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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Tiberium Essence 1.52
view previous next
Post comment Comments
Tiberium_Exposure Oct 7 2012, 5:42pm says:

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.

+6 votes     reply to comment
Carnius Author
Carnius Oct 7 2012, 5:52pm replied:

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.

+11 votes   reply to comment
.Mac. Oct 8 2012, 5:12am replied:

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)?

+3 votes     reply to comment
Ahrimansiah Oct 8 2012, 6:08am replied:

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 :)

+2 votes     reply to comment
.Mac. Oct 8 2012, 4:50pm replied:

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.

+4 votes     reply to comment
Jeffman12 Oct 9 2012, 7:59pm replied:

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.

+2 votes     reply to comment
GOLANX Oct 8 2012, 1:24pm replied:

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.

+1 vote     reply to comment
Ribster80 Oct 10 2012, 2:25pm replied:

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.

+1 vote     reply to comment
Arkanium Oct 14 2012, 11:42am replied:

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?

+1 vote     reply to comment
Kreason Nov 22 2012, 5:50am replied:

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.

+1 vote     reply to comment
Dentedhelm Dec 6 2012, 6:21am replied:

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...

+1 vote     reply to comment
GooberTrooper Oct 7 2012, 5:51pm says:

Best image update too date. Thanks so much Carnius!

+5 votes     reply to comment
MrDeath666 Oct 7 2012, 5:54pm says:

Will it produce clouds of poison when attacked ?

+1 vote     reply to comment
Hijacker Oct 7 2012, 6:01pm says:

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

+6 votes     reply to comment
pachenco Oct 7 2012, 9:37pm says:

That *** monter bastard!

+2 votes     reply to comment
PetrifiedPenguin Oct 8 2012, 1:57am says:

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?

+1 vote     reply to comment
Icefrenzy Oct 8 2012, 2:45am says:

Its getting there...

+1 vote     reply to comment
Starfox100 Oct 8 2012, 4:05am says:

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

+4 votes     reply to comment
.Mac. Oct 8 2012, 4:55am replied:

Lol, my thought exactly.

+1 vote     reply to comment
Merchant-Prince Oct 8 2012, 5:48am says:

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

+2 votes     reply to comment
smoky10983 Oct 8 2012, 9:41am says:

the wait begins :)

+2 votes     reply to comment
TheBlackMarkofNod Oct 8 2012, 3:10pm says:

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

+1 vote     reply to comment
Carnius Author
Carnius Oct 15 2012, 3:27pm replied:

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

+2 votes   reply to comment
.Mac. Oct 15 2012, 4:04pm replied:

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

+3 votes     reply to comment
Hellstormer321 Oct 9 2012, 8:24am says:

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

+3 votes     reply to comment
Icefrenzy Oct 9 2012, 8:04pm says:

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

+1 vote     reply to comment
M0nkfish Oct 27 2012, 5:50am says:

does it affect cyborgs as well as vehicles?

+1 vote     reply to comment
Pablicio Mar 12 2013, 3:51pm replied:

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

+1 vote     reply to comment
Tehkrad Nov 4 2012, 3:23pm says:

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)

+1 vote     reply to comment
Eagle_11 Nov 6 2012, 8:06am says:

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.

+1 vote     reply to comment
Dentedhelm Nov 6 2012, 8:31am says:

Needs more teeth :3

0 votes     reply to comment
MushroomCloudGaming Nov 13 2012, 3:01pm says:

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

+1 vote     reply to comment
hairsprayqueen Nov 24 2012, 12:25am says:

Tiberium floaters will be? ^^

+1 vote     reply to comment
Zone_Lexus_50 Nov 25 2012, 5:59pm says:

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

+1 vote     reply to comment
SryCauldon Dec 2 2012, 4:11am says:

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 the detriment of their foes.

+2 votes     reply to comment
pawelpm7 Jan 12 2013, 11:45am says:


-1 votes     reply to comment
zonecaptain Jan 26 2013, 5:54am says:

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

+1 vote     reply to comment
callumw103 Jul 21 2013, 11:19pm says:

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

+1 vote     reply to comment
wangn07 Oct 1 2013, 12:02pm says:

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?

+1 vote     reply to comment
darkyuri Jun 28 2014, 8:01am says:


+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only


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 ;)

Image Details
Oct 7th, 2012
Embed (big)
Report Abuse
Report media
Add Media
Members only