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 1.52
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Ahrimansiah
Ahrimansiah Oct 7 2012, 5:03pm says:

wo0ow!!! dude nice job!
and i was just wonder when we will get a new update :D

+7 votes     reply to comment
Dentedhelm
Dentedhelm Oct 7 2012, 5:59pm replied:

IKR

+3 votes     reply to comment
CaptSierra
CaptSierra Nov 4 2012, 3:54pm replied:

Join the line! we all want to see the next version of this. I cant wait to see what happens with the veinhole monsters.

+2 votes     reply to comment
Hijacker
Hijacker Oct 7 2012, 6:02pm says:

A very fitting design for Scrin.

+7 votes     reply to comment
JackiChain
JackiChain Oct 8 2012, 1:18am says:

Awesome design!
Love it.

+3 votes     reply to comment
Icefrenzy
Icefrenzy Oct 8 2012, 2:46am says:

Is it automatic :O?

+1 vote     reply to comment
medve
medve Oct 10 2012, 3:56pm replied:

no, the harvester going to honk each time :D

+8 votes     reply to comment
Starfox100
Starfox100 Oct 8 2012, 3:51am says:

*knock knock*

+2 votes     reply to comment
CaptSierra
CaptSierra Nov 4 2012, 9:25pm replied:

"Who goes there!"
"Kane does . . ."
DUN DUN DUN!!!!

+3 votes     reply to comment
.Mac.
.Mac. Oct 8 2012, 3:57am says:

Rather than lowering and raising, which I'm assuming GDI's and Nod's gates do, I wonder if Scrin's gate just turns on and off, or something to that affect?

+1 vote     reply to comment
redbee7
redbee7 Oct 8 2012, 6:45am says:

stunning visual

+1 vote     reply to comment
sgfan206
sgfan206 Oct 8 2012, 12:27pm says:

... once I saw the image and read the description, my jaw literally dropped.

HOW IN THE HELL OF KHARAK IS THAT EVEN POSSIBLE????!!!! :O

+2 votes     reply to comment
TheBlackMarkofNod
TheBlackMarkofNod Oct 8 2012, 3:13pm says:

Finally the one thing that all TE fans have been waiting for the gates for the three faction TQ Carnius

+1 vote     reply to comment
PurpleGaga27
PurpleGaga27 Oct 8 2012, 6:33pm says:

So this gate can open and close whenever a Scrin unit goes? Looks perfect.

-2 votes     reply to comment
Smallchange
Smallchange Oct 9 2012, 12:50am replied:

No... It opens and closes when you MANUALLY hit the open/close button... read the image text on the GDI/Nod ones.

+2 votes     reply to comment
Zsombi
Zsombi Oct 10 2012, 1:05pm says:

In general the walls and gates: will they be somewhat more resistant to damage or they will be the same as before, which is not really usable because they can be relatively easily destroyed by almost anything.
Also building walls against the AI seems to be a waste because (at least in my tests) the walls were always targeted like a defensive gun and whether they were in the way or not.
Building walls in general too, seems to be a waste as they too can only be built inside the control area; so they can't even be really used to keep a safe distance between the enemy units at the walls and the base (for example in case the enemy unit at the walls is a long range artillery unit, the mentioned distance will be irrelevant, thus the walls themselves will also become irrelevant). So why are there walls, and now will be gates?, if they are more useless than useful?

So my main question is, will the walls and gates in 1.52 be doing what they are supposed to do, or they will remain how they are, as decoration that provides a little protection against the very basic type of the infantry units (e.g.: rifle squads and buzzlers)?

+2 votes     reply to comment
Smallchange
Smallchange Oct 11 2012, 7:16pm replied:

Walls are so much more useful than that.....

+3 votes     reply to comment
Carnius
Carnius Oct 15 2012, 3:48pm replied:

They will be stronger.

+3 votes     reply to comment
Cornflake
Cornflake Oct 16 2012, 12:50pm says:

Omg gates, Carnius is a genius. *O*

+2 votes     reply to comment
skull-4-
skull-4- Oct 16 2012, 2:20pm says:

This is so Nice!

+1 vote     reply to comment
Alucard_Sn1p3r87
Alucard_Sn1p3r87 Oct 18 2012, 5:41pm says:

I would make it look more like a Hand or somthing at either side.

+1 vote     reply to comment
Nsinger998
Nsinger998 Jan 16 2013, 6:56am says:

you have to manually open it? couldn't you create AI that would open and close the gate for you?

+2 votes     reply to comment
zonecaptain
zonecaptain Jan 26 2013, 5:42am says:

Now even Scrin have a gate =,=

+1 vote     reply to comment
Pablicio
Pablicio Feb 2 2013, 9:28pm says:

Now I imagine the harvesters knocking the Gate so they can go in...

+2 votes     reply to comment
LordChimera
LordChimera Mar 22 2014, 3:22am says:

Nice Scrin gates. Not only they can see whose approaching the base it also lits up the place.

+1 vote     reply to comment
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Description

Scrin gate. It works similar to its gdi and nod counterparts, i think its needed to keep game ballanced.

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Type
Entertainment
Date
Oct 7th, 2012
By
Carnius
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886×938
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