This modification offers an alternative gameplay to Tiberian Wars involving many Tiberian Sun units which many CnC fans (like me) missing in vanilla CNC3 and add even new my made units which you can't find anywhere else. Story is quite the same like Tiberian Wars, but is all about what if GDI and Nod do not abandon technologies they have used in Tiberian Sun era and instead of that further developed them. But it's not only that, there are many visual, sound and balance changes which I want to see and hear in my mod, new sounds, new music, new effects (like blood and gore, new infantry deaths, new more realistic missile trails) and many more.


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Tiberium Essence 1.6 Tiberium Essence 1.6 Tiberium Essence 1.6
Blog RSS Feed Report abuse Latest News: Tiberium Essence 1.6 Beta Released!

68 comments by Carnius on Feb 2nd, 2014

After some troubles and long development TE 1.6 is released. It´s beta which means there might be some bugs and ballance issues left. If you find anything wrong please report back to me so I can fix that in some future patch.

Tiberium Essence 1.6Tiberium Essence 1.6
Tiberium Essence 1.6Tiberium Essence 1.6

TE 1.6 is full of experiments that might prove as bad idea so please approach to it open minded. Things like Gdi Firestorm Generator, recently added Nod Tunel Network or more epic/superheavy units for each faction sound cool, but might become serious problem in time, but still I wanted to try it all.

Tiberium Essence 1.6 Beta

Tiberium Essence 1.6 Beta - Credits

Developer - Jiri "Carnius" Chalupa
Additional Credits:
Vladimír "Vlado32" Moncoľ - New music tracks, Menu music
55blahh55 - Icon Image for Nod Militant Infantry and Nod Toxin trooper

Most important changes in v1.6

There is a lot game improvements and ballance changes, but unfortunately over time I have lost track about what is really new and what is old. So here is some of the most important things you should know before play.


- Added wall gates to all factions - important note - due engine limitations gates requires precise placing, I´m sorry but this is the only way.
- All stealth detectors show aura style radius which tell you how far they see cloked units
- Added Weinhole monster - in general works as tiberium field but damages also vehicles (except harvesters), weins can be also harvested by all factions and got 3x greater value than green tiberium, unlike tiberium field weinhole monster can be destroyed though.
- All new superheavy units is no longer in Tacitus archive as was previously announced, but have been added to normal production.
- Presence of Leviathan mothership, Kodiak II and Montauk on map is for now announced by Eva as "mothership deployed" (from certain poit of view all of them can be understand as some sort of mothership)
- Added a lot and lot props into world builder
- Added snowy and ice bridge into world builder

- New skirmish maps - Tiberium infestation, 4 player map, 2v2 style
- Arctic Desolation, 4 player map, free for all


- Added Kodiak II Command ship to Air tower production tab, unique superheavy aircraft - support, anti-aircraft and anti-tiberium role.
- Added Firestorm generator - defensive structure, can activate firestorm plasma shield - makes allied units virtually invulnerable while in the same time damages enemy units.
- Call for transport cost 100. Requires Dropship command. Transport aircraft flee of map after unloading its cargo as do in vanilla CnC3. Changed back on request.
- Removed Mobile EMP from warfactory due ballance issues (at least for now).
- Jetpack Trooper - attack damage vs vehicles reduced by 50% and vs aircraft by 25%, reduced armor vs missile type weapons.

- Added Montauk Command vehicle to Construction yard production tab, unique superheavy vehicle, support and anti-aircraft role, deploys additional reinforcement.
Note Montauk do not deploys into warfactory! Based on experience I have gain over time I find this idea not good really, it made montauk easy target and unable to gain experience (which can´t be fixed anyway)
- Added Tunel Network Center to Construction yard support tab - works as substation tech structure in vanilla cnc3, only 3 units at once can enter tunel network due some engine limitations
- Saboteur benefits from Forced Evolution upgrade
- Added Taratula drone to Secret Shirne production tab - in general replaces fanatics as nod suicidal unit, cloked when stand still

- Added Conqueror command walker to Gateway production tab, unique superheavy walker, support role, seeds tiberium, assimilate technology by killing enemy units, heals scrin units
- Annihilator got new model, changed from tripod to quadropod, got 3 turrets
- Stormrider - tiberium upgrade replaced by plasma missile upgrade that improves his anti-air attack power earlyer in game, available on Nerve center
- Leviathan mothership - removed seed tiberium ability, enabled anti-air attack and blink pack
- Contaminators spawned by Corrupter and Leviathan weapons can see in small radius

So try it and report back anything on your mind.

I hope v1.6 fulfill at least partially your expectations. I have tried to do my best, but you know, sometimes some things not go as planned. Anyway I will keep working on TE to make even better in future.


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Tiberium Essence 1.6 Beta

Tiberium Essence 1.6 Beta

Feb 2, 2014 Full Version 116 comments

This package contains main mod files for Tiberium Essence v1.6 Beta and readme file with description and list of changes.

Tiberium Essence 1.51 Beta

Tiberium Essence 1.51 Beta

Jun 5, 2012 Full Version 148 comments

This package contains main mod files for Tiberium Essence v1.5 Beta and readme file with description and list of changes.

Tiberium Essence v 1.4

Tiberium Essence v 1.4

Dec 23, 2009 Full Version 158 comments

Installation: ------------- 1) Ensure you have game patched to v 1.9, if not install latest patch 1.9 2) Go to Dokuments in windows start menu and find...

Tiberium Essence v1.3

Tiberium Essence v1.3

Mar 28, 2009 Full Version 76 comments

Tiberium Essence v1.3 Installation: 1) Ensure you have game patched to v 1.9 2) Mods for CnC3:Tiberian Wars belongs to "Documents and Settings\*YOURNAME*\Dokuments\Command...

Tiberium Essence v1.2

Tiberium Essence v1.2

Dec 18, 2008 Full Version 15 comments

Quite the same as v 1.1 but most bugs fixed. Installation: 1) Ensure you have game patched to v 1.9 2) Mods for CnC3:Tiberian Wars belongs to "Documents...

Tiberium Essence v1.1

Tiberium Essence v1.1

Nov 27, 2008 Full Version 17 comments

New version of Tiberium essence - mod for CnC3:Tiberium Wars, add more new units, new graphic and new sounds to game Installation: 1) Ensure you have...

Post comment Comments  (0 - 10 of 12,857)
Ahrimansiah Nov 15 2014, 9:40am says:

yeah they are all new maps no original though i did heavily modified most of them,
well unfriendly sky is a surviving map, but killing veinhole should stop it from growth... if it doesnt for some reason its out of my power and is up to carnius since he is the one who coded veinhole ^^
btw if i get enough request i will rename them all so they wont replace the original ones, right now no one asked for it :P

+3 votes     reply to comment
Oaks Nov 16 2014, 6:51am replied:

Most of them are from mr. Predatore(mapmaker for TFM,his mappacks are legendary)so I guess, most people already have them.
Just a really nitpicking issue,though.xd
VM in TE Unfriendly Skies: It did stop it from growth, but it should not just stop, normally all tiberium veins should die along with VM.
Units(while even not having AA) could randomly try to shoot THE ion storms, but thats just a notice, its an engine limit bug nitpick. Outside of anyones "modding power".
And finally,little suggestion:Put more contaminators and big visceroids in those maps instead of corruptors.
I wonder if old corruptors and old gun walkers(razorback) could be placed on maps.
And I didnt see any tiberian fiends.

+3 votes     reply to comment
Ahrimansiah Nov 16 2014, 6:25pm replied:

there is some maps with alot of viscroids IF ai dont killem all before u lol, Corruptors fits very good as lifeforms in red zones and they give more challenge than viscroids (viscroids in correct stat are to weak) and sadly no old corruptor models or i would use them for sure!
in most of maps you can find at least 2 fiends in each tib field! some are stealth though... they are always a pain for early harvesting, its really funny that u said u didnt seen any :P

+3 votes     reply to comment
Oaks Nov 17 2014, 6:57am replied:

Stealthed tib. fiends ??
You probably mean tib. fiends have stealth detection vs Nod harvesters,right?

+2 votes     reply to comment
Ahrimansiah Nov 18 2014, 1:04pm replied:

hmm i made some lifeforms stealth while standing still, not sure if i made some fiends like that too >.< need to check in time :P
right now very busy with a warcraft3 mod of mine

+2 votes     reply to comment
Oaks Nov 19 2014, 3:40pm replied:

Wait, how you made them stealthed when idle?
You used SAGE and Worldbuilder SDK(software development kit)?
Together with knowledge of xml coding programming language?
Without released source code? (which should IMHO never happen to TE)
I admit I am at wits end, when it comes to this technical stuff.
But by all means PM me, the tear of nostalgical melancholy on my face when hearing W3:FT is unstoppable.
Though, I myself am deep head over heels buried in DOW series. xd
Games of 1994-1999. lets call them "legacy of void" : - )

+2 votes     reply to comment
Ahrimansiah Nov 20 2014, 11:57am replied:

in worldbuilder click on the units and in their options look for stealth and veterncy and some other special upgrade options! though not all have stealth :)
yeah man i LOVE those strategy games! well i made my dreaming SCIFI str game in Starcraft2 and now it time for me to create my dreaming Fantasy game on WC3 engine :D though its not that much different like SC2 one, i just added all units and systems i always wanted to have in a Fantasy STR game ^^

+3 votes     reply to comment
Ahrimansiah Nov 15 2014, 7:25am says:

hmm trying to target the scattered ionstorm clouds? in which maps?

+3 votes     reply to comment
Ahrimansiah Nov 15 2014, 5:06am says:

i did update the Upgraded map pack to fix a problem it will be available to download soon :)

+3 votes     reply to comment
Oaks Nov 15 2014, 5:41am replied:

Dont forget about the endless CABAL devilish laughter when Montauk is present.
But its nice to hear it, time to time. xd
And many, many, many, many, many other things..
Like Nightwind carrying Montauk,eh.

Damn, I forgot to screenshot my Orca fighters being unable to shoot on veinhole monster in Ahrimans Unfriendly Skies,because they were positioned in that deep shaft, under central platform.
And my Disruptors trying to shoot on spawned Ion storm.
And thats just the first map out of ten of them!

+3 votes     reply to comment
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C&C3: Tiberium Wars Icon
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Release Date
Released Sep 5, 2008
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1298 votes submitted.

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Highest Rated (51 agree) 10/10

-->Models: awesome new and old concept and very detailed and perfect textured Units/Structures
-->Balancing: it's every time balanced better and better and all new units fit its faction
-->Atmosphere: even that is changing because of the adding of vlado's and frank klepacki's awesome music

if I could i would this mod [infinity] out of 10 points

Jun 1 2010, 11:26am by -Redeemer-

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