Tiberian Sun Rising is a total conversion modification for Command & Conquer 3: Tiberium Wars, which see's the return of the Global Defense Initiative and the Brotherhood of Nod battling it out during the the Second Tiberum War! retelling Tiberian Sun like never before.

A Whole New Tiberian Sun!
Not just a remake, but Tiberian Sun Rising is the next evolution of Tiberian Sun! Its time you saw the future, while you still have human eyes! Having been redesigned from the ground up to include all the things you love from Tiberian Sun, with new features, abilities, units and gameplay better then ever. We take the mindset that this is the first time Tiberian Sun is being made as an originale game as a design concept/mindset for our development.

This mod will include the additions made in the expansion Firestorm as well they will make a return with a new spin. This mod promise's to do alot and we'll be bringing back the thing's you love from Tiberian Sun like. Stealth technology, Real Tiberium, Subtterain Units the Firestorm Defense system and more!

Battle the Elements!
One of the most exciting feature's we'll be including is a dynamic growing Tiberum environment which mutates the battlefield as it spreads! You could start on a map with not much tiberium at all, and finish the battle with Vein Holes, Ion Storms and more all occuring! So watch out!

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Subterranean APC Prepare to Dive! Firestorm Defense Online!
Blog RSS Feed Report abuse Latest News: Firestorm Defense Online!

18 comments by AssassinCS on Oct 7th, 2013

Welcome Back Commanders!

We do indeed LIVE! Rumors of our defeat have been greatly exaggerated and are merely propaganda spread by the great oppressor. We've been back in development for some time now we apologize for the delay in bringing you up to date with our progress. We have some very exciting developments coming up that we can't wait to share with you and we praise your continued support, loyalty and faith in this project. We make this for you the fans your continued support, input, feedback and even criticisms (keep them constructive please) means everything to us and we thank you. I'd also like to thank my fellow team members both new and old for their hard work and continued support that combined with our amazing fans is what keeps driving us forward!

Its time you saw the future, while you still have human eyes!

Kind regards,

-The Tiberian Sun Rising Team

--------------------------------BEGIN TRANSMISSION--------------------------------

Commander,

We've been monitoring Nod's activity for just over a Year now and the situation appeared to be settling down until recently. But now we're seeing more activity's among the splintered factions of Nod the stage seems set for another power battle among high ranking officers fighting for power within the Brotherhood. We're bringing you back on Active duty Commander we need you to gather more intelligence on the current situation and we'll be briefing you on the latest developments get you up to speed.

Years of research & development have paid off there has been a breakthrough in our defensive technologies and it is now been added to your arsenal Commander approved for testing under battle conditions, we're calling it the "Firestorm Defense Shield". The system is made up of two components the "Firestorm Generator" and the "Firestorm Wall Sections". GDI Commanders are recommended to deploy Firestorm Wall Sections forming a perimeter around the entire base these are reasonably flat
surfaces vehicles & infantry can easily traverse over when inactive. For activation the Firestorm Generator requires a surplus amount of a base's power reserves so additional power plants are recommended to ensure no defense or manufacturing structures are affected. Once activated the Firestorm Generator generates an impenetrable barrier across the Firestorm Wall Sections that will
destroy any aircraft, missiles, projectiles trying to pass through the field
this includes any vehicles or organic matter as well.

Firestorm Generator Firestorm Defense Online!

This is a very effective counter-measure against the Brotherhood's Missile strikes when an EVA unit detects an incoming Missile activating the Firestorm Defense Shield will protect the area enclosed by the Firestorm Walls. The system does have its draw backs however the Firestorm Generator can only
stay active for a limited period of time requiring time to cool-down and recharge its priming capacitors. It is important to take note that friendly aircraft also cannot pass through the field and you should be mindful of Nod's subterranean vehicles that could bypass the field by travelling under it and surfacing in your base we recommend keeping Mobile Sensor Array's deployed to detect any subterranean activity in the area.

Prepare to Dive! Subterranean APC

We have new Intel on Nods activity Our satellites managed to capture these image's before Nod forces managed to set up a Stealth Generator in the area. Intelligence from our source within a Brotherhood faction reveal this is a new Armored Personnel Carrier redesigned as a subterranean troop carrier. The vehicle can dig underground and travel vast distances making it much more difficult to track Nod's troop movements or predict where they may emerge. Deploying pavement across your base's should be sufficient to stop these Subterranean APC's from surfacing however this has been untested and we've yet to see if Nod have any surprises for us in this regard our source has been known to withhold information in the past. We'll keep you informed as we gather more information about this discovery as we learn more.

--------------------------------END TRANSMISSION--------------------------------

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TSR Avatar Pack

TSR Avatar Pack

May 3, 2011 Other 7 comments

As a thank you to all our fans and supporters we present to you a collection of exclusive TSR avatars for your use.

[TSR Soundtrack] Secrets of the Scrin

[TSR Soundtrack] Secrets of the Scrin

Nov 2, 2006 Music 2 comments

Title: Secrets of the Scrin Composer: Michal Bartnikowski (feat. Paul Statezny) Length: 6:09

[TSR Soundtrack] Snowy

[TSR Soundtrack] Snowy

Nov 2, 2006 Music 2 comments

Title: Snowy Composer: Paul Statezny Length: 4:58

[TSR Soundtrack] Harvester Ambush

[TSR Soundtrack] Harvester Ambush

Nov 2, 2006 Music 1 comment

Title: Harvester Ambush Composer: Paul Statezny Length: 4:43

Post comment Comments  (3810 - 3820 of 4,068)
_EvilAlex_
_EvilAlex_ Nov 22 2006, 2:13pm says:

And, just noticed it - GDI always loose! They tried it many times, and they can't dispose of NOD, no matter how hard they push! NOD rules, man! :D

+1 vote     reply to comment
AssassinCS Creator
AssassinCS Nov 21 2006, 9:10pm says:

Thankyou

Yeah i wasnt having a go at you, just explaining our approach to developing TS:R.
What i meant in regards to Westwood was im not interested in copying something as it is and just making it a graphical upgrade to me is totally pointless. Think of Tiberian Sun Rising as a redesign of Tiberian Sun and expanding the world of TS futhering its potential.

But yeah just a matter of taste/opinion, obviously we cant please 100% of our audience no developer can but I hope everyone can really get taken in by TS:R as we have been takin in developing it.


+1 vote   reply to comment
PowderNose
PowderNose Nov 21 2006, 8:31pm says:

Personally I love dozer-system in RTSs, but I hope when I'm playing TSR I don't hear Generals echoing somewhere...

+1 vote     reply to comment
_EvilAlex_
_EvilAlex_ Nov 21 2006, 8:06pm says:

You' ve got my vote for MOTY anyway ;) I may disagree with the details, yet I can not deny the amazing job you did.

+1 vote     reply to comment
_EvilAlex_
_EvilAlex_ Nov 21 2006, 8:04pm says:

I don't know how coincidents happen, but I WANTED to mention Classic Doom, he-he! Are U reading my mind?? No, In fact I just guess you and I are just "reverse" kinds of people. As I said, I have nothing against new ideas, when they're used as they are, and not to ruin something that has already been done. What do I mean?
In you last comment you're trying to prove me, that you're "not interested in copying Westwoods work". Yet you do it anyway! At least partially. That's why I've said, that if you really don't want to copy someone's work at all you'll gonna create a mod from scratch, some completely new, fully your's idea. ;)
I will not comment about potential, cause if it has never been shown, than why are you here? :D So it was, it was just not enough, that's much more suitable term, I think.

Quote: "Doom 3, was actually quite smart, they made something new." Was it? They made something new, yes, but WAS IT FOR THE BEST? There are things in the world, you'd better leave without changes. New ideas aren't always doing good.

As I've already said, I honestly wish you the very best of luck, what you did looks very good. But still it's not TS we once new, and I'am quite unsure if it is for the best. Well, and also it is pointless to discuss tastes, as they're tend to differ, and it turned out "the unfortunate changes" were not the techincal issues, but just a matter of your taste, so I'll leave it be.

Again, best of luck with the mod!

+1 vote     reply to comment
ww.dk
ww.dk Sep 23 2007, 1:51pm says:

vital secrets?
something i missed?

+1 vote     reply to comment
AssassinCS Creator
AssassinCS Nov 21 2006, 6:03pm says:

Let me make this VERY clear for everyone.

Tiberian Sun Rising, is NOT a remake of Tiberian Sun. If you want TS play TS there is no substute for the original.

It is the Tiberian Sun Univerise expanded and retold in our Vision, we spent alot of time researching fleashing out the universe, writing up background information making sure everything that was in TS really did fit in, we made the sides completly unique from one another.

Rather then focus on the spirit of C&C we focused on the spirit of things within the world of Tiberian Sun.

We have focused bringing Spirit to GDI and Nod, giving them a true atmosphere both unique from one another. Which really makes you feel the difference between these sides.

Why arnt we doing a remake?????
Very simple.... what the hell is the point of a remake, Tiberian Sun made EXACTLY as it was in 3D makes it EXACTLY the same as the original. Looks are irrelevant its just the same thing again why do something thats already been done? thats a complete waste of our time.

I'm not interested in copying Westwoods work, making it 3D and passing it off as my own. No we instead were creative and redesigned Tiberian Sun from the bottom up and brang out Tiberian Suns FULL Potential. TS had ALOT of potential which was never truly released... thru the ZH engine we are able to fully take hold of TS and make it something better then the original.

So what your really critising is the fact we have used our creativity to bring out Tiberian Sun's potential like never before. Well im sorry we arnt closed minded people that copy stuff thats already been done.

Our aim is to make a Tiberian Sun that outdoes the original while staying true to the theme. And unlike some mods we arnt afraid to try new ideas. You would be surprised that your complaints are from the minority of C&C fans in Tiberian Sun Risings history there has only been 2 other people that have complained about this.

Doom 3, was actually quite smart, they made something new. For instance playing the Classic Doom mod for Doom 3 i got very bored very quickly... its just the exact same thing i've played a million times before just in better graphics... which i could care less about. Its a great mod its just offers nothing new.

+1 vote   reply to comment
AssassinCS Creator
AssassinCS Nov 21 2006, 11:40am says:

We made this decision a very long time ago and it wasnt an easy one. The fact is the two construction units created have been deeply linked into the gameplay, they are more then just construction units unlike EA's Dozers. They also are specifially designed for GDI and Nod, not to mention Nod doesnt even have a Construction Yard any more. This is works well in the Atmosphere we have created in Tiberian Sun RIsing. Everyone of us is a devout TS fan very passionate about the game and the series and we made this decision because it is benefits the game alot more then you'd realise.

Now if we gave GDI a Dozer and Nod a Dozer I would agree that is the crappiest thing u could do... but we arnt doing that you know the two units if you've read them. The GDI Powersuit with some cool abilities and Nods Replicator (repair bot) also having some very cool abilities.

Also the AI does not work well with the Construction yard code ether, but this was not the reason we didnt choose it. So the mod your working on the at the moment just keep in mind ur going to run into some serious problems with the AI later on.

Not to mention.. the origins of the Construction Yard was Dune... not C&C.

+1 vote   reply to comment
skulking_ferrit
skulking_ferrit Nov 21 2006, 11:06am says:

Make no mistake we have access to a working conyard code and have done so for nearly 2 years, however TSR is more than a remake of tiberian sun, it is expanding on it. That is why there are certain features that will be present in the mod that weren't in the original. Another reason for leaving the conyard system behind is that it allows us to completely dissociate GDI and Nod both in art and functionality thus making for a more enjoyable experience.

Hope that clears things up

+1 vote     reply to comment
BGRacer2010
BGRacer2010 Nov 21 2006, 5:41am says:

Indeed the fun has begun ;) Your mod /ideed the two mods/ and RA3 are the freakin best CnC reincarnations!

+1 vote     reply to comment
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