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 117 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  (20 - 30 of 12,859)
TheIllusiveObserver Nov 11 2014, 3:08pm says:

Hm, I would also like to note that the old Nod Wall Hubs do:

1.Look better (just my opinion)

2.And MUCH more importantly, have the better collision AND are able to be linked if already placed.

Because when you place a Nod Wall hub (from your mod) and a 2nd one, you'll not be able to link them.
As a side note the wall hubs from your mod have a greater collision as it may seem, making the use of a gate pretty tricky.

So my advice is to use the old Nod Wall Hub (best would be to reskin it to fit) and leave the Segments be the cool laser variant. ;)

+4 votes     reply to comment
SryCauldon Nov 12 2014, 3:45pm replied:

1. Others, like myself, like the new walls more, as they look more unique, lasers being more interesting than normal concrete like what GDI uses.

2. Vanilla C&C3; doesn't have walls, and if memory serves even implementing them was considered impossible by many modders with the games engine, until Carnius achieved it, given that walls were not even considered possible initially not being able to connect new ones or small problems with collision seems minor.

Nov 10 response: And Carnius can sometimes go months or a year without any update, but that doesn't change the fact this is the best and most polished C&C3; mod out there as far as I know. Good things are worth waiting for.

+1 vote     reply to comment
TheIllusiveObserver Nov 12 2014, 4:48pm replied:

I meant the Wall HUBS, not the Wall Segments with the LaserFence Mode.

Concerning the Hubs, I'm talking about functionality (try to link two ALREADY placed wall HUBS in TE) not the asthetics and remember the collision is greater than it seems.

+2 votes     reply to comment
SryCauldon Nov 12 2014, 10:58pm replied:

Ah, I misunderstood that, however my second point stands that initially it was considered impossible to put walls in C&C3; at all, so there may be engine or programming issues that cause the inability to connect existent hubs to new ones, and also said issues might be the cause of the collision issues.

+1 vote     reply to comment
TheIllusiveObserver Nov 10 2014, 11:17am says:

Don't want to be an ***, but what about a little update?

Yes, I know life has to go on and there is not much time to finish a mod.

At least post a short info of what's going on, aye? ;)

+4 votes     reply to comment
uri91 Nov 8 2014, 11:35pm says:

I would like to hear Frank Klepacki - Link Up from fire storm and more tiberium sun fire storm musik

+2 votes     reply to comment
Oaks Nov 6 2014, 3:48pm replied:


+3 votes     reply to comment
LYT0626 Nov 6 2014, 11:34pm replied:

HI ,en hello i am chinese,my english is not very good.but i can understand whay you mean in the comment.i just very like this game and i hope to see TE1.7as soon as it can be.we all want't did we?

+3 votes     reply to comment
Oaks Nov 7 2014, 5:56am replied:

Eagerly awaited patch release of TE 1.61 comes first.
Maybe its not fair, but realism over enthusiasm.
I'd expect you to know that, since you're from China. xd
I hope I properly used "you're". :D

+2 votes     reply to comment
Ahrimansiah Nov 7 2014, 3:56am replied:

ofcourse we all do :)
but carnius (mod creator) is a VERY busy man! and we dont even have the completed 1.6 version yet! its just 1.6 BETA :P

+4 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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