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.
I would like to say just how much of a fan I am of this mod, Tiberium Essence, created by Carnius. I remember being first introduced to it a couple years ago when it was version 1.4 (regrettably not sooner) – I was blown away by the expertise. Since then, I had been continually visiting moddb.com to find any updates and would get excited whenever new pictures were uploaded. Just like any other fan, I do have suggestions/ideas on some things, but overall, Carnius' direction is well-thought out and vastly superior to the original. I truly appreciate his willingness, dedication, and diligence for creating this fun and professionally made mod. What makes his work stand out is the attention to detail in all aspects, especially the meticulous and believable models (just as though they could actually exist), and the homage to Tiberian Sun while making it his own by showing advancement in the universe, hence Tiberium Essence. Furthermore, what's also admirable is Carnius has essentially created this mod all by himself who, is not boastful, but is humble and listens to his fans while keeping to his vision.
Thank you again Carnius for your devotion and hard work, up to now and to come, on this exceptional mod, Tiberium Essence.
Your fan of Tiberium Essence and the Command & Conquer Universe,
The mod is really fun, but there are some serious balancing issues that need to be worked out. Two of them that stick out badly is the range on missile soldiers and Nods Cobra Artillery. The fact that missile squads have only slightly less range than the MRLS is disturbing. The Cobra Artillery deals too much damage. Its stealthed, eliminates medium/heavy units in 2/3 shots, and has a large range. The unit doesn't even fit Nods military doctrine. Also the fact that it fires out of the Fog Of War without being revealed is ******** in itself. Playing the campaign is impossible because Nod will just steamroll you with it before you even get advanced units and tech. Another thing that popped into my mind, the fact that 4 rifle man and 1 flamethrower squads can destroy 3 wolverines is beyond me. Just play GDI's Alexandria mission and you'll see EXACTLY everything I'm talking about.
It is great mod. It's best of CnC3 mods what I've seen. It perfectly captures the spirit of classic Command and Conquer and makes game more intresting. It is like fresh air breath. But it still need some balance fixes. For example, cyborgs are too difficult to kill imho and units with drill are undig in the same point.
THIS IS how the Third tiberium war should have been! this mod will give u almost all old units with new upgrades, and more units!!
missed chemical missile? did u miss Veinhole monster? did u miss the real tiberium tree and lifeforms??? did u miss huge GDI mech walkers?? or maybe u did miss the creepy cyborg units from NOD!!
yep all of them are here with new toys!
and more important than all of that this mod is complete, balanced and even if its not enough the mod is keep upgrading with better new features!