Tiberium Crisis will reconstruct C&C3; and part of C&C4; on the old but flexible engine and create a new storyline and factions to bring an end to the Tiberium Age. There are 20 missions roughly resembles the vanilla C&C3; and Kane’s Wrath storyline with 8 original End of Tiberium missions. 15 playable factions in Skirmish including the classic Allies, Soviet and Yuri. The brand new End of Tiberium missions will be fun and will be completely different from the widely criticised C&C4; stroyline. Want to lead GDI to end the Tiberium threat once and for all? Or become a loyal follower of Kane and accomplish his ascension? Or take a massive Scrin fleet and conquer the Earth? The choice is yours.

RSS Reviews  (0 - 10 of 47)
7

CL_Striker says

Tiberium Crisis. People hyped it a bit before, so i decided to jump in and check it out myself. I want to give it a bit of insight, which won't try to compare it to MO like some of reviews i saw. We're not here for comparsion, but for a review. Let's go.

1. Game Mechanics and gameplay.
I am amazed by most of things brought by modified Ares 0.8 - which is also a reason why it doesnt use Ares 1.0, so stop complaining about it. It would take devs a lot of time to reimplement all modifications to 1.0. It brought a lot of different mechanics that were never seen before - and for me its a good thing. My favourite gameplay part was Crawler system with building construction. In my opinion this is how it should be done in C&C4; - Mobile factories that can aid somewhat in the frontline, while constructing your own base. Upgrade system is also decent thing - It took a bit for me to get used to it, but once i found out how it works, it become natural with every game. Too bad that vehicles on the field do not get upgraded, but its still decent implementation. Thing i hated the most was reshroud. It ****** me off a lot during games, esspecialy seeing how terrible the "fog of war" lookalike works here.

2. Graphics.
I'm amazing by how imported C&C3;/C&C4; graphics look like here - They are very detailed for this engine standards. It appears that almost every infantry and vehicular unit is an SHP, since there is no way that voxels would have such quality. It's has a good but also a bad side. While it looks good for the eyes, game tends to drop a lot of FPS when using them (During recording of last GDI mission i had constant FPS drops due to Slingshots attacking Carriers).

3. Campaign.
Mixed feelings about it. Some of them feel too easy, then some of them just kick your *** into oblivion. Like first GDI mission. Or 5th Nod mission, which got even harder because devs made Hammerheads reveal stealth. Or some that made absolutely no sense, like 7th GDI mission, where Nod and Scrin are not even bothering to fight against each other. Story writing is just simple recreation of C&C3; campaign, until you reach the End missions. Thats where quality drops a lot - starting by insufferable bugged 1st map of that campaign, going through entire plot that made no sense in my opinion. I know they wanted something original, but it just ended up being annoying at most points. Writing - I dont know what to think about it. But i sure lost it when i saw in End 07 quote where GDI soldier says to Nod guy that he will "f*ck him up when this alliance ends".

4. I'm not judging balance. While this game have multiplayer, there are obvious examples where specific factions are way better than the others. Looking at you, GDI Defense class.

5. Last but not least, size and OST. In my opinion most of videos should come up in separate package. It would lower the size of main mod greatly. Another thing is OST. It contains a lot of copyrighted tracks, which ended up being an annoyance for me as YouTuber. In addition to that, it was hard to locate the tracks that should be fine because all of them are marked as BGM 1-30. No titles, nothing.

Overall:
This is a pretty good modification that went through a lot of work. It's decently playable, but not without issues. I hope that devs will continue refining this modification, because it really stands out from rest of them. I'd like to give it 7.5, but ModDB doesnt allow such ratings, so i have to lower it a bit and go with 7.

10

futaradragon says

You did it ..
this is the one or quility mod that I never found before .... thie feel like something that so nice is hidden and now it release

please do not give up and promote this mod

10

wildrems says

GReat mode. lots of work done. very fun to play. Thanks a lot!!

10

Cyberias says

Cool Mod it's the true C&C 4

8

NiiRubra says

It is impossible to not draw parallels between Tiberium Crisis and Command & Conquer 4, since Tiberium Crisis is a mod whose goal is to be what C&C4; wasn't, it revamps the Offense-Support-Defense system of C&C4; in a way that makes the factions more rounded on their own, which was not what they were originally designed to be, they lacked certain aspects of a full fledged faction because they were meant to complement each other, one could argue that this encouraged interactivity between allied players, and it is debatable if such a system was necessary to achieve that, but what is certain, is that the separate factions didn't make for a good solo experience in C&C4; Tiberium Crisis manages to solve that issue by leveling out the playing field among them, they all have access to bombers, basic infantry, defenses and production structures, while still maintaining the novelty of crawler-based production.

The most ambitious part of the mod is without a doubt its campaign, in which the authors try to offer some manner of closure to a series that felt abandoned, even if it reached an official conclusion. Taking inspiration from missions in C&C3; and Kane's Wrath, the campaign of Tiberium Crisis feels familiar at times, yet also different, original.

In terms of presentation, the mod manages to capture the look and feel of C&C3; and 4 (for better or worse, in some cases) with great accuracy, this includes a soundtrack and cutscenes taken from said games.

One unfortunate flaw of the mod is its lack of a save feature, due to its reliance on a version of Ares that had the feature disabled, this wouldn't be much of a problem normally, but occasional crashes may take away all of your progress and force you to start a mission over, even if you weren't having any difficulties with it. Hopefully future versions of the mod will be more stable, rendering this a moot point.

Tiberium Crisis is a welcome addition to the world of Command & Conquer, it's a fresh reinterpretation of the 3D entries in the Tiberium saga, one that will surely please many fans of the series.

9

TAK02 says

This mod deserves a lot more praise for making a dream come true: the 3D games in good-old isometric 2.5D.
It can't compete with Mental Omega, though. MO's already beaten.

My only complaints so far:
-Ares 1.0, which finally allows us to save our games, has been out for a while now. But apparently, TC's Ares is a custom-made 0.C. Doesn't explain why the saving and loading hasn't been enabled, if we're already dealing with a custom build. And saving is important in missions, as they're pretty much as sensitive as MO's are.
So no saving = no missions
-Easy AI is called easy AI for a reason, regardless of Newbie Practice Mode or not. Change that to 'Not-so.easy AI' and this point becomes invalid.
-I'm much more interested in not what you ended up making, as that is impressive on its own, but HOW, as in INI codes, MAP codes, anything. The direction of big mods locking up their codes should be frowned upon.

10

UderKalima says

7

Toren221 says

10

greyblackgokhan says

whoa. ı am fan of this games 15 years and some guy make it unite. I love u dude ı love uuuu

10

ninjagameModView says

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