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!

We're now on Facebook! Show us some love at the official TS Rising facebook page

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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  (3880 - 3890 of 4,039)
Petay_pan
Petay_pan Oct 6 2006, 1:10pm says:

ahhh no update for nearly a month =O

+1 vote     reply to comment
WingDingo
WingDingo Oct 2 2006, 12:08am says:

In The First Tiberian War, the side bar is all wiggy and confused me greatly. IMHO, I believe the bar at the bottom of the screen suits the engine much better than the side bar.

BGRacer: As far as I know, both the chem missiles and tiberium veins should be ingame. You might want to ask one of the staff members though.

I don't know if anyone else has asked this, but will the Orca Transport and Dropship be in Tiberian Sun Rising? If so, wil the Orca Transport only carry Infantry and will the Dropship be able to carry both infantry and vehicles?

+1 vote     reply to comment
BGRacer2010
BGRacer2010 Sep 30 2006, 3:25pm says:

It seems you do the mod pretty well. I love the models and their skins. You say that you've updated the code of the Tiberium and will make less lag. The code in TFTW made little problems. My system is not high end but as i played TFTW it handled very well even on games longer than hour. When you develop the mod make sure production times are the same as they were in TS. When speaking of production the lifetime question for ZH mods converting it to the CnC universe - The Conyard system :) As I know it's hard to implement it but you have a great base. Have you made the AI to accpet it?

Hey and what about chem missiles and the Veinhole monster? Will there be harvestable weed?

+1 vote     reply to comment
MrTaxikiller
MrTaxikiller Sep 29 2006, 6:33am says: Online

do you have a demo ???

+1 vote     reply to comment
MrTaxikiller
MrTaxikiller Sep 24 2006, 6:03am says: Online

so the mod is not dead :D

+1 vote     reply to comment
AssassinCS
AssassinCS Sep 22 2006, 10:34am says:

*CABAL: Command Presence Acknowledged*
*CABAL: Intellegence reports a signal is coming from our Temple in Sarajevo*
*CABAL: Intercepting Signal*

Sorry for the slow response guys my move to the UK left me without internet for a short while thats getting fixed up this weekend ;).

To answer your question we've done and will continue to do extensive performance tests with Tiberian Sun Rising. To ensure the smoothest gameplay possible for all players, the current build runs quite smoothly.

ModToaster, of course once its released we want to make distribution and installation of the mod as simple as possible.

Thankyou, any more queries/feedback are welcome anytime
*CABAL: Battle Control Offline*

+1 vote     reply to comment
MrTaxikiller
MrTaxikiller Sep 18 2006, 7:00am says: Online

nice mod keep going

+1 vote     reply to comment
SSG_Collins
SSG_Collins Oct 6 2006, 6:40pm says:

*combat

+1 vote     reply to comment
WingDingo
WingDingo Sep 15 2006, 11:48am says:

One question.

In what way is Generals slow?

I have both games and can honestly say that Generals is far faster to play than Tiberian Sun. Especially on the other difficulty modes. Although the strategies in Generals take time to set up, they execute with great speed. If you're not fast enough in taking out objectives in an attack, the attack can fail miserably. The same thing goes for Tiberian Sun, but at it's speed, it is fast. I dunno, I'm just tired of people dissing Generals. No it's not the standard Command & Conquer, hence why it is separate in gameplay story.

+1 vote     reply to comment
c4Menace
c4Menace Dec 2 2006, 10:15pm says:

so yea, i started modeling the new emp cannon because my old one was noobish and dosnt really fit the new spectacular models.. just keeping you all informed :)

+1 vote     reply to comment
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TS Rising Team
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Tiberian Sun Rising
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