C&C Tiberian Sun Crystallized Doom

C&C Tiberian Sun Crystallized Doom

C&C Tiberian Sun Crystallized Doom

The Team so far:

Astor (Founder, mostly allrounder for everything)
Chubrokoli (Co-Founder, website design, good advisor for balance/ideas)
Commander28 (Community Manager, advisor)
Heksus (2D/3D Artist, focus on new building designs)
Templarfreak (Voxel Artist, improving/editing voxels)

We are looking for:

2D Artist (techtrees, units/buildings, interface)
3D Artist (buildings)
Mappers (multiplayer, singleplayer)
Story/Text Writer (Unit descriptions, story ideas etc)
Audio Artists (unit voices, campaign voices, music, soundeffects)
Beta Testers (Feedback, ideas)

So if you are interrested in helping, feel free to PM us!

Story:

The story takes place in 2039, 9 years after the events of Tiberian Sun Firestorm.

Cabal was defeated. The Brotherhood of Nod scattered and broken up. The Global Defense Initiative was divided into three departments. Each of them with special tasks to restore the planet. The general taskforces duty is to protect the blue zones. The ZOCOM's task is to reclaim land, which is infested from Tiberium. The third group - called Steel Talons - has the main task to restrain the Mutant rebellion. Short time after the Brotherhood of Nod "died", the Forgotten formed a massive attack in most yellow zones against the GDI, with devasting results. Nobody expected such an intense attack...and there is something waking up inside earth, which should be history...

The new commander
As a new commander in the ranks of the GDI, you start on your first mission. They said it should be easy, but it won't...


Brother's forever

As a former member of the Black Hand you want to rebuild the Brotherhood of Nod. You are living in a city which will be soon free from Tiberium, but it will not happen. Will you manage to rise from a single man to an empire controlling Earth, the Tiberium and maybe even more?

Cabal's return
Deep inside earth a computer started booting. Pissed off what happened to his predecessor Cabal, it started to forge a plan - main task - assimilating all human life for full control...

Crystal Doom
Your father was the leader of the Sotir clan and the first revolution, he died with his most loyal soldiers in a heavy battle against the GDI. In full noise you decide to destroy everything that has to do with the GDI. As the new warlord of the Sotir clan you must decide how to archive this difficult task. So the only sollution is to combine all clans, but none of the other warlords will give you soldiers for free, may the second revolution begin...


Mod history:


Project Nemesis (2009)

Version 1.0 released on Nove
mber 19, 2009
Version 1.1
Version 1.2
Version 1.21 hotfix
Version 1.3
Version 1.4


Crystallized Doom (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

Version 1.9

Crystallized Doom (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 1.9.40.2 [ALPHA WIP]


Version 1.9.41
Version 1.9.42
Version 1.9.43
Version 1.9.44
Version 1.9.45
Version 1.9.46
Version 1.9.47
Version 1.9.48
Version 1.9.49
Version 1.9.50
Version 1.9.51 - 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


NOTICE: If the standalone version refuse to start, check if you have installed any Tiberian Sun installation on your PC! The mod standalone.exe (version 1.9.40.1) checks for a registry entry!

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Blog RSS Feed Report abuse Latest News: Next update focus

5 comments by Astor on Feb 12th, 2014

Hi everyone!

Haven't been a while online here, got a longer break as expected from modding TS. I'd like to say a few things.

First one is about the update I promised many of you. Unfortunately that version won't make it public, it was quite a mess - and I don't want to release a buggy version anymore - I got quite a lot of problems with the messed up radar colors etc. So I had to revert back, but then I updated my computer and things slowed down again. So that we are now here at this point.

I'd like to finish this mod finally, but I won't let it die so easy (not after so much work and effort I put into this project) that's for sure! Now what does this mean? I am falling out of the ground and don't exactly know on what exactly I should work on. Many of you played the mod and can provide me valueable feedback and reports.

Now what exactly do you think I should focus? Should it be balancing only, bugfixes, working on graphics, reworking AI, new content or have you got any other ideas?

My personal idea would be to make a balance/bugfix update with the first part of the optimized file structure I mentioned earlier a few weeks. That would be the fastest update I could offer, which I think would make more sense than adding new stuff or working on graphics. Because I already managed to get this mod very stable in comparison to older versions (people who played version 1.4 till 1.8 will know about what I am talking about :P ) but I have still room for improvments in stability.

Short answer is, new content can also include new bugs and crashes - I would think it's better to take the save way.

Please feel free to tell me your opinion!

Thanks!
Astor

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Crystallized Doom 1.9.40.1

Crystallized Doom 1.9.40.1

Oct 30, 2013 Patch 3 comments

Crystallized Doom 1.9.40.1 update - NOTE requires 1.9.4 standalone!

Crystallized Doom 1.9.4 Standalone [Fixed]

Crystallized Doom 1.9.4 Standalone [Fixed]

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...

Crystallized Doom 1.9.3 Beta [Outdated]

Crystallized Doom 1.9.3 Beta [Outdated]

May 24, 2013 Full Version 23 comments

Crystallized Doom version 1.9.3 after two month of hard work, we are proud to present you the newest version! Lot's of changes had been done. Discover...

Crystallized Doom 1.9.2 [Outdated]

Crystallized Doom 1.9.2 [Outdated]

Apr 7, 2013 Full Version 8 comments

This is version 1.9.2 of Crystallized Doom. It supports full AI for The Forgotten & Cabal faciton. NOTE: sidec03.mix & sidec04.mix from older...

Crystallized Doom 1.9.1 [Outdated]

Crystallized Doom 1.9.1 [Outdated]

Mar 31, 2013 Full Version 6 comments

This is Crystallized Doom 1.9.1. I recommend to use a new installed Tiberian Sun for this mod. The package includes 1.9.1 and the additional maps. I have...

Post comment Comments  (30 - 40 of 766)
Astor
Astor Oct 4 2013, 11:06pm says:

New forum!

Moddb.com

+1 vote     reply to comment
bluenog143
bluenog143 Sep 27 2013, 5:42pm says:

Astor is it possible to have multiple build queues for barracks, construction, war factories, and helipads? Like it is in C&C 3 Tiberium Wars where you can have multiple build queues? I'm not sure if the engine can do this or not but just wondering.

+1 vote     reply to comment
Astor
Astor Sep 28 2013, 12:23pm replied:

The Tiberian Sun egnine is not able to do that. Westwood added that feature with Red Alert 2.

You may wait for a Tiberian Sun mod for OpenRA which is free and open source, I myself really like it (played same games here and there).

It does already have a Dune, Tiberian Dawn and Red Alert 1 mod. It does include such improvements like multiple build queues, much bigger maps (up to 16 players/AI + additional spectators) The AI also doesn't cheat and there is better hardware support (OpenGL).

It's just a matter of time, when you will see a Tiberian Sun mod for it, if that happens I may port my mod to it too, which would allow me to add complete new features!

But yeah thats music from the future xD

+1 vote     reply to comment
ElrosAmandil
ElrosAmandil Sep 23 2013, 9:08am says:

we are waiting for you to tell us some good news,Astor:D

+2 votes     reply to comment
Astor
Astor Sep 24 2013, 4:52pm replied:

I have to survive this week with work. Then I have finished it and can focus on studying for the University for Applied Science completly.

But of course I will also have some free time for modding in fall & winter :D

So this will start rolling soon with updates!

+1 vote     reply to comment
ElrosAmandil
ElrosAmandil Sep 25 2013, 3:35am replied:

now that's a good update.you should know that i always appreciate high quality works like you did here .i am proud of playing your titles

and good luck for your education life

+3 votes     reply to comment
Tameius
Tameius Aug 26 2013, 6:47pm says:

WHY ISN'T this on Tiberium Wars XD!

+2 votes     reply to comment
Astor
Astor Aug 27 2013, 12:35am replied:

I have no advanced experience with the SAGE engine when it comes to modding. I am a good mapper (maybe now a bit rusty) but that's the end of the story.

While here I can do mostly anything what the engine is possible to do. I can edit the whole game. Hell even the AI is written from scratch, I included a modular base for it (easy expandable for new units etc). I started messing around with the game since 2008. By the end of 2009 I started a mod by the name Project Nemesis which later evolved into Crystallized Doom. After a few months stopped development I released 3 new versions - which improved stability and did a lot of bugfixes and balance changes. But now I am coming to a point where my allrounder skills are stopping me from pushing releases mostly because of lacking time.

The only thing I may consider is doing a mod with the more advanced Red Alert 2 engine (compared to TS), or start working on my Total War Shogun 2 or Far Cry Horror mod (zombies/monsters + penumbra music/sounds and an intense story) again or any other Cryengine mod (yes I am quite familiar with the Cryengine).

But yeah, maybe I surprise myself in the feature - who knows!?
:P

PS: that was a little too much text xD
PPS: Such a pitty that I never finished my Far Cry mod :/

+1 vote     reply to comment
Astor
Astor Aug 7 2013, 4:24pm says:

Just want to say that this mod is not dead!

I just got a hard time to work on this mod (lot of other work to do)

+2 votes     reply to comment
brncao
brncao Jul 12 2013, 6:49pm says:

Some constructive criticism. There's a ton of balancing problems between units and factions; some of them are so OP they can take out buildings and units in a matter of seconds without any other tradeoffs.

Having a nice assortment of units is nice, but too much is unnecessary especially when some of them are repetitive. Try to avoid the coolness and eye-candy mentality (i.e. I just gotta have it in there cuz it's cool!) and focus on what's really important from a game design perspective. In fact there's so many, if you capture another faction's MCV and tech up, the game crashes. TS has a limited amount of cameos it can take.

My 2 cents

+1 vote     reply to comment
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Platform
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Release Date
Released Nov 17, 2009
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Highest Rated (3 agree) 10/10

An excellent mod despite some bugs. :-)

Jan 12 2010, 11:32am by feillyne

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