Tiberian Sun Remastered is mod for Tiberian Sun which improves graphics, audio, gameplay and other not fixed things of the game. The goal is to make Tiberian sun more realistic, enjoyable and make units like they are seen in the cutscenes and/or on the icon.

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Tiberian Sun Remastered:

  • Reduced infantry and civilians size.
  • Elite Cadre, Chameleon spy, and Umagon, are now available.
  • Light post, Spotlight tower, Sandbag wall are now buildable.
  • Increased building build area from each other.
  • Reduced veteran ratio.
  • New mouse selection, ammo, medic, and veteran grapichs.
  • Fixed vehicle health bar.
  • Aircrafts and subterranean units can now move to undiscovered areas.
  • Disabled "Enemy unit/building" option.
  • Removed Nod sensor array.
  • New tech buildings: Hospital, Armory and Civilian array.
  • New unit sounds and couple of new music tracks which were cut from TS.
  • Higher gameplay resolution.
  • Some new crate units from Tiberian Dawn.
  • Drop Pods available for GDI.
  • Removed Hunter Seeker Droid.
  • New techlevels.
  • More realistic weapons.
  • New weapons.

continues....

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4th release (beta)

4th release (beta)

Demo 6 comments

4th release contains, music what was left out TS, redone units, and many gameplay changes. Still a beta and needs some configuration. Just want to share...

release 3 fix

release 3 fix

Patch

fix for release3, this should fix the error what occurs when game is loading.

release3

release3

Patch 3 comments

Tiberian Sun 2.05 third release, includes more vehicles and other grachpical and gameplay improvements.

release 2

release 2

Demo

Tiberian Sun 2.05 second release, includes more vehicles and other grachpical and gameplay improvements.

first release

first release

Demo 1 comment

Tiberian Sun 2.05 first release, includes some vehicles only.

Comments  (0 - 10 of 98)
Guest
Guest - - 696,611 comments

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Neferata13
Neferata13 - - 118 comments

Is this still being worked on?

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Navy5EAL Creator
Navy5EAL - - 91 comments

Im trying to restore lost content. I had hard drive problems.

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marcosnore520
marcosnore520 - - 11 comments

Hi! Is there a way to install only the graphic changes? Not to disrespect your efforts, but I rather have a vanilla-like experience, without adding more units/music/etc. and just with those cool new models u made

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Navy5EAL Creator
Navy5EAL - - 91 comments

Sure, I can put something together. Only some units have different data with voxels. Buggy has turret, MLRS is larger and needs a new turret position etc.

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MarqFJA87
MarqFJA87 - - 6 comments

Why remove the sensor array from Nod? How are they supposed to detect stealth and subterranean units from enemy Nod players now?

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Navy5EAL Creator
Navy5EAL - - 91 comments

My logic was that Nod focuses to fight against GDI, GDI doesnt have any stealth or subterranian units. I wanted to give pavement a bigger purpose in the game.

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MarqFJA87
MarqFJA87 - - 6 comments

But Nod is well used to having to civil wars in the absence of Kane (as shown in the first few missions of TS Nod campaign), backstabbing by ambitious rivals (like Seth getting envious of the player in the middle of the TD Nod campaign), and even simply having to put upstarts in their place (as shown in the TS Nod campaign when Vega's forces are considered hostile and expendable, likely as punishment for Vega acting without Kane's approval in commandeering the Scrin ship to "settle an old score").

Besides, having sensors doesn't take away from the importance of pavement; knowing that the enemy has sent burrowing units is one thing, but being able to limit said enemy's options for where they can surface is a whole other matter. And pavement also protects against heavy ordance deforming the terrain (which can and often renders it impossible to build structures on), which wouldn't change if you kept the sensors. Also, wheeled vehicles move faster on pavement, and Tiberium can't spread over it.

Still think that having sensors devalues pavement?

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starfall155
starfall155 - - 11 comments

BTW... at least in campaign, you made some of the missions impossible, due to some units easily getting owned by some infrantry with rockets... you made the mammoth tank mkII litterally a pussycat... this might me an insult to the latter, and guard towers are useless against rocket troopers... 2 rocket troopers just walked up and blew up my rpg tower or whatever that thing was... also, attack bikes now (along with their insane speed) are crazy killers. They wobwobwob in blow stuff up, and then "zoidberg" back out again. I understand that you wanted to make rockets and grenades strong against vehicles, but they are now effectively over powered. the only thing useful against infantry is the flame tank (suicide mode technically)... i think you need to take another look at the balance of theese units... and most defo give more power to special units, cause they pretty much suck now... on missions, they are effectively a liability...

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Navy5EAL Creator
Navy5EAL - - 91 comments

Sorry to hear that, and yes Im working on a new more balanced overhaul version.

Reply Good karma+2 votes
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