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.


Tiberium Videos Production Tiberium Essence Fans
- cnc related videos and more - community maps, pictures, tips and tutorials
- Tiberium Essence video unit profiles - community forum

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Tiberium Essence 2.0 - Forgotten Tiberium Essence 2.0 - Forgotten Tiberium Essence 2.0 - Forgotten
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31 comments by Carnius on Dec 1st, 2014

+++ Reciving transmission +++

+++ Updating mod status - Mod is alive and ready for future updates +++

+++ Welcome Back Commander +++
Important update on mutant civilian population in red zones.
Mutants spotted building new military bases and building new armies.

Mutants weaponizing blue tiberium with devastating results.

Their motivations and purpose are unknown.

Future update on situation required.

+++ End of transmission +++


Yes it´s true, mutants as playable faction - The Forgotten will happen in Tiberium Essence.
I know it is been a long time since last update, but to be honest I was not sure what to do with TE after that. After many thinking and testing different things I have come to decision that Forgotten as playable faction is way to go. The process that lead to this point was also slow and uncertain to the last moment and its not quite finished yet, but at least I have finally something to show you.
Also there was some ups and downs, things happened that I can´t talk about, so it was not easy to keep it going this year.

Anyway rest assured mod is alive and it's going to be bigger.

I have a lot to show you so there will be more updates soon this is just beginning.

Also if you like it so far, vote for mod in annual moddb awards.

Thank you for your support and see you soon.


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Tiberium Essence 1.6 Beta

Tiberium Essence 1.6 Beta

Feb 2, 2014 Full Version 122 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 13,008)
Starfox100 Dec 21 2014, 1:16pm says:

I was thinking last day, and something is troubling me.

It is about the Tiberium(transformed)-lifeforms of the C&C series.
The known fauna creatures we all known.
- visceroids: a brainless being that stands up out of the dead tissue of any being that died in close contact with it and spread Tiberium kinda like "Ophiocordyceps fungus" (search it, it comes really close to what Tiberium kinda is)

- Fiend: a dog, a pig or maybe a over-sized mole? nobody knowns that it ones was. we all just know it adapted on its environment to survive.

- Floater: a kinda jellyfish being that raise out of the water and floats around on the gas it produces.

- mutants: even though I found these the strangest one since they adapted on the Tiberium environment, by mine known knowledge the environment normally needs to adapt to the humans and their destructive behavior. (although, this can be thanks to Kane)

But what about the most creatures that are KNOWN for adaption. large amount of bugs (reason why the Scrin had so much of then in the vanilla version i believe), lots of lizards (they are much older then humans can know), birds(example the crows family) and a lot of marine life.

The "C&C bible" forgot IMHO a lot of the world with what they could had worked with.

+3 votes     reply to comment
Oaks Dec 22 2014, 12:51pm replied:

Well, atleast creatures immune to radiation, like scorpions and rats are spared of changing into shiner monsters.
I thought visceroids are a byproduct of tiberium overmutation.
Fiend? Any mutated animal,including wolf,rhino,pig.
Space alien bugs? Wasp-like buzzers?
I wonder how underwater life is doing, when there is fekking hot and everythings changing to a crystal. Polar bears and other winter stuff? Probably exctinct.

+2 votes     reply to comment
‡vlado32‡ Dec 22 2014, 3:48am replied:

The behavior of tiberium is certainly more destructive than human behavior.
Also there is A LOT of examples when human race had to adapt to their enviroment, i think more than those where enviroment had to adapt to us. Too much greenpeace :D Bugs probably stayed as small as they were before so there was no way to put them somehow into the game (well there was many ways but they just didnt come to need it, enough lore even without them). Lizards - probably the same thing as bugs, they survived because they dont have a lot of natural enemies and they are small still they are of flesh just like any othe thing that died of tiberium radiation :D ... the creatures that were used in TS had probably something special (who knows what) that made them survive as mutants, or tiberium just picks somehow random creatures that it mutates... and rest of them died like our soldiers do when walking tiberium.

+3 votes     reply to comment
SryCauldon Dec 21 2014, 11:00pm replied:

Tiberium is a alien element with unusual properties, there is no way of knowing if the creatures that normally are highly adaptive to elements on our world would be adaptable to something completely alien, for all we know, the creatures shown are the "ONLY" things that have survived the changes Tiberium causes in creatures. And again with the human mutants, most humans die due to tiberium exposure, only a rare few end up surviving and mutating, and Tiberium is not a part of the environment, but something completely alien, it is taking the place of humans in that it is changing the world to suit it, humans along with it......those that survive the process that is.

+3 votes     reply to comment
FortressMaximus Dec 21 2014, 1:49pm replied:

Yes, you have a point.

+3 votes     reply to comment
Guest Dec 20 2014, 11:18pm says:

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dustycya Dec 19 2014, 10:33am says:

Best C&C Mod made so far :) Any hints for a release date yet?

+4 votes     reply to comment
Sarathstra Dec 17 2014, 1:36am says:

Think we could get a fix for GDI's Jetpack Troopers? they seem a little too op.. (While not packing a lot of firepower, they have a largeeeee health pool) i just played aganist 2 brutals and had.. well, lets say a lot of them sent at me, my SAM's can't stop them, i've tried this as Scrin too and even the Storm Column / Plasma Missile Battery don't hold off aganist them either.

+2 votes     reply to comment
kaleldebr Dec 18 2014, 6:10am replied:

Use GDI APC or NOD Raider Buggy or Scrin Razorback. They're all very effective against jet troopers.

+3 votes     reply to comment
Gallade Dec 16 2014, 6:00pm says:

I leave for a while to study, then when I come back I read that the Forgotten are going to be a playable faction in their own right in TE! Nuff said! Voted for MOTY! Good Luck Carnius

+5 votes     reply to comment
TheIllusiveObserver Dec 15 2014, 12:12pm says:

Sorry for DP, but Carnius, if you want feedback, ASK!!!
I want to help you as much as possible to see a version of TE that takes Tiberium Wars to a whole new level (already done, but there's always room for improvements, right?^^)

By the way LYT0626, interesting Profile-Pic (don't take this the wrong way).

+3 votes     reply to comment
TheIllusiveObserver Dec 15 2014, 12:06pm says:

Still thinking about the idea of SryCauldon, his approach may the right one (similar to Oak's ^^).

I recall to have sawn an animation for the SAM turret (watch closely when you place it, after construction) which could address the hidden/burrow effect.

But I want to mention: An increase of the attack speed is imperative! Thanks for reminding me.

Now let's start to encourage Carnius to put theory into practice! CARNIUS, CARNIUS, CARNIUS!!! ;)

+4 votes     reply to comment
SryCauldon Dec 15 2014, 4:04pm replied:

If it could be implemented, which is a big if since I don't have Carnius's skill set, maybe the SAM could have two modes of fire, the normal one we have now, and a mode where it fires all it's missiles in a rapid salvo, but then takes a bit of time to reload. Maybe tie it to the SAM's hiding, if up constantly, it would fire at a steady rate, if set to hide underground till a enemy is nearby, it could pop up, fire off it's missiles, then slip back back underground while reloading....would make it kind of like a Stealth Tank, but with increased defense rather than stealth between shots.

+2 votes     reply to comment
SryCauldon Dec 17 2014, 10:58am replied:

Eh, after thinking on it, not such a good idea, it would look a bit funny having them pop up and down, like the NOD got part of their tactics from playing too much whack a mole.

+2 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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1306 votes submitted.

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Highest Rated (53 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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