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  (3840 - 3850 of 4,039)
AssassinCS
AssassinCS Nov 10 2006, 5:03am says:

Will recieve the same speed increase they did in Firestorm, mabye a tiny bit more.

Ah yes thats right Night of the Mutants a fun map hehe, thou my favorite has to be Tiberium Gardens Redux. Yes we are definatly taking full advantage of the engine.

The mod ur thinking of with the Titan 2 would have been Tiberian Generals, Im not a fan of the mod as the whole idea of merging Generals and Tiberian Sun to me.... clearly hasnt been well thought thru anyway. Looks like fun but not the kind of serious mod I enjoy.

We wont be doing a Titan 2 doubtful, almost every mod iv seen has done a Twin Cannon Titan... and I disagree with doing that. Thats like making a mod for Tiberian Dawn and making the Medium Tank a mini-Mammoth Tank. There will be different features available for the Titan such as laser targeting for longer range of fire, and perhaps even an upgrade that increases the speed of all the Mechs by a small amount.


+1 vote     reply to comment
WingDingo
WingDingo Nov 6 2006, 6:28pm says:

Sweet. Colored rings wouldn't make much sense around the buildings. That and it's been used in Starcraft, AOE, and almost every other RTS in history.

+1 vote     reply to comment
AssassinCS
AssassinCS Nov 6 2006, 6:20pm says:

Look closer at the screenshots, every unit has Housecolor rings around them, there are no housecoloring on the actual units themselves what so ever. This is to give a more realistic feel and i always felt coloring the units looked cartoony as all hell *i mean just look @ Generals*.

However we will use house color panels on the structures, because this actually looks better then anything else *we tried many new ideas for the structures including houescolor rings* but in the end the classic style worked best for them.

+1 vote     reply to comment
LoneWolfJBM
LoneWolfJBM Dec 2 2006, 4:46pm says:

lets get back on subject my comps uniportant :)

+1 vote     reply to comment
SSG_Collins
SSG_Collins Nov 6 2006, 5:04pm says:

That’s my last question for now.

+1 vote     reply to comment
SSG_Collins
SSG_Collins Nov 6 2006, 5:03pm says:

How are you going to show team colors as I look at the models I don’t see and color panels, and will their be lights on vehicles for night maps.

+1 vote     reply to comment
AssassinCS
AssassinCS Nov 6 2006, 4:23pm says:

The mutant groups are very different from the GLA, however they will only appear in the campaigns... later on multiplayer maps as well perhaps like that multiplayer map with mutants all over it the name of the map isnt coming to mind at the moment.

+1 vote     reply to comment
SSG_Collins
SSG_Collins Nov 6 2006, 3:30pm says:

Are you going to make new mutant units for the neutral AI to use or are you going to modify existing units? I do like some of the GLA units and a believe things like the technical and all would be perfect for the forgotten.

+1 vote     reply to comment
AssassinCS
AssassinCS Nov 5 2006, 8:56pm says:

There are many directions we can take TSR in the Future, and I'm one that likes to plan ahead.

However you'll just have to wait and see what our future plans are. For now we focus on the present.. getting a good quality first release out for you guys to play. Thats the most important thing right now.

+1 vote     reply to comment
Lucífer
Lucífer Nov 5 2006, 8:39pm says:

So i'am guessing when you've guys have gotten the campaign and the Multiplayer skirmish done and unbugged you will create a whole mod with everything in it, which means the final release? (when that day comes. :P)

+1 vote     reply to comment
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TS Rising Team
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