Fading Dusk is a fully stand-alone mod for Tiberian Sun set a year after the events of Firestorm, and tells an original story that deviates from EA's Tiberium Wars. It currently includes 4 fully playable factions as well as a handful of missions with more in development. Our goal is to create something that feels like a continuation of the tone and style set by TS with enhanced and expanded gameplay.

Description

Beta B00.03 build, which covers corrections to the previous B00.02 build + new content (units, missions, maps) + a brand new faction: GDI Rapid Response.

Preview
Fading Dusk Beta 00.03
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THEREADINGADDICT
THEREADINGADDICT - - 23 comments

One thing I really really like about Fading Dusk is just how "lived-in" it feels. New and more factions is one thing, but it's not enough for you guys to have us fight The Forgotten instead of Nod/GDI for once, but they also make use of technology that falls outside their tech tree, not as a "oh, they captured a GDI base and are now using it against us", they make active use of "tech structures" and units, left over refineries and harvesters from two Wars back, different kinds of walls, etc.

I really cannot overstate how ******* much I love that, little window dressings that betray a lot of thought and a lot of love for the universe. It's been present in here from the start, but the latest GDI mission brought it to my attention really strongly with the discovery of the two IFV's much like how in Sun you could find some old Mammoth Tanks just itching to get another go at Kane.

I'm ashamed to admit that when I first saw this mod it didn't really grab my attention. Now I'm glad to have tried it, because I am chomping at the bit for more of it. Thank you so much for this amazing experience.

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askhati Author
askhati - - 28 comments

Glad to hear that you are enjoying it. If you have any feedback, we'd love to hear it as well :)

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Unknown4541X
Unknown4541X - - 8 comments

The latest GDI mission cannot load for me. The dropship one.

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askhati Author
askhati - - 28 comments

I will ask the mappers to check into it. It was just a demo mission to showcase some trigger effects, so you are not missing anything important if it fails to launch on your side.

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Guest
Guest - - 690,249 comments

same with me as well your not the only one with this problem

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HrtBrkOne
HrtBrkOne - - 1 comments

Hello askhati ! first of all let me tell you that this is an outstanding mod. im really enjoying the mod and i see you add a lot of good things from other mods too. Im glad to finally find some of this good content, its been a while.

I have some questions and maybe some considerations !
I dont seem to see any comando unit from Nod or GDI. Are we gonna have the opportunity to see this kind of units for this factions ?
I know about the missing superweapons, you told someone in the summary page, but where are the superweapons ? are we gonna seeĀ“em in the future? (Except for the Nuke)

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askhati Author
askhati - - 28 comments

Hey! Glad you are enjoying the mod. As for your questions:
- we already have a commando unit in for GDI, the Strike Commando; the GDI Rapid Response sub-faction, on the other hand, still needs one (WIP)
- Nod commandos are under discussion, but no firm decision has been reached yet
- the superweapons can currently be found only on the Nukemageddon maps: the Nuclear Missile Silo, and the Ion Cannon Uplink. We have no plans to add them to the player factions for multiplayer, due to built-in engine limitations (basically: we cannot create new superweapons in the code, so if we give the existing superweapons to some of the factions, then other factions will be without superweapons - which is clearly unfair towards those players)

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Guest
Guest - - 690,249 comments

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