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--------------------------------


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  (60 - 70 of 4,041)
BOBUG Nov 8 2013, 4:45pm says:

Wow, I must say to the TSR team, you have truly outdone yourselves, and EA. This mod looks amazing, really cant express how impressive it all looks, well done for hanging in there despite everything. And thanks for bringing tiberian sun back to life!

+4 votes     reply to comment
Jam2343 Oct 27 2013, 6:33pm says:

When are you guys going to share a release? Cant wait to re-live the good old TS

+1 vote     reply to comment
FekLeyrTarg Oct 18 2013, 6:42pm says:

Also, I remember that you once said that there will be new music tracks next to the TS/FS ones.
What can we expect with the new music? Will there be also a soundtrack release?
Also, which Tiberian Sun/Firestorm track will be included in TSR? Will also unused tracks like "Stomp" and "Initiate" be included?

+1 vote     reply to comment
Ryan432120 Oct 14 2013, 12:53pm says:

Outstanding work guys, Its Amazing. Keep this up !!! We love every bit of it =) Will this mod feature blood, gore and unit death animations, units bleed when shot, Burned by flame weapons, Destroyed Tank Animations, Visceroid or other Mutation effect when killed in tiberium fields ?

+8 votes     reply to comment
FekLeyrTarg Oct 14 2013, 2:44am says:

What about the abandoned Tiberian Dawn structures we see in TS from time to time? I remember that you wanted to use the models from the Tiberian Dawn mod for C&C3. Did the TD-Team ever finish them for use in TS:Rising? Will they be included in the intial release?

(And no, I'm not saying at all that the Tiberian Dawn mod is dead)

+4 votes     reply to comment
sgfan206 Oct 13 2013, 2:13pm says:

I wonder ... it was said that Firestorm Defense in TW would be impossible to create ... you have proven the exact opposite.

Likewise, Carnius was able to create working gates (although manually controlled, but there hasn't been any news regarding their functionality so far). That was also declared to be impossible in TW.

Considering the news of TSR (especially the part about buildable pavement), it very much looks like everything, and I really mean everything out of Tiberian Sun can be implemented in Tiberium Wars as well. Either as workaround or actual features.

But ... as I'm not an expert in modding, I'd like to hear your opinion about this. ;)

+5 votes     reply to comment
Henford Nov 1 2013, 12:11am replied:

Anything is possible in C&C3 modding. There is always a solution - no matter how impractical it is.

Smoke and mirrors guys =). It's how I got my AC130 strike into CNC Fallout

+3 votes     reply to comment
blargtroll Oct 31 2013, 9:12pm replied:

Nothing is Impossible, its the only truth of the universe. And change being the only Constant.

+1 vote     reply to comment
AiredaleMan Oct 11 2013, 9:09am says:

A new video perhaps?
Looks stellar so far!

+4 votes     reply to comment
AssassinCS Oct 11 2013, 8:11am replied:

We're focusing on a Multiplayer/Skirmish release at the moment, we really want to iron out the game play before we get too far into mission development for a campaign.

+6 votes     reply to comment
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Tiberian Sun Rising
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