-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 available (Tiberium twinkle animations, smaller infantry, DDraw.dll)
-Over 100 new units
-A lot of new buildings
-Merciless AI with some brain
-Improved graphics & effects
-More than 1700 new unit quotes and sounds (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:
Graion Dilach



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


Crystallized Doom Standalone (2014)

Version BETA
Version / hotfix [Legacy]

Version 1.9.41 - revised Techlevel I [skipped for public]

Crystallized Doom Standalone (2015)
Version 1.9.42 - revised Techlevel II
Version 1.9.43 - revised Techlevel III [on hold]

Crystallized Doom OpenRA (2015)
Version 0.34 - Closed Beta in progress

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RSS feed Articles

Hi guys!

This time it's an announcement for the closed beta!

It's quite a big milestone for us, since the engine (from Tiberian Sun to OpenRA) switch a few months ago.

Progress is going on and we are reaching a state in which we could need a helping hand to test things out.

Why closed beta?

Well we want to make the release as smooth and fun as possible. So this step is needed to iron out all left problems which are left (gameplay balance & bugs mostly).

What type of testers do we look for?

As a closed beta tester you will directly work with the dev team together and of course with other testers. So be prepared to work as a team in a polite and mature way. You should also bring interest into the mod in general.

The main task would be to provide feedback and bug reports. But moving on to higher techlevels we are also open for new ideas if we see fit. Testers will also be included in the bigger discussions.

How do we work together?

Our dev team communicates with Skype (chat based) mostly. On bigger testing phases some of us talk together via voice chat (it's not needed, but helpful).

So yes, you can see Skype as a requirement.

Where can I apply?

If you want to join us feel free to post in the comments right here.

Tell us why we should choose you and what you can bring on to the table.

Crystallized Doom and OpenRA

Crystallized Doom and OpenRA

6 months ago News 14 comments

Hey guys! I want you to know that I am thinking to rebuild/port this mod for OpenRA.

Mod Status

Mod Status

10 months ago News 7 comments

This is a short report about the status of the mod and it's future.

Status Report 1.9.41

Status Report 1.9.41

1 year ago News 5 comments

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

A review from myself of Crystallized Doom (PART 1)

A review from myself of Crystallized Doom (PART 1)

1 year ago News 7 comments

This is a review of myself for Crystallized Doom, read about how it started all about.

RSS feed Downloads
Crystallized Doom 1.9.42 Beta [Standalone TS]

Crystallized Doom 1.9.42 Beta [Standalone TS]

10 months ago Full Version 42 comments

This is the updated download version of Crystallized Doom 1.9.42 NOTICE: This build only supports Techlevel 1 and 2! If people still have problems to...

Crystallized Doom Hotfix [Legacy TS]

Crystallized Doom Hotfix [Legacy TS]

1 year ago Patch 6 comments

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

Crystallized Doom [Legacy TS]

Crystallized Doom [Legacy TS]

1 year ago Full Version 23 comments

Download of version for Crystallized Doom.

Crystallized Doom BETA [Outdated]

Crystallized Doom BETA [Outdated]

1 year ago Full Version 6 comments

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

Crystallized Doom [Outdated]

Crystallized Doom [Outdated]

2 years ago Patch 5 comments

Crystallized Doom update - NOTE requires 1.9.4 standalone!

Crystallized Doom 1.9.4 Standalone [Outdated]

Crystallized Doom 1.9.4 Standalone [Outdated]

2 years ago Full Version 36 comments

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

Post comment Comments  (0 - 10 of 914)
zero99913 Nov 10 2015 says:

This stuff in openRA looks so awesome! :D Very nice job done here. What do you want to finish till the first release?

+2 votes     reply to comment
GraionDilach Creator
GraionDilach Nov 10 2015 replied:

Whatever gets done. The first CD OpenRA release will only arrive for a version which already ships the TS mod, and since there's only rough estimations about when will that happen, CD simply just goes forward.

+3 votes   reply to comment
Guest Oct 31 2015 says:

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Astor Creator
Astor Nov 1 2015 replied:

Those servers are sponsored by OpenRA dev baxxster for the closed beta.

They are even visible here: Openra.net
Once CD is released people are free to host their own servers ofc :)

+1 vote   reply to comment
Janissaire Oct 5 2015 says:

i can't even launch the game :(,did all the thing in the readme,the game only start as a background application,never get beyond that.

+1 vote     reply to comment
Astor Creator
Astor Oct 6 2015 replied:

Well I am afraid, but the TS build is quite instable.

If you are running with Windows 10 you have to remove the LAN patch.
(wsock32.dll file)

+1 vote   reply to comment
Falkenhayn Oct 2 2015 says:

Will this be continued in Tiberium Sun stand alone as well? I usually keep these things in an external hard drive and openRA simply doesn't function on it (had tried many solutions in the past so since then I simply avoid it). Additionally it uses Dune 2000 which isn't freeware. Thank you for the time taken to read this and keep up the good work.

+1 vote     reply to comment
GraionDilach Creator
GraionDilach Oct 2 2015 replied:

Unfortunately the project steered away pretty fast from the TS limits rendering many of the already-implemented units impossible to backport - and we're still on T3 - so I highly doubt such a backport can be made.

I have so far run OpenRA on three of my OSes so far and the sole time I ran into issues was caused by my GPU having a really terrible driver support in the last Linux builds. I guess if you tell your issue having with the game we can find a solution for it.

I also wonder when did you gave it a try - I couldn't get it working at all back in around 2012/2013 neither on the 2 PCs I tried back then, but it became a lot better in that regard since then.

Portable installs are possible if you install it like you'd then create a directory named support in the installed folder.

OpenRA having Dune 2000 is entirely optional, you can play the other games/mods - depends on POV how they're referred - without Dune 2000 installed.

+2 votes   reply to comment
Mynameislol Aug 19 2015 says:

How were you able to mod OpenRA like this? I can't even add a side without an exception!

+2 votes     reply to comment
Astor Creator
Astor Aug 19 2015 replied:

Current build of Crystallized Doom has 2434 changes on top the Tiberian Sun mod for OpenRA.

Tier 3 isn't even finished and I am just doing the basic stuff, you don't want know what I have in stock for late tier stuff ;)

As to get new factions working you have to edit the chrome.yaml to get the UI and Flags working, add the factions in the world.yaml (in public builds it may still be refering as races). Also don't forget to setup at least one starting unit group.

If you get crashes just open the exception.log file and look for the information inside it.

TBH I am not even throwing one tear back to the TS engine, OpenRA has soooo much posibilities you won't believe that.

+1 vote   reply to comment
Mynameislol Aug 20 2015 replied:

Thanks man, now i'm one step closer! However, the logs say nothing relevant, so i'm currently stuck at the selection menu, i crash after trying to select my faction.

+1 vote     reply to comment
Mynameislol Aug 20 2015 replied:

fixed it!

+1 vote     reply to comment
Astor Creator
Astor Aug 20 2015 replied:

Good to hear!


+1 vote   reply to comment
Mynameislol Aug 20 2015 replied:

Wow, how can you stand modding like this?! Not a single change goes without crashing, if you want to change a shp file you have to edit 5 different files, and if you did one mistake in either of them, you'll have to manually debug each text file looking for the issue. It took me a whopping two hours to get a MCV working!

+1 vote     reply to comment
Astor Creator
Astor Aug 20 2015 replied:

Like Graion said, it's just a matter of getting used to it. At first it's system didn't made sense at all for me.

Now it's like I never did anything else ever.

The traits page will help you a lot.

+1 vote   reply to comment
GraionDilach Creator
GraionDilach Aug 20 2015 replied:

It's probably taking a while to get used to, but TS crashes were even worse - that thing wouldn't even spit out a useful message. The exception.log spits out relevant info in 90% of the time.

Also, maybe you should read the trait documentation before jumping into modding. github.com/OpenRA/OpenRA/wiki/Traits-(playtest)

+2 votes   reply to comment
Mynameislol Aug 20 2015 replied:

It spits our relevant information all right, but it doesn't tell me what file that caused the problem like right now i'm getting "Exception of type `System.ArgumentException`: An item with the same key has already been added." but i can't figure out where i wrote wrong or what file.

Of all the files, it was music.yaml, it took me a while, but i found it

+1 vote     reply to comment
GraionDilach Creator
GraionDilach Aug 21 2015 replied:

It should tell you that as well, both my Windows and my Linux thrown the actual line number and filename directly after such an exception in square brackets. It sounds like you mod a build which lacks debug information but even the official packages are compiled with that. I'm puzzled.

+1 vote   reply to comment
Mynameislol Aug 21 2015 replied:

Here's an example of what i'm talking about


Where in this exception does it tell me that music.yaml is the issue?

+1 vote     reply to comment
Astor Creator
Astor Aug 22 2015 replied:

For basic help you can also try to get help at PPM:


+1 vote   reply to comment
GraionDilach Creator
GraionDilach Aug 22 2015 replied:

That is a corrupted WAV file and not something music.yaml should cause. You're not trying to play MP3-encoded WAVs there aren't you?

+2 votes   reply to comment
Mynameislol Aug 22 2015 replied:

Now just HOW did you understand that? Also, no i did not use mp3 encoded WAV's, i encoded myself 16bit 22khz wav..

+1 vote     reply to comment
php_bg Aug 22 2015 replied:

"Attempted to read past the end of the stream." means the game tried to read the file and failed.
It is a .NET exception and he has experience with those, that's how he knew ;)

+1 vote     reply to comment
Mynameislol Aug 22 2015 replied:

Hmm, is there a webpage that explains how these things work?

+1 vote     reply to comment
php_bg Aug 22 2015 replied:

The go-to sites for .NET documentation or help are msdn.com and stackoverflow.com
But the .NET exceptions are common enough so you can just google "<exception> .NET" and the first results will be what you are looking for.

Also it is strongly suggested that you use OpenRA's Utility command "make test", which detects some YAML errors and will tell you what is wrong and where.

+1 vote     reply to comment
Mynameislol Aug 23 2015 replied:

"make test" only checked the default mods cnc,ra1 & ts

+1 vote     reply to comment
GraionDilach Creator
GraionDilach Aug 23 2015 replied:

OpenRA.Utility.exe [modfolder] --check-yaml

+1 vote   reply to comment
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Release date
Released 2009
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82 votes submitted.

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Ratings closed.

Highest Rated (5 agree) 10/10

An excellent mod despite some bugs. :-)

Jan 12 2010 by feillyne


Latest tweets from @crystalldoom

Jun 11 2015

Showing some WIP stuff in OpenRA build T.co

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