Tiberium Dusk is a large mod (474mb uncompressed) and contains MANY gameplay changing features including classic C&C music, new sound effects, new models / reskins and other content. If you like what I create then please consider supporting me via Patreon. Thank you. :)
I aim for a monthly release schedule as I dislike having to explain large amounts of changes over time, as such this makes my life easier.
Featuring music from the entire classic C&C franchise, from Tiberian Dawn to Red Alert to Tiberian Sun to Red Alert 2 and even Yuri's Revenge, the Tiberium Wars / Kane's Wrath soundtrack is gone for a more action and ambient based selection.
And much more.
The mod has been extensively tested by me and friends online with Gameranger and generally it runs near perfectly with little to no Desyncs, which is great fun.
A faction I've been wanting to work on since forever is finally getting some much needed love. The Black Hand is currently in the works receiving a new "flame" update which adds new Flame Turrets, Flame buggies and the all new Hellfire Artillery Spectre variant.
Flame Buggies essentially forgoe their anti-air capabilities in exchange for a powerful flamethrower that is more effective vs buildings and infantry, but has to get quite close to use properly. This unit is affected by the Purifying Flame upgrade and as such gets upgraded flamers when this is purchased.
Flame Turrets are much the same thing, although they fire TWO deadly jets of long range flame (the longest in the game); which literally raze everything they touch. Compared to the laser turret, flame turrets cost 1500 credits making them more expensive and their durability has not improved, so they can be countered much the same way. However the multipurpose nature of flame weapons makes them more effective overall compared with laser turrets. These turrets are also affected by purifying flame, making them a true terror to fight against.
(Heads up, if you want to see how awesome these artillery are, skip to 2:25 on the demo above)
The final beast is the "Hellfire Artillery", which is a monster of its own. Still a work-in-progress, its power can be already be seen in the above demo, firing a flaming meteorite up into the sky, it splits into several smaller components that land and cause fires on the ground that linger around. This thing has some serious firepower but is very inaccurate and generally ineffective vs vehicles, unless you use them for area denial. This vehicle distinguishes itself yet again, like the Marked of Kane artillery; and when completed will round Nod artillery off as a truly multi-purpose system. (With Nod Legion having cheap artillery, Marked having multipurpose and Black Hand having area denial)
The gameplay currently feels really good, I'm really happy with the results of 1.25 so far; I just need to polish things up and make stuff work better (graphics and gameplay wise) and it should be good to go at some time soon in the future. (I hope ;P)
At some point I'm going to have to write a changelog for 1.24 -> 1.25, that's not gonna be pretty. xD
New video showing Steel Talons improvements and also explaining what's happening recently. :)
An update showcasing some of the changes to ZOCOM and Nod units. Featured units are: Goliath Predator Sniper Team Sonic Shatterer Avatar Warmech / Sentinel...
Footage of the current build of Tiberium Dusk, currently still has many things that need fixing and implementing fully and may look pretty similar to...
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