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
Blog RSS Feed Report abuse Latest News: Mod is not forgotten

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  (30 - 40 of 13,009)
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
Guest Dec 15 2014, 2:48am says:

This is, to my knowledge, primarily a 1-man team. This is significant for the quality.

Rather than try to throw out Tib Sun or Tib Wars entirely, this mod seeks to bridge the gap, an alternate timeline of events where NOD and GDI further developed their TibWar2 technologies instead of abandoning them for Tib3, whilst still making new TibWar3 Tech.

This mod is fully compatible with the campaign in-game. That must have taken a lot of work.

MOD of the year 2014. To not vote for this would be a disgrace.

This mod also fills in the data/intel files in greater detail

I'd say that the best hope for a new C&C would go to Carnius.

+6 votes     reply to comment
LYT0626 Dec 14 2014, 8:22pm says:

I wish this year my charismas gift is TE2.0~~~~

+4 votes     reply to comment
TheIllusiveObserver Dec 14 2014, 5:37am says:

Hey Carnius,

would you mind to upgrade Nod's SAM-Turret HP?
Because the current case is:

"Oh, finally my AA-defenses are online...!"
2 Orcas later:
"Oh, **** my base is raped by Orca bombers, NOOOOOOOO!"

So, it would be nice to give it an adequate amount of HP!^^

+3 votes     reply to comment
Oaks Dec 14 2014, 11:17am replied:

I want stealthed when idle ability for Nod SAM.
Also faster attack speed and missile speed, dmg increase.

Dont even mention aerial clear garrison capability before me guys, even more for Scrin, when they have Devastator and PAC.
Scrin are not some insects, stick your Hive ship up uranus.
Leviathan mothership tiberium launcher barrage has attack animation same as Corruptor which creates Contaminators,but cannot clear garrison and it never should.

+2 votes     reply to comment
TheIllusiveObserver Dec 14 2014, 2:27pm replied:

Although your idea is not bad, I'll have to disagree. Nod has the stealth generator at T3, so it would be twofold without true benefits.
Also the Orca has stealth detection, the SAM tower would still be destroyed in no time by one, ONE LITTLE PUSSY Orca with some rockets.

In it's current state, Nod's SAM turret is an useless piece of junk!

Talking about Aerial Garrison Clearing... What the hell? Never! Scrin are OP in my opinion, even in vanilla TW (Devastator), Nod's Cobra needs a serious nerf.

Carnius, please hear (or better read^^) my words and don't forget the Nod Militant Squad Icon! ;)

+4 votes     reply to comment
Oaks Dec 15 2014, 8:00am replied:

Well, yes, but thats T3 and for 2000 credits.
Although, they also have T2 Phantom which could be deployed into
smaller stealth generator, but again for 2000 credits.
Orcas Pulse scan stealth detection is active ability,which is active only for a while and has cooldown.
Stealthed when idle for SAM site were already in TS (the passive burrow effect) and it would increase its survability.
Another increase of SAM site survability and overall quality is to increase its deadliness.
With Tiberium missile upgrade SAM site is capable stripping PAC of half of its health.
I think the only problem is that SAM site is somewhat slow when reacting to threats.

Black hand and Disc Throwers are capable of clear garrison from GDI Condor transport(can shoot out,can be force fired and clear your own garrison, can act as "flying missile trooper", including "flying GDI sniper spotting target for Juggernaut,etc.)
Imagine that for Nightwind and Ravager gunship.

+1 vote     reply to comment
SryCauldon Dec 14 2014, 2:34pm replied:

Hmmm, what if rather than stealth, if the Sam turret was shielded underground, with higher defense, until a enemy appeared, or otherwise manually activated, then after a enemy showed up and possibly got off it's initial attack the sam turret would pop up out of the ground and then pump out a salvo of missiles.

+5 votes     reply to comment
.Mac. Dec 14 2014, 4:57pm replied:

@SryCauldron, Big yes from me. Maybe also for the Stinger Turrets?

+1 vote     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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