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!
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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  (3910 - 3920 of 4,049)
AssassinCS Creator
AssassinCS Dec 19 2006, 7:11pm says:

Thanks for the support guys,

Its the renewed support from the fans that makes this project quite rewarding and were making this mod for you the C&C fans. So your support is much appreciated.

If you havent already get voting ;) I hope we make your list of the 3 top mods you vote for.

+1 vote   reply to comment
AssassinCS Creator
AssassinCS Aug 30 2006, 11:07pm says:

Ah yes the question on everyones mind, when will the mod be released? Well all I will say is that we are working hard to get a release out before C&C3.

The original Mammoth Tank will make an appearance through Tech Structures *if you stumble across a ruined War Factory from the First Tiberian War and capture/repair it, you can build your own Mammoth Tanks perhaps ;).

Yes Three years its been quite a ride, in the beginning we were all learning our skills back then were quite novice in all areas. However over the three years on this project we've honed our skills and developed alot of new skills. The mod design over this time has had considerable brainstorming, ideas, concepting has gone through the roof :). The hardest thing was deciding what features to keep and which to cut as not all fit with Tiberian Sun's style and we cant overcram the mod ether that would just overwhelm players.

GDI gets the Heliport, the Helipad is gone for GDI. The Heliport is the render you can find of that GDI Structure that has Four Helipads in the one structure hence Heliport. This was done as part of making GDI and Nod more unique from one another many more sublte changes like this have been made.

MCV Redeployable, of course :) this is a strategic advantage to GDI. As Nod doesng use a Construction Yard like GDI does *again done to make sides more unique* as Nods Technology has grown to the point they no longer need a Construction Yard like they did in the First War.

Random Crates will be part of the gameplay in Skirmish and Multiplayer games as always, beware new dangerous crates exist as well as new beneficial crates. In this engine we can do almost anything with Crates.. so be warned :D.

Tech levels done differently then in TS, instead of having the option to limit Tech Levels, You will get full Tech from the start *as long as u build all the required structures etc to do that*. Then from there you must earn Technology via the Generals point system which adds additional technology onto the existing TS tech.

Tiberium code has been improved since TFTW, extensive lag testing has been done in regards to this and has seen improvement. Extensive testing will continue up until the mods release to ensure smooth gameplay.

The Juggernauts cockpit.. thats a good question but the Juggernaut is a little bigger then the Titan there is plenty of room for a Crew inside. Im not sure I totally agree with C&C3's side cockpit on the Juggernaut makes it look more Mech Warrior style and less TibSun syle.

With questions please visit the forums on our Website, they will recieve a much faster response from myself and team members then on here. Thanks Guys :D your feedback is much appreciated. We are all die hard TS fans here on the team so you could say this is being made by the fans for the fans :D.



+1 vote   reply to comment
D1ck
D1ck Aug 27 2006, 4:06am says:

Any idea when the mod will be done? Like what kind of timescale? 1 month 6 months or 12 months.... I just want to know roughly how long I am going to be in agony waiting for this lol =P

+1 vote     reply to comment
WingDingo
WingDingo Aug 26 2006, 3:07am says:

OMG Walls! Awesome! IMHO I think you're doing a lot better than EA is with Tiberium Wars (Tiberian Twilight sounds cooler)! You've got both walls and single unit basic infantry. I hate what they're doing to CnC in CnC 3, yeah it looks pretty, but there are some concepts I don't like, namely the basic infantry squads and abscence of walls. I'm lovin it guys, keep up the awesome work!

One question though...Where is the area on the Juggernaut where the crew would be cause as far as I can tell, they are smushed up with the artillery barrels and probably all the amo. Unless they are robotic. Cause the appearance of the Titan Pwns. You can even see where the crew is in the Titan.

+1 vote     reply to comment
Tore29
Tore29 Aug 25 2006, 4:11pm says:

sorry for my english grammar i am 1 of the best in my class to talk english but not write it :)
i am 13 years old and norwegian and thank you for ansering my qestunes :)

sorry it wasnt
will it be helipad of heliport?
it was
will it be helipad or heliport?

when i played Tiberian sun( and still does it since year 2000)
then i liked to build walls and pavement and light towers and component towers\laser turrets and obelisks

(you can get the light towers by editing the rules ini the light tower bonus is longer fireing range and a
early warning when you are attacked and it detects steath units)

i wish that you put in the old construction yard system and pavement(it protects the base from subterranian attacks and big craters dosent show up in the base and it denies tiberium to spread in the base)

qestunes:
will it be redeployable MCV?
will it be crates?
will it be tech levels?
willl the tiberium make the mod lag like with the mod the first tiberian war?
(and it may come more)

keep up the good work :)

from Tore29

(lol it stands by Tore29)

+1 vote     reply to comment
Petay_pan
Petay_pan Aug 25 2006, 9:49am says:

you've been woring on it for three years!!!!?????? BLOODY HELL i would of lost interest by then

+1 vote     reply to comment
Petay_pan
Petay_pan Aug 25 2006, 9:47am says:

Will u be bringing the Mammoth tank back from the original C&C in it cos that would be wiked

+1 vote     reply to comment
PiNwOrM45
PiNwOrM45 Aug 23 2006, 10:36pm says:

I'm certainly not the most knowledgable when it comes too the programming here, but I read walls would be impossible.. it seems to me they'd be easy? Can't you just make them the same as a building, except obviously a wall model, and change of size? (1x5 on the grid, or something)? Sure, it wouldn't have the same customization as TS, but you would at least be able to build the basic shape of your base using 1x5 walls. (1x5 being just a hypothetical number, I have no idea how big that really is). This seems to me like it would work.. seeing as you can't build over other buildings, or walk into them.. the funcionality is already there, isn't it?

Anyway, can't wait!

+1 vote     reply to comment
GO2HELL
GO2HELL Aug 6 2007, 8:00pm says:

dude when is this mod going to be out =(

+1 vote     reply to comment
jeket
jeket Aug 23 2006, 12:49pm says:

will there be air to air combat in this mod... and naval? with the exception of the amphib APC

+1 vote     reply to comment
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TS Rising Team
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