Tiberium Dusk is a re-imagining of the Kane's Wrath universe in a way I feel better fits canon, as EA did a pretty poor job with the C&C franchise continuity from Tiberium Wars onwards. This mod doesn't change anything with regards to the story but helps add elements to the gameplay that "fill the gaps" and provide a more Tiberian Sun esque experience (including all its flaws and unbalances) and departs away from the Kane's Wrath RTS formula. Still a work in progress, I've made changes to the AI (buffed turtle AI and made brutals harder), made changes to "Militant Squads" which make them work with the timeline of the franchise, changed the "Nod" faction entirely with a new name, as Kane's Wrath "Nod" works more of a splinter faction rather than a true "Brotherhood"; with Marked of Kane being the new face of the faction. There are also numerous changes to GDI and Scrin, especially Reaper 17 and Steel Talons, which make them play significantly differently.

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Tiberium Gardens REDUX
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Destromath
Destromath

I'm looking forward to it.

Most of the red and yellow zone maps seem all too 'welcoming',
when they should be far more foreboding.

Just keep in mind the 4gb ram limit, when adding all of those effects, 2 of which should be reserved for gameplay, unless one utilizes the '64bit' ( Moddb.com ) patch for "Kane's Wrath".

So far, only C&C 3 T.W. "Tiberian Sun Rising" mod ( Moddb.com ) has me excited in that regard,
with all of the graphical changes &/or additions coming in the eventual release.

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Burakkuhāto Author
Burakkuhāto

Yeah, I personally want them to be darker, have more weather effects and better ambient sounds. There's a severe lack of rain and precipitation / fog in most of the maps, you'd think in an apocalyptic atmosphere it would have much harsher weather conditions.

I don't imagine I'll ever make it quite as pretty as TSR (not that TSR has ever released yet), mainly simply because I'm just one person and I don't really understand Lua scripting.

Honestly I'm amazed I've managed to make what I have, since I genuinely consider myself fairly novice compared to other more prominent KW / Tiberium Wars modders like Carnius etc.

I have very limited modelling skills (to the point where I've learned to become extremely competant at modifying models via the XML code, over using 3DSMax), and very few resources to go by as there are very few mod "sources" available for Tib Wars / Kane's Wrath, and I usually work solo.

But I'm pretty tenacious and passionate about working on it, even if I don't understand the nuances as well as others. xD

Cyborg Reapers should be implemented in 1.25 hopefully. ;)

I'd really like to get some Tiberium fiends from somewhere...

I aim to leave in the "original" Kane's Wrath maps in for those that don't want to necessarily play the prettier looking REDUX versions, for slower systems / gameplay issues etc.

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Guest
Guest

Novice this Guy >_>. Understatement my friend, by and large. Played several mods on K.W and none so far have maintained permanent residence unlike yours.

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Burakkuhāto Author
Burakkuhāto

Well, I try. xD

I do kinda worry about the status of the mod whilst other great mods exist though. ;P

I don't plan on stopping work though, though I do sometimes have several days break; (usually to think of ideas, but sometimes exclusively for time off) I usually resume straight after though.

I've been looking at making a REDUX version of Black's Bigger Battle, "Black's Even Bigger Battle"... which is a detailed version of the same map, but exploring an "imagined" lower right corner, with the sea visible in the distance and beaches.

I've currently made a base for it, but it needs more work. :)

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Description

A grittier, darker version of "Tiberium Gardens", I've implemented rain and am planning on adding an "ambient rain" sound effect to back it up.

This is the first in a series of "redux" maps that will attempt to improve the Kane's Wrath base maps, make them have a grittier more atmospheric feel and possibly even include Tiberium lifeforms assuming I can implement them properly.

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