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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Tiberium_Exposure
Tiberium_Exposure - - 617 comments

why not make it to be able to spread indefinitely across the map? just give players the ability to make concrete gain (if possible) that, gates and walls, and it should be fine. a veinhole monster just isn't a veinhole MONSTER if it doesn't spread non-stop.

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Carnius Author
Carnius - - 1,354 comments

I know, its not. There is some coding problems, ballance issues and ultimately it may cause even hardware problems. Cnc3 its not build for true weinhole monster so for now we must go with this lite version.

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.Mac.
.Mac. - - 165 comments

I agree with Carnius' decision that it not grow indefinitely in C&C3. As he mentions, for balance reasons, especially if it isn't harvestable (at the moment).

This looks amazing btw! Very much how I'd like it to look in C&C3.

When you say "So right now it works like path blocator for certain units (like vehicles)", does that mean vehicles currently cannot move across the veins (and of course get injured)?

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Ahrimansiah
Ahrimansiah - - 3,216 comments

well its just my idea Carnius but i would like to see it waving its tentacles like "forgotten mod" and have a damage system in its area like tiberium fields, but instead damage both infantry and vehicle.

you know... to make it short i want to see it mutated after all this years to something bigger and more deadly :)

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.Mac.
.Mac. - - 165 comments

Definitely, some animation and movement would go a long way to give this thing life :) but I don't know about it having quite that much movement, lol, otherwise waving tentacles would remind me too much of the sarlaac pit from Star Wars ;) Imo, just slight movement/wiggling with all of its veins would be enough for me. For its maw, I'm thinking of the movement similar to what is found at the top of Scrin's refinery/powerplant would look good for this.

Just as tiberium only hurts infantry, I think this will be better as the counterpart that damages only vehicles (excluding light vehicles, if possible) like in TS.

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Jeffman12
Jeffman12 - - 1,475 comments

Furthermore, it's only supposed to target larger vehicles that could potentially damage its tendrils by rolling/walking over them. I may be mistaken, but I believe the waving tendril animation may have been intended to be veins snapping and spraying corrosive chemicals on the thing causing it harm.

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GOLANX
GOLANX - - 236 comments

Yeah i tried making Tiberium grow indefinitely. you can see the results on my page, the Idea i had was each individual Tiberium patch would grow a tiny Tib field kind of like TD, the problem however was instead of growing outside of the field, it grew all over itself and just in the field, made things really laggy within the first few minutes of a skirmish, low graphics, high end Graphics card with all the tiberium patches in 1 field and each new patch producing tiberium, it got out of hand very quickly, never managed to solve that issue, the only other prospect i can think of would have been to increase the size of the original field itself to an unlimited amount, which would mean as the field grows out it would slow down relative to the total area of the field.

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Ribster80
Ribster80 - - 148 comments

Why u donĀ“t use the Code of Tiberium? the beast is nearly the same thing, it grows, it can kill infantry and non Hovering vehicles. just need to cut off the harvesting ability. I guess this must work.

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Arkanium
Arkanium - - 312 comments

Is there no way to limit tiberium growth to areas not already covered by tiberium? As in, make it so tiberium checks whether there is either already tiberium there, or another tib field overlapping, then make it not grow in that region if so?

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Kreason
Kreason - - 1 comments

have you tried thinking as 2 plainer fields? like removing the tib fields from a map and useing that as a overlay for the second field which is a complete tiberium field? it could be a solution for an indefinite tiberium growth but remove some visual effects.

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Dentedhelm
Dentedhelm - - 129 comments

What if we just make some lore saying Earth during CnC3 is incapable of supporting huge Veinhole monsters with the decrease in global plant tiberium?

Of course, all the tiberium IS plant tiberium, minus the glaciers...

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GooberTrooper
GooberTrooper - - 2,197 comments

Best image update too date. Thanks so much Carnius!

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MrDeath666
MrDeath666 - - 61 comments

Will it produce clouds of poison when attacked ?

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C&C_Burger
C&C_Burger - - 2,041 comments

Woohoo! Its finally back! Now all we need is the floater and we'll have all the tiberium wildlife from TS.

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pachenco
pachenco - - 231 comments

That *** monter bastard!

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PetrifiedPenguin
PetrifiedPenguin - - 197 comments

Incredible. Is there plans to try and make it grow, or something of the sort. Or is it just flat-out not going to work?

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Icefrenzy
Icefrenzy - - 98 comments

Its getting there...

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Starfox100
Starfox100 - - 1,297 comments

Well, Back to the worldbuilder workshop again. Time to make some maps that fit this.

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.Mac.
.Mac. - - 165 comments

Lol, my thought exactly.

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Merchant-Prince
Merchant-Prince - - 23 comments

Nice to see the veinhole monstet return, are you going to put into custom maps?

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smoky10983
smoky10983 - - 50 comments

the wait begins :)

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TheBlackMarkofNod
TheBlackMarkofNod - - 158 comments

Carnius is the Veinhole Monster impregnable or do we have to kill it with a super weapon

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Carnius Author
Carnius - - 1,354 comments

You can kill it, but its really tought one, single superweapon trike its not enough :D

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.Mac.
.Mac. - - 165 comments

When it dies, will the prop slowly drop and fade away just like any other unit, or stay on the map (demolished looking) like a collapsed structure? I'm really hoping the latter ;) And were you able to make it so the veins begin to slowly recede once it dies?

But that is going to be one tough beast to kill (I like it)! So much for equiping our units with a few bottles of Round Up :D

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Hellstormer321
Hellstormer321 - - 234 comments

woow very nice,this is the best mod in CNC 3 history

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Icefrenzy
Icefrenzy - - 98 comments

Why not make it a Non-Player unit? It would be neat if you can have them attack when a enemy unit is too close to it. Also, maybe try using the same radiation trick the guys from MEC2 did. :P

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M0nkfish
M0nkfish - - 195 comments

does it affect cyborgs as well as vehicles?

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Pablicio
Pablicio - - 165 comments

It will only affect the Cyborg reaper, it's a walker; a vehicle. So it will be damaged, but the rest of the cyborg units will not be affected. :3

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Tehkrad
Tehkrad - - 118 comments

remember those things were supposed to spew green gas and kill infantry? xD but anyways maybe it could be harvested as a different type of tiberium? (ofc veins not tib)

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Eagle_11
Eagle_11 - - 431 comments

Maybe maps containing this could have a trigger for let it spew gas clouds that have timed life,travel around damaging everything in it periodically,that would add to its pathblocker obstacle purpose and could even function like veins in purpose of denying its surrounding area.

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Dentedhelm
Dentedhelm - - 129 comments

Needs more teeth :3

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MushroomCloudGaming
MushroomCloudGaming - - 117 comments

Damn Veinholes! Hate those things, cant wait to swear at them in 1.52 =]

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hairsprayqueen
hairsprayqueen - - 1 comments

Tiberium floaters will be? ^^

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Zone_Lexus_50
Zone_Lexus_50 - - 362 comments

May I make a suggestion? Do not move your vehicles there!!!

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SryCauldon
SryCauldon - - 422 comments

Anyone else think there should be some way in which the Scrin can interact with tiberium veins?

After all, they are creatures basically composed of it, I am sure they have encountered the veinhole monsters on other worlds and have some way to interact with it.....to the detriment of their foes.

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pawelpm7
pawelpm7 - - 258 comments

DUNE OLD TIMES MMMMMMMMMMM

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zonecaptain
zonecaptain - - 78 comments

You bring back Veinhole Monters, cool =) but now my unit need to transports by aircraft now =(

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callumw103
callumw103 - - 7 comments

I think that each faction should have a way to deal with the Veinhole i reckon GDI should have something like a Hazmat team with a deployable object that stops the growth in a radius around itself.

Nod should have a "special" flamethower squad to destroy the Vein (not the hole the actuall spread itself).

and Scrin should get a temporary invicibility to the veins using a power.

with these "powers" that would then allow for it to very slowly spread across the map unless contained by GDI or Nod or destroyed by Scrin

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wangn07
wangn07 - - 13 comments

I still remember how exciting to see such things spread in Tiberium Sun, many years ago.
If it can be introduced in, what about a number of new weapons and units based on it?

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darkyuri
darkyuri - - 1,358 comments

nice

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Description

Do i need to introduce this thing? :)
OK, just in case the resemblance is not that good as i think, this is famous (or infamous) veinhole monster. Its not the same as you may remeber. Due certain problems im reluctant to make it grow infinitely across map. Also its not harvestable, but that may be changed. So right now it works like path blocator for certain units (like vehicles) and it can be destroyed just like TS version (but you need some major firepower to do that). Also its decoraion that may return some memories ;)