Tiberium + Blossom Trees prop
Jul 20, 2009 Models Pack 7 commentsThis .rar file includes the Green and Blue Tiberium and Blossom Tree Art and XML assets. Just credit me.
Tiberian Apocalypse is an enhancement mod for CnC3 Tiberian Wars with the goal to convert it into a true Tiberian Sun sequel. Old friends like the heavy artiller, the Mammoth MK2 or the Titan return. And of course, the Tiberium in Tiberian Sun style :)
Installation:
Create a folder called "TibApo" in this directory: "My Documents\Command & Conquer 3 Tiberium Wars\mods\" (NOT! In the install-directory) and extract the .big and .SkuDef from the RAR file there.
Now go to the Autostart menu of CnC3, klick on "Game Browser", open the "Mods" tab and double klick on "TibApo".
You need patch 1.7 to play mods, and 1.9 to play this mod.
Note: I AM going to delete any comments asking why the titan has more than one cannon.
And stop comparing TA with TE, TA was ther first, and I'm NOT!!! competing with TE.
2 comments by Helge129 on Jun 17th, 2009 digg this super bookmark
So, as celebration for finally getting the Mammoth Mk2 to work properly after 3 days of error fixing and searching for the reason, I decided to release a new version.
The changes I made are:
Note that a lot of things are still Work in Progress.
And here three screenies.
That'd be it for now, see you on the next update.
This .rar file includes the Green and Blue Tiberium and Blossom Tree Art and XML assets. Just credit me.
This version includes the Mammoth MK2, a series of bug fixes and even a few new effects.
This version contains the following fixes: Orca bomber is buildable, APC is resized, Tiberium is no longer black on highest graphics, Disruptor, Titan...
The first release of Tiberian Apocalypse. Includes several new units for the GDI, and some changes to existing ones. Also, all factions have walls now...
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I was very disappointed by the lack of Tiberian Sun content from Tiberium Wars. They offered a cheap cockamamie excuse for the discontinuation of the Mammoth Mark II, then shortly followed it up with an even less economical MARV. The fact that you have to make a special structure just to build one unit makes the Mk. II more favorable. While EALA did a good job, sometimes I wonder if they have the right ratio of former Westwood employees to EA zombies. What's worse is they don't even offer any information to the apparent extinction of Tiberian Fiends, veinholes, or floaters. You never encounter the better organized, although somewhat decentralized after the death of their leader, forgotten mutant group. While the Mutant Hovels almost pay them some homage, they only allow you to "hire" little bands of marauders.
Cyborgs were understandably absent from Nod's arsenal in TW, after the shock of CABAL's uprising it would be a taboo, their resurgence in KW was exciting, yet disappointing due to their lack of Tiberium absorption, let alone their lack of immunity to it. This mod arouses my interest yet also gives me great expectations, I hope to see at least the more reasonable of those expectations met. Good job so far, and good luck on what is to come.
Damn that was a lot of typing.
Thanks, I feel kinda honored *gg*
just currious are there going to be single infantry or squads , and will they be tiberium creatures
westwood would be proud
You are doing a great job MC. Keep up the excellent work. Maybe someday you will let me help you....
u said that the ion cannon will not be the GDI superweapon anymore then what will replace it?
Nothin, the Ion cannon will be the super weapon, since I restarted...
nice vehicles, but whats shit buildning is on newest screenshot?
That's an unskinned, extremely oversiszed, GDI Powerplant.
ok it will be nice mod i think