs, mutants and Nod troops don't care if he is a medic or not - they will shoot him with plesure.

Nod T1 Infantry

Rookie
Basic Nod infantry, not as strong as the Marine, but faster and cheaper.

Rocketeer
Basic AT infantry, very usefull against buildings and light armored units (vehicles, cyborgs)

Spy
Use the Scout to infiltrate factories, power plants, radar, refinaries or to just explore the battlefield. He is also stealthed and has no weapons.

Battle Dog
They can deal a lot of damage to non armored infantry, but are very ineffective against cyborgs. Dogs can't damage buildings or vehicles. Another useful ability is that they can find cloaked units. Remember dogs are no tanks, they are vulnerable.

Saboteur
The Engineer we love and hate, but this one trades durability for stealth. Once detected they are an easy target.

As for Cabal and the Forgotten, I may upload images of the complete T1 set later. For now I give you the new Husk. It looks more armored then before.


So yeah there is still some work left, but it won't take too long for a public release.

Best regards


Astor :)


Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Crystallized Doom 1.9.40.21 (Hotfix)

Crystallized Doom 1.9.40.21 (Hotfix)

Jul 22, 2014 Patch 6 comments

A quick update to fix a small mistake, for the latest release.

Crystallized Doom 1.9.40.2 (Standalone)

Crystallized Doom 1.9.40.2 (Standalone)

Jul 20, 2014 Full Version 12 comments

Download of version 1.9.40.2 for Crystallized Doom.

Crystallized Doom 1.9.40.15 BETA [Outdated]

Crystallized Doom 1.9.40.15 BETA [Outdated]

May 10, 2014 Full Version 6 comments

Crystallized Doom beta build 1.9.40.15 - This is the latest build for people who like to try it out. If you prefer a polished version you should wait...

Crystallized Doom 1.9.40.1 [Outdated]

Crystallized Doom 1.9.40.1 [Outdated]

Oct 30, 2013 Patch 5 comments

Crystallized Doom 1.9.40.1 update - NOTE requires 1.9.4 standalone!

Crystallized Doom 1.9.4 Standalone [Outdated]

Crystallized Doom 1.9.4 Standalone [Outdated]

Oct 23, 2013 Full Version 36 comments

After 5 months of hard work it has arrived! We hope you enjoy it! Changelog in description...

Crystallized Doom 1.9.31 [Outdated]

Crystallized Doom 1.9.31 [Outdated]

Jun 13, 2013 Full Version 12 comments

Crystallized Doom updated to 1.9.31 with many important new features! If you are getting a "Please reinstall error" with the mod, you are missing essential...

Post comment Comments  (0 - 10 of 810)
Guest
Guest Sep 27 2014, 10:51pm says:

This comment is currently awaiting admin approval, join now to view.

Astor
Astor Sep 28 2014, 8:19am replied:

Thanks for the report, it's a known bug. The problem is the game can't handle more than 100 units or buildings on the sidebar. This mod adds quite an amount of them to the game, so if you capture all factions on higher tech levels the game will crash because of that limit.

At the moment I can't do much about it. So you have to pick which faction you need more to caputure (or you pack the MCV's again, so the buildings disappear from the list).

+1 vote     reply to comment
Templarfreak
Templarfreak Oct 14 2014, 11:46pm replied:

If I remember correctly, Hyper intends to increase the limit to like 500.

+1 vote     reply to comment
Astor
Astor Oct 15 2014, 1:33pm replied:

I hope that's true, then this problem would be history too. But the most feature I am looking forward is the unit limit. ATM game supports 100 buildable units of each type (100 vehicels, 100 aircraft, 100 infantry). I already am at the end with vehicels (many moved to campaign only ATM). This limit will be increased to 200.

+1 vote     reply to comment
Astor
Astor Sep 6 2014, 10:06pm says:

It looks like the last update on my modpage removed the whole description, oh I am so lucky...need to fix it.

+1 vote     reply to comment
BlackHand27
BlackHand27 Sep 3 2014, 4:13pm says:

I am so glad I actually found this. Tracking now. I appreciate your work since 2009. Most people leave their mod to death.

+2 votes     reply to comment
Astor
Astor Sep 3 2014, 4:52pm replied:

No chance, that I am dropping this gem ;)

I actually got some people on board which help me. Next version will be very polished. Official soundtrack is also coming soon, and we are also recording voices for the units with the help of ComradeCrimson (who also did some voice acting for Rise of the Reds).

So, a lot of stuff is beeing done :)

+3 votes     reply to comment
Twilio
Twilio Aug 30 2014, 10:50am says:

And what about the Scrin ?

+2 votes     reply to comment
Astor
Astor Aug 31 2014, 6:46am replied:

I have some plans for them later.

+2 votes     reply to comment
Astor
Astor Aug 29 2014, 5:56pm replied:

Hi!

#1 Yes Superwepaons will all be redone and new ones will be added.

#2 Additional fractions...we already have Cabal and Forgotten. More would be in theory possible, but I don't think this will happen with the Tiberian Sun engine, without some proper rework of the game.

#3 Not really to happen (why should I take stuff from mods which I don't have permisson to use?)

#4 I thought about that some time ago, but I studied the Red Alert 2 codeing a bit. It's vanilla code is a pure mess. If I do something for RA2 it would be a complete new mod. I like more the idea of a port to OpenRA.

+2 votes     reply to comment
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Platform
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Release Date
Released Nov 17, 2009
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Highest Rated (4 agree) 10/10

An excellent mod despite some bugs. :-)

Jan 12 2010, 11:32am by feillyne

Style
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