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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Report RSS Tiberium Essence 2.0 - Forgotten (view original)
Tiberium Essence 2.0 - Forgotten
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FortressMaximus
FortressMaximus - - 1,664 comments

Simply amazing!

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thejafhar
thejafhar - - 1,521 comments

its awesome

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Alex_06
Alex_06 - - 1,126 comments

WOAH.

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Starfox100
Starfox100 - - 1,297 comments

wait, do i see an old TD prison? and TD nod turrets. o.o

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Black_Drakon
Black_Drakon - - 1,290 comments

Looks like the Forgotten will got some Red Alert tech, because of RA1-like warfactory :) It could be RA1 heavy tanks

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GEN.ZOOL
GEN.ZOOL - - 946 comments

Can't wait for the release.

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FekLeyrTarg
FekLeyrTarg - - 1,042 comments

I've always found it to be fitting for the Forgotten to use technology from the early C&C-games.

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Pyrodaimon
Pyrodaimon - - 340 comments

I hate to be that guy, but do you think you could indicate which building is which? The power plant, the refinery and the WF are evident, of course, but the chronosphere-like looks like CY even though there seems to be a TD-looking CY in another image.

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Guest
Guest - - 689,406 comments

Base looks damn fine :D
I'm not entirely sure about the barracks though.
This mod has always blown away the competition, and I think it can maintain that. Here's what I think the greatest strengths of The Forgotten mod are:
1) Making the group distinct. Ex: The power plant/component tower hybrid
2) Cool TS throwbacks: Vein Hole monster super weapon. The rebuilt Hunter Seeker drone.
3)Logistics Blimp was a great example of appropriated civilian vehicles
4) the Fiends being controlled by a sort of thrall master is an idea worth consideration.
5) a handful of unique support powers that felt believable for their limited technology.

They kinda dropped the ball with the vehicles though, and there's not much else to say. Your base looks fantastic (love the GDI Power Plant).

Any plans to incorporate things like Floaters, Vein Hole Monsters, Hunter Seekers, Battle Buses or maybe Chinooks? I feel like Tiberian Dawn units should be phasing out, given the timeline. And even things like old Orcas seem like a stretch given the spamtastic nature of the game.

Another question. Could this also work to re-canonize original Tiberium Wars 3 units? With modifications of course. Say like the Flame Tank, it looks like it could be a cheap, non-burrowing unit produced in the last 15 years. Just an idea.

Another another question. Will the Mutant Hovel still sport Mutant splinter factions, or are you going to consolidate all the units into the player faction?

Anyway, looks amazing :) I should register to this site.

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Raynsideways
Raynsideways - - 22 comments

It would be amazing if Essence's forgotten could make better use of tiberium wildlife like floaters. I agree that Forgotten had a ton of great, wacky ideas, but a lot of their vehicles just weren't that interesting. Sure, they had the old throwback Tick Tank and a giant melee vehicle, but beyond that it was pretty standard--tanks, machine gun buggies, the usual.

I also noticed recently that the Forgotten in that mod aren't actually very competitive. They're fun to play, but I went against medium AIs and had much more problems managing the AI than I had with any other faction--their units just aren't tough enough to compete with T2 and T3 units from the vanilla factions. And for some reason their economy seems to function so much more slowly, which didn't help.

I think if Carnius finds a way to make the Forgotten have their own interesting mechanics (and not be just a brute force faction, we've got GDI for that), I could see this being amazing. If nothing else, what made Forgotten so good was how different the faction was.

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DarkRavenBest
DarkRavenBest - - 150 comments

Wow, factory from RA. But how it possible?

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Nuttah
Nuttah - - 1,201 comments

Well, before EA and those two other RA games happened*, it was supposed to be a prequel. Soviet Campaign was the canon, I think.
*Not necessarily in that order.

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DarkRavenBest
DarkRavenBest - - 150 comments

Well, will we see units from Red Alert on any side? For example, in alternate lore, Nod formed on the basis of the USSR, but Mammonth Tanks were taken by GDI.

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Guest
Guest - - 689,406 comments

What I'm really curious about now, when you make the Forgotten an own faction, what's gonna happen to the mutant hut as tech building? Will the units stay the same, and the actual faction have different ones, or is it going to be unmutated civilians, or will it be completely gone (perhaps replaced by the tacitus archive)?

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Raynsideways
Raynsideways - - 22 comments

I hope Carnius makes it so the Forgotten are AI controllable--it would be amazing to fight the forgotten as well. That's one thing the Forgotten Mod didn't have--the AI couldn't control the faction so it would just sit there and do nothing.

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OldGhostStalker
OldGhostStalker - - 97 comments

Epic!!!

Btw are you adding mutant hovel units to them as they are??? I like they idea of strong infantry (they are tiberum-powered) with light vehicles due to their scavengers role

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Violet-n-red
Violet-n-red - - 492 comments

as much as i like having a nostalgia trip, i'd love to see base defences being made into something a bit more different: say, anti-vehicle turret being just a tank turret sticking from the ground to give the enemy extra trouble locating and aiming at it - the current version is pretty nice tho, but i think the Forgotten should probably be a bit more like Nod with their infrastructure - well covered up and unnoticeable until the enemy stumbles right on it.

anti-infantry towers might also be something completely different - like, mutant dog kennels (similar to Scrin's buzzer hives).

oh, and something about barraks simply because they look like a placeholder - would it make sense if they were looking like a modified old multi store building with entranced made into bunkers and entrances/exits being a set of foxholes near it?

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Description

Forgotten structures and new vehicles. Please understand that this is still alpha version, everything is subject to change if needed in future development.