Twisted Insurrection: Public Beta 4 (Full)
Feb 27, 2013 Full Version 6 commentsAs some people were having difficulties with the launcher on its own, I have uploaded the complete Public Beta 4 directory for those of you whom have...
6 comments by Aro on Apr 3rd, 2013

Whew! It's been a very busy couple of months here on the Twisted Insurrection team. You all may have noticed a huge burst of activity, that is because I had decided to take a short break from modding just before the new year, meaning that once I got back into the spin of things, there would be a huge list of progression updates. The Public Beta 5 changelog already has well over 400 changes and additions and is definitely going to be our biggest release yet! It's looking like a release will come much sooner than we had initially anticipated.
There have been tons of larger changes as well as smaller changes done in the past month, some of the most significant things involve remastering some of our older, dated work, the addition of hundreds of additional visual assets (or the replacing of old ones) and some new campaign missions. GDI Mission 13, Nod Challenge 2, major edits of Nod Missions 11, 12 and 13 and there will be many more ready for the next release.
Since Tiberain Sun itself works with palettes, it can be difficult to get as much detail as possible out of most assets, primarily animations. Apollo, TI Team member and leader of the immense Robot Storm mod has remastered the animation palette, allowing much more detail to be provided in every single animation SHP. Along with the improved palette, several older and uglier explosions have been remastered. Here are a couple of examples:
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The cameos I put together for the early releases of Twisted Insurrection somehow managed to survive up until now, I'm surprised there were no requests from the public to replace them, 'cause lets face it, they weren't very good. I've gone through all of the Nod cameos and remastered every single one of them (With exception to the Scorpion Tank and Infector cameos, which were made by our leading voxel artist, ErastusMercy), along with adding cameos for Twisted Dawn era units, GloboTech vehicles (which will now be available in TI Skirmish mode once capturing the new warehouse tech structure) and all others. GDI cameos will also get a polish, but not until some of the voxels/sprites are replaced.
Eventually, we aim to replace all of the voices borrowed from other games in Twisted Insurrection with our very own. We'll be putting up a spreadsheet as soon as posisble so the public can donate their attempts at voiceovers too. I have already added two full-time staff members to work as voice-actors and so far they are doing a good job! Here is a preview of the new Infector voiceover by Swirekster (or Swinfector, since a lot of his work revolves around it)
Our website has undergone so many changed since December. These changes include adding whole new pages to the website, updating older ones, adding all of the new cameos, updating the gallery and maps sections and many more bits and pieces (which I'm sure you'll spot after flicking through). Updates will still occur as time goes on, so keep your eyes peeled! Eventually I'll also get around to adding a new IRC channel...
Lots of units have gone under role-changes and general revamps for Public Beta 5. The most noteable changes would be the new Enforcer and revamped WASP APC for GDI (WASP still needs an image change).
Another new unit that will make a solid appearence in the later missions of the TI campaigns is the new GloboTech "Super Goliath". After assessing the Emerald Peak massacre, GloboTech executives issued the order to repurpose the Goliath stockpiles, to aid in the defence of the company against their new foe.
Utilising these supplies GloboTech engineers attempted several failed refits before successfully producing what they dubbed the Super Goliath. The Goliath's hull was reinforced and the discus launchers were removed in favour of a power cell capable of powering the vehicles new primary armament, a custom built rail-gun. These tanks were then issued to GloboTech most elite armour divisions whose skilled crews were familiarised with the workings of their new vehicles so they could more efficiently maintain them.

And last on our list (I have skipped a couple in order to save time, such as some remastered maps and new civilian eye-candy) Henskelion has a new FMV fresh out of the oven. This is a generic Nod Logo cutscene for either Nod Victories or GDI Losses. Expect many more to be reveleaded soon, there is another that is 90% complete, however we will not show it until it is deemed a finished product.
And that is all for today. I hope you enjoyed the update and are looking forward to the many more announcements to come! Thank you to all of our fans for the over 10,000 unique downloads of Public Beta 4 and for playing the mod, it really does make us proud and we couldn't have the motivation we need without you! Keep on tracking, 'cause there is plenty more to come. Hopefully we will be out of beta much sooner than we think!
As some people were having difficulties with the launcher on its own, I have uploaded the complete Public Beta 4 directory for those of you whom have...
Twisted Insurrection: Original Soundtrack Version 3 is now available for download. All of the tracks in this album will all be in the final release of...
Click "Read more" for installation, changelog and all other necessary information.
Highest Rated (9 agree) 9/10
As I saw some members of the community has a tagged Twisted Insurrection. Anyway, I hope that your mod still the greatest in C&C: Tiberian Sun game. I didn't rate it to 10 because it's still in unstable version. So I will update it soon when you released a final version.
Dec 20 2010, 6:14am by Darkkoril
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can anyone help me with nod mission 5 I am stumped everytime I go west I get hit with snipers who wipe out my whole team, mod is addicting, I take back what I said previously
sir Aro i know u will do major changes to increase balance in game... but i must ask will u do changes to power plants of Nod? i think these advanced Tiberium reactors should produce more power... cuz when i play GDI their power plants when upgraded they produce much more and since its upgrade they dont consume build space on ground... while in Nod's case i must build many advanced reactors which are big taking so much ground... and in maps its always little place to build... u made all structures bigger ( example Tech Center )... which looks cool but area for building them should be bigger then... but thats mapping problem...what i asked is will u do something about power for Nod... cuz it is a problem for me when i play... if i want to have a steatlh generator and few obelisks i will need many of Advanced power plants which i mostly dont have any more place to build... i think GDI has advantage when it comes to power :( for exmple can Nod get an upgrade for advanced Tiberium reactor... which would add liquid tiberium inside and make a cool green glow and so increase its power :) like this Nod will save building space just like GDI does...
So to cut a long story short, increase the cost and power output of Nod Advanced Tiberium reactors? :P
actually yeah... no need to loose time making upgrade for them, just increase the cost and power output of them :) i agree with that :) cuz lets say for example cost and output gets doubled... its same like building 2 advanced reactors... same price and same power output... only change is saved ground :) which is hard to get on maps... and also it easier to keep buildings under stealth if your base is smaller :)
the game is so hard its not fun, I'm playing on easy and am a c&c vet and its ridiculous my units are crap reinforcements are too few and far between, mission objectives and explanations are crap, thank god there scripted or I would have no idea what is going on. I have yet to see any base building. but I'm going to keep trying cause overall this looks great.
Unfinished and Beta are keywords.
its been tough so far but its giving me love as a I go but this nod mission 5 is crazy any help would be great :D
also was wondering what you would think of a dropship campaign for GDI
Is there a way to make tanks stronger against infantry? I know tanks are weaker against infantry for balance reasons, but this is ridcilous! My eclipse tank couldn't fight of 2 globotech peacekeepers! and after all that's a heavy tank.
Will be fixed in the next release.