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 [WIP]

Version 1.9.42 - revised Techlevel II + T2 mappack
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


Crystallized Doom Standalone Campaign (2015 TBD)

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
Forgotten Sidebar in 1.9.41 New Test cameos New Test cameos
Blog RSS Feed Report abuse Latest News: A review from myself of Crystallized Doom (PART 1)

7 comments by Astor on Sep 8th, 2014


Hey guys and girls, today I want you to tell my story. It's about how the mod started from 2009 and evolved till today.

I started playing Tiberian Sun with about an age of only 6 years. My first modding steps were made with a small tool called SunForge, it allowed me to edit the basic INI files with a help of a GUI. That was about a decade ago (2004). I messed alot with the units mostly. Giving my favourite unit the Titan more HP, making the Core Defender buildable etc...

The years passed and I forgot about the game completely. 2008 I discovered it again, with the help of the Internet I learned to modify the game better. Instead of SunForge (which I never found again) I learnd to do it with NotePad - most of the advanced modders called it "modding like a man".

My first "real" work was devastating, when I showed my results, most of the modders smashed it and told me thousands of things I did wrong. It felt like I reached nothing. Somewhat disturbed, I tried again...but harder.

Project Nemesis 1.0


The first big breakthrough was, when I managed to add my first non vanilla asset to the game, fully functional and without a crash or bug. That gave me the Idea of sharing this with others. But my primary motivation was for private use, to play with friends.


My first step into the right direction, the Nemesis and a C&C3; Mammoth Tank. This is the oldest picture I have from the mod.

So after that I thought about a name for it. I choosed Project Nemesis (after all it was a big ask for me to add that unit ingame). The first public version had removed build limits for Mammoth MK.II and Cyborg Commando. It had also 3 new units (Nemesis, Mammoth Tank, Reaper Tank). Version 1.0 was born on Nov 18th 2009.


The Reaper Tank from Nod - originally thought as Mammoth Tank counter, but I couldn't manage to add the barrels for it, so it got stuck as missile artillery.

Project Nemesis 1.1 - Project Nemesis 1.4


I can still remember the first comments here on moddb. I was surprised that people actually had interrest into something I had put together. It was hard to believe, but it felt great. So I didn't stopp, I wanted to deliver these few people a better experience (even if it were only 2-6 people at the very beginning).

So I added new buildings (Nod Pyramid, Nod Montauk, Core Obelisk, Obelisk of Darkness, GDI Armory) and more units. Some of them are still in active duty in the latest build like the fast Sting.


Another step forward was AI, I wanted also that they can take advantage of the new units. But I also tried to mess with base building. Yes, the annoying component tower bug was awfull back at that time. So GDI AI got Nod walls instead their original ones - till I fixed them now (after 6 years yay!).


Over the few weeks I worked on this mod, it grew up very fast with content. New sidebar images, new graphics, diffrent AI, and much more...


You would think adding just new stuff can't make really problems right? Too bad, that is just not true.

I messed with the code further and further. At the rate I worked, many mistakes where made. Which I had to clean up in later builds. The map editor stopped working with bridges and civilian buildings. The game started giving IE (internal errors) like crazy.

But still, I didn't stop.


Main menu of Project Nemesis 1.2


Main menu of Project Nemesis 1.3


BTW, here is a downloadlink of version 1.4 which is still available for download:
Strategyinformer.com

Attention! That build is 6 years old!

You can also find version 1.7/1.8/1.8.5 too.


Main menu from Project Nemesis 1.4

Project Nemesis 1.8 and the end of it




The mod started to evolve into an extreme kind. I wanted to push much more with it.


Bigger...faster...hardcore!

I changed AI to mass produce units, adding just more and more units...


Tried messing with player colors


But bugs always happen right?


This was the last build which got GDI/Forgotten and Nod/Cabal combined.

Cabal & Forgotten playable? + AI!?


In my next part, I will write more about how it was adding Cabal and the Forgotten as playable sides and getting the damn AI work with it - without blowing my game up.

I worked about a whole week several hours to get this to work. Hundreds of IE's happend. It was just trial and error. Again and again and again. But the result was unbelievable. Finally I could enjoy Cabal as an own faction! I would thank at this point here for the people/modders from PPM, which helped me a lot with this task. It would have been not possible without them!


My first public image of the Cabal faction.

Shortly after that I tried for The Forgotten, with the experience I got from adding Cabal, it was a little easier but still a mindbreaking task.


But like I said, you add new stuff, you break old stuff...


Crystallized Doom 1.9


I tried fixing as much as I could, the game was unstable and crashed almost like maybe like 2/3 of all games played.


The menu used in Crystallized Doom 1.9

I deleted the vanilla AI files and made them from scratch, as they had stuff inside which was horrible obsolete for my mod and was just breaking stuff. My last big task I wanted to do, was to make the game compatible with the original campaign.


But that was even more unstable than skirmish, as I couldn't even manage to fix the first GDI mission. I noticed at this time, that I had screwed a lot with the game lol.

After 3 years, I had to take a break, I thought I reached my possibilities in this game. I stopped. In favour for my Far Cry horror mod and Total War Shogun II modifiaction.

Crystallized Doom Resurrected 2013



In PART 2 I will write about how everything evolved and why I started with this mod again. I am also going to talk about the future plans for this mod and the next release (build 1.9.41).

Last but not least I want to thank all people who supported me over the years, sometimes it feels like it was just a few days ago I uploaded the first version of this mod and waited for the first feedback comments. Imagine a 13 year old child who just was eager to get a chance like this back at that time. Now I am 19 years old and this thing here is still not finished...oh dear ^^

If you read the whole part, I want to thank you for your patience and I am really looking forward for 1.9.41 and it's release!


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 9 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  (70 - 80 of 806)
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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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

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