-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 0.1 - Techlevel I
Version 0.2 - Techlevel II

Version 0.3 - Techlevel III (WIP)

Image RSS Feed Latest Screens
New Forgotten Hunter Cabal mech ingame Black Hand ingame
Blog RSS Feed Report abuse Latest News: Crystallized Doom and OpenRA

14 comments by Astor on May 14th, 2015

Hey guys!

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

As for people who do not know OpenRA:

"OpenRA is a Libre/Free Real Time Strategy project that recreates the classic Command & Conquer titles.We include recreations of C&C (Tiberian Dawn), C&C: Red Alert, and Dune 2000. These are not intended to be perfect copies, but instead combine the classic gameplay of the originals with modern improvements such as unit veterancy and the fog of war.OpenRA's primary focus is cross-platform multiplayer between Windows, OS X, and Linux; however, we include a number of single-player missions, and also support skirmish games against AI bots."

There are several reasons why to switch the engine:

- less problems with crashing
- better support for higher resolutions (supports pixel doubling)
- better performance (OpenRA is based on OpenGL)
- better support for OS after Win XP (Windows Vista/7/8/10, OS X, Linux) <- no need for any fixes
- cross-platform multiplayer
- bigger maps and more players in a match (imagine a big battle with 16 players for example)
- support for observer slots
- easier way to add new factions
- ability to choose teams, starting positions, AI personalities/difficulty and other settings.
- multiple production tabs like in RA2 and TW
- support for naval (gameplay and AI)
- the possibility to add new gameplay features to the engine

- OpenRA Tiberian Sun mod is still WIP
- We have to adapt to the OpenRA engine
- Additonal work (which would be worth if it gives you and me less problems :P )
- People won't like it because of reason XYZ

As for myself, it would be something fresh to work, as I can learn to do new things with it. But I don't know how people will react to this. So I'd like to hear some feedback and thoughts first about this.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Crystallized Doom 1.9.42 Beta [Standalone TS]

Crystallized Doom 1.9.42 Beta [Standalone TS]

Jan 28, 2015 Full Version 41 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]

Jul 22, 2014 Patch 6 comments

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

Crystallized Doom [Legacy TS]

Crystallized Doom [Legacy TS]

Jul 20, 2014 Full Version 23 comments

Download of version for Crystallized Doom.

Crystallized Doom BETA [Outdated]

Crystallized Doom BETA [Outdated]

May 10, 2014 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]

Oct 30, 2013 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]

Oct 23, 2013 Full Version 36 comments

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

Post comment Comments  (10 - 20 of 906)
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 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 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 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 Aug 23 2015 replied:

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

+1 vote     reply to comment
uberwaffe Aug 3 2015 says:

I think the move to OpenRA is a good one. There is consistent progress on the engine and if all else fails you can put new features into the engine yourself.

I'm really looking forward to these mods coming to the OpenRA engine.

+5 votes     reply to comment
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Release Date
Released 2009
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79 votes submitted.

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Highest Rated (5 agree) 10/10

An excellent mod despite some bugs. :-)

Jan 12 2010 by feillyne

Real Time Strategy
Single & Multiplayer
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