The First Tiberian War (TFTW) converts C&C Generals: Zero Hour into the original C&C. We aim to make it as close TD as we can using the generals engine and subsequently recreate the passion and enthrillment of the first comand and conquer.
This modification will try to recreate the original gameplay and feel of the original C&C in an extended 3D environment by making a more detailed interpretation of the original ingame C&C universe and using some of the environments as depicted in the original C&C action scenes as inspiration. Generally we are expanding on the original C&C terrain theatres.
Sorry for being quite dormant for a while, seen as I've been extremely busy both education and career wise for the last year and a half we simply didn't have the time to update everyone on the progress of the mod. Faced with having to cut down on the time spent working on the mod we had let news updates suffer rather than mod progress.
Anyway, now that things have freed up a little, I've taken the opportunity to upload a few new screenshots, since the last version we've focused heavily on the quality of the mod, some of the environment (new textures etc), and the interface functionality. By far the most prominant feature of the upcoming version of TFTW will be the interface.
The new interface, in trying to implement a classical C&C 'access everywhere' feature, is based on a RA2/C&C3 interface, that is, a primary selected barracks can be accessed through the infantry tab, a primary selected Warfactory can be accessed through the warfactory tab, etc etc. You can still build units from several production buildings simultaineously, like in C&C 3, however you can only have a shortcut to one production building in each class (this includes if you have the equivelent unit class production buildings from both sides).
In addition, the new interface allows the player to skip through the classic C&C music tracks with a next and previous feature.
Various other improvements made will be elaborated on at a later date.
We have moved CnC-Source. Our forums are there now, and a new site will be there soon. Forums:
Weeeeell i have updated then image gallery with some new beta 0.1 pics for u all to gaze at in wonder! Enjoy =)
After 2 months, 8 thousand votes and 1.4 million mod profile visitors, the 2004 Golden Spanner Mod of the Year Awards have been decided, by you the visitors...
This is version 1.5 of Tiberium war 1. Hope ya like it everyone!
good mod mate but needs improvement, like graphics and creation spped of most units and buildings.
Hey there!
This looks like such an awesome mod, thanks alot for putting your effort and time into it, I really do comend you! But I was just wondering when you are planning to release the 'Easy to Install' Version. Hopefully in time for the cristmas holidays! :D
Thanks for taking you time out to hear me out.
Alex,
Sunhuts.
GRRR(C)
Ozycar(C)
THIS MOD IS ACE( EVEN THOUGH I HAVNT DOWNLOADED IT
I GOT REALLY FED UP THAT CNC 1 DIDNT
HAVE SKIRMISH BUT THIS DOES!!! ;)
i like tiberian based games on generals looks cool :P
hi , you can try to make the building a general power called in the conyard, tath has the cost of da building and create them on the spotted place
I Have a suggestion.
Take a gun and destroy the AI files, and redo them
Mod = God
Mod with CnC ZH = Great
AI for Factions = Nasty crap.
Math BITCHES.
the commando has some glitchs, when i go to blow up buildings they don't even get dmged some times O.o
if i can make a suggestion, about the construction yard, (if possible) make the MCV's have like no model or just invisible, then tweak there speed to maximum maybe? or just ask C&C All stars XD
gj guys keep up the good work ;)
ummm but the installer is a bit creepy