Hey all, welcome to the Tiberium Wars: Firestorm mod page! This mod is a Tiberium Wars port of my previous KW mod: Tiberium Insanity. I hope you guys enjoy! Each faction has new units and abilities, many many new upgrades, and alot of atmospheric changes including new maps included in the mod, new music and more! Faction Themes: GDI is a mix between TS style and ZOCOM style (They have railguns and sonic weaponry) Nod is a mix of Cyborgs and Flame and Laser weaponry. They also utilize some Tiberium weapons and stealth, and most of their arsenal deals burn damage/damage over time. Scrin on the other hand is mainly focused on Ion and Tiberium Weaponry. All thier units and Structures benefit from Tiberium, and they all heal from it. Good luck playing this mod Commander.
A campaign addon THAT REPLACES the Vanilla campaign for firestorm 1.7 made to improve, fix, change and add stuffs in the vanilla campaign there are some things I can't change such as the unit change like the commando and the upgrade block in most missions but I'll sure to try my best to fix all the problems and make the missions fun and challenging but possible.
This is NO LONGER JUST A CAMPAIGN ADDON! It is now also a MULTIPLYAER ADDON yes that's right all ORIGINAL multiplayer map will be imroved environmentally and resourcefully, meaning most areas and textures will be improved thanks to the added textures and tiberium fields by the mod creator himself. You might say I might Revamp some maps looks but sadly I won't have time to edit the map radar meaning it may still look the same but it is COMPLETELY different, worrynot however as I won't jumbled around with the terrain I will only add, edit, retexturize, the maps of BOTH Campaign and Multiplayer maps alike I will do it THE FIRESTORM WAY.
ALSO
Foreman, we have new intel according to the location we are about to unleash an attack, GDI have deployed their elite and advance forces in the area making the small army we have obsolete therefore we have been given acces to two Superunits, intel also suggest a Tiberium research Facility that holds a Red Tiberium Field destroy it to gain more resources as tiberium growth in the area is limited and slow.
Commander, retaking the White House is our main objective for this mission but proceed with caution, we have intel that enemies are sending in Elite Stealth Forces and are on the way. NOD is so desperate to defend the White house that they deployed and reactivated their Cyborgs, units like rifle man squads are no match for them prepare snipers as soon as possible that is all good luck Commander.
Commander, we are not sure what happened but our zone troopers were suddenly ambush by NOD forces, according to their last intel they were engaging with NOD's Commando, we also indicate that NOD is deploying their Liquid Tiberium Trooper in the area while a squad of zone raiders also reported that they have spotted a Cyborg army on the Southern (Bottom-Right-Side) area they also spotted a new type of Cyborg that has a Tiberium Energy Cannon prepare snipers to counter this new type of enemy, that is all good luck Commander.
1.33 - Fix the bugged Nod Ambush not activating correctly
Commander, we are giving you access to construct the Mammoth MK.II and MARV as according to our intel this port is heavily defended as it is essentially a small fortress, we also have reports that NOD has deployed a new type of defense system near their Headquarters it is a turret armed with a high velocity flame throwers the Incinerator Tower keep your infantries away from this tower at all cost and use your heavy tanks to deal with the turret. That is all good luck commander.
Commander, this mission is a hgih priority target worldwide as NOD is preparing to launch another nuke to launch around our territory, so for this mission we have given you access to tier 4 Siege Space Battleship the Kodiak this superunit will be the key to attacking the base it is utmost priority to deploy the ship as fast as possible as we have confirmation that NOD has deployed Warmech Facility which builds two devastating superunits use the Kodiak to counter them all. Time is of the Essence commander, do not hold back siege over them Commander.
1.42 - Fix the Bugged MCV Deployment
Commander this mission is no longer a cakewalk GDI has deployed all super units around the SOUTHERN area completely securing all tiberium fields available close to our base the NORTHERN base is filled with Air force while the southern base is focus on us and had us completely surrounded from helping out the Northern Side, Kane advices you to proceed with caution around the scrin tower to not ACCIDENTALLY kill or destroy any of their forces or they will unleash their wrath to us instead. Good luck Commander, One vision, One Purpose.
This is an improvement and fix of the campaigns and this is officially complete every NOD, GDI and Scrin campaign have been improve tiberium and resource generation is much higher than vanilla to compensate the harder challenges and adds to the game the higher version of 1.0 meaning that I completely revamp an entire mission however since my first objective is to fix campaigns I will focus on other mods such as Crossfire, Tiberium Wars advance and Essence if possible.
Mission 1 Prologue - Increase the Tiberium replace the Anti-Air missiles to Anti air Laser Turrets.
Mission 2 Penta gone - Added Cyborgs to add more Difficulty but I also added Wolverines to counter that if it is too difficult to do.
Mission 3 Langley - Not much has change really just added more tiberium and forgor to add an attack force cause I'm dum
Mission 4 Hampton - Not much can be change here I did absolutely nothin lmao
Mission 10 Croatia - Added Upgrades and a bunch of units to compensate for the NOD bastards spamming the sh*t out of Tiberium troopers and Cyborgs
Mission 11 Sarajevo - Nope I won't spoil this GO PLAY IT URSELF. Alright fine you want a spoil? alright I made the Sarajevo an ACTUAL fortress added more attack forces and difficulty to push the base also gave the Nod some reinforcements incase you get through the base.
Mission 12 Munich - Added a bunch of units to make the scene a but more cinematic and war like and CHAOS!! Also increase the Attack forces so yeah that's the reason why I added more units than usual.
Mission 13 Stuttgart - Added more capturable resources such as silo's and spikes and I also added a new intel database which has been forgotten.....the tripod database... Tho I don't think anything will change if I add this database.... hopefully it doesn't.
Mission 14 Cologne - Increase Tiberium and added More Tiberium Tried to make the AI build it's own base and forces but somehow it is dumb as hell and won't rebuild any base or create new base at all -_- I might revamp this mission in the future CAUSE IT IS BORING AS HELL
Mission 15 Berne - Improve the skirmish MCV deployment, Increase attack forces replace the blue tiberium chasm to redzone blue tiberium chasm and added more structures to the enemies yet they somehow do not know how to upgrade and somehow the attack forces are a dumbo might also revamp this mission in the future.
Mission 16 Tower - added a bunch of zone raiders and added the Improve skirmish MCV deployment added more defenses to the Scrin and NOD haven't imrpove the AI yet I have no idea what to improve here tbh I just added a bunch of things and walah I have no mo ideas.
Mission 17 Relay Node - an Actual IMPORTANT structure that is defended by ELITE SCRIN Units so be PREPARED for the BS difficulty this last mission is about to offer I can safely say that this is 7 times more harder than Vanilla it would be 10 times more if the rift generator AIN'T F*KIN BROKEN and also if the support powers from the mod is actually available but sadly it isn't for some reason this is the same for most of the Mods NONE of their support powers comes through this map cause it is heavily coded for some reason and can't remove their edits of the units in the Map.
Mission 1 Prologue - Made the wall actually breakable lmao
Mission 2 White House - Added more natural generating resources (Spikes).
Mission 3 Andrews AFB - Added more spikes fix the f*kin shadows not appearing.
Mission 4 Hampton Roads - Added an intel database when you click the commando also added the cyborg Commando.
Mission 5 DC - Added an Improve Skirmish MCV Deployment cause f*ck that one guy that created this and go "hey why not add a crane instead of an MCV so that it'll be more annoying as f*ck to build a defenses?" like our lives ain't difficult enough lmao.
Mission 6 Brazilian Jugle - Added the Improve MCV Deployment fix the attack force of the GDI of their first base I might also disable the super units in the future cause I literary defeated the GDI with just the redeemer lmao.
Mission 7 Coastal Brazil - Improve MCV Deployment, Made the tiberium infinite added defenses to the 'Aircraft Carrier' also made the GDI more difficult....so yeah get ready to be f.
Mission 8 Slovenia - Annoying crap mission I CAN'T GET THE BEHEMOTHS TO ACTUALLY MOVE ON THE SIDE OF THE MAP INSTEAD OF MAGICALLY MOVING TO THE UPSIDE OF THE MAP WHERE THE LT TRUCK IS SUPPOSE TO GO LIKE WTF WHY DIDN'T EA FIX THIS!?
Mission 9 Sarajevo - Added more tiberium so the douchebags that says this map is hard well it ain't hard no more you have more resources than the entire Africa no need to thank me from turning this challenging mission to become boring as hell. I might revamp this in the Future.
Mission 10 Broken EA's hill - Added more units and fix the base where it spawns a laser turret instead of a laser turret control node.
Mission 11 Sydney West - Gave the GDI More survivability to handle themselves increase the attack force of the Scrin added more units on the spike side of the map (The Left top-side of the map) Improved MCV Deployment.
Mission 12 Sydney interior - Replace the boring green crystal to red, actually added the Ion cannon control without it magically somewhat disappearing in the world made the GDI actually attack and advance to the Alien base.
Mission 13 Ayers Rock - Replace green tiberium with Red Tiberium in the first base of the map not much has change just added a few base for killian here and there.
Mission 14 Northen Italy - made the Green tiberium Infinite added red tiberium and the Improved MCV Deployment and now you can't easily defeat the alien base early on (I think) also moved the obelisk that is below the base (for some reason) is now moved on top of the base where the shock troopers are attacking.
Mission 15 Italian Hills - Replace the God forsaken "hey why not add a crane instead of an MCV so that it'll be more annoying as f*ck to build defenses?" In other words added a Improve MCV Deployment also more red tiberium and a surprise at the left bot side of the map.
Mission 16 Operation Stilleto - Just added more tiberium growth and some Titans here and there so that the GDI base suddenly won't go down when the Scrin attacks.
Mission 2 Munich - Not much to say here really Just gave some units upgrades and forgot to give the Mastermind a teleporting ability but I'll fix that when I'll revamp this map.
Mission 3 Croatia - Replace most of the green crystal to red also added two MCV's they deploy as the same as skirmish I did this cause the mission is completely hard as I added more tech structures to both GDI and NOD PLUS GET THIS they FOCUS on you for about 45 seconds like wtf.
Mission 4 Thresh Hold's a 19 year old - Added more Red tiberium to the GDI so that their resource won't stagger instantly also added more Air force to the Tower added the new tech structures to both Scrin and GDI. Might also revamp this by adding NOD in the future.
Anyway that's all the update I'm going to give you can find the other bonus yourself in the rest of the Campaigns please leave a comment to what should I add, change, fix and improve in the Campaigns peace.
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this is content very important to me because i love playing campaign and story missions, i played this tw campaign like 5 times on different mods just because i loved to play with new content in campaign missions not just battles in skirmishes. i look forward to see this project more perfected along the way and with the huge content this mod brings, it will surely be crazy satisfying.
did not had time to try it out yet! you said moddded campaign for crossfire, this i really need to try. crossfire mod its surely unique and cool looking.
I'm going to plan on uploading an addon soon for crossfire but for now I'll be focusing on Firestorm and Tiberium Wars Advance. Can't focus on three at once lmao, peace
Oh this is great news, thanks for the effort mate.
tiberium wars advance is also one of my favorites. we have kinda the same tastes in mods
you know others made also some changed campaign mods for tw like you but not many have attempted to make kanes wrath vanilla campaign with mods. can you please try to make it? i believe the powerfull mods till now for kw are:
chemical warfare, one vision and unofficial patch 1.04.
i didn even played your tw campaign addons but i will test a lot of them ASAP.
Oh cool! I'll test out the addon soon, so now we have 3 different campaigns, the vanilla one, your addon one, and my edited one from the custom maps section :D
But regardless, this seems interesting, good work!
Thank you very much I am trying my best and I want to cause your mod is one of my fav mods of all time :)
You're welcome :)
Glad you are enjoying the mod :)
glad you test and address the mission difficulty because a lot of starcraft2 custom missions are cool but are crazy hard. and i watched them on youtube but i just felt dissapointed that when i played i only got angry and frustrated and quit the game. i had no problem playing hard vanilla campaigns but these custom ones were not obvious how to tackle them and often unfair.
in alexandria mission i have no gdi base!
oh, crap lmao wait I think I forgor to put some extra scripts wait lemme reupload
was a good ideea to replace apc with mrt, the white house mission was very fun
much apreciated you work, i'm testing gdi campaign right now
im testing 0.7 version and the sarajevo mission is already challenging and quite fun. this firestorm mod is really something
im playing now the nod campaign and i will try after twadvanced addon.
also i am highly interested in the crossfire campaign addon. can you please post a download link for it?
"also made the attack forces slightly heavy by I meant heavy I meant 7 tons of heaviness the attacks are improved and challenging"
I can't even beat the first scrin mission on freaking easy difficulty. The time between each attack is a little too fast and the attack force is WAY too numerous for the first mission.
Please reduce this.
wait what how? The first tiberium resources you have literary has the fastest growth? you should be able to defend and build tons of units?
Watch this
well damn aight imma change it to blue
this first mision with scrin was hard even with other mods. your tiberium growth increase really helped me and if you are careful you can pass it but its sure a big unbalance of dificulty between this and the others missions.
exactly but I'm pretty sure this guy isn't a scrin main so he might not know how to perfectly use his defences tends to happen to people that are new or just plain not good
Version 1.01 finally brings the longed-for "quietness" in Scrin Mission 4. The GDI is still very strong, but it can be done with a little patience and skill. What was a bit confusing was that after the timer ran out for the tower, the GDI stormed the tower with a hundred troopers. Be it with Droppods or overland. That was more than intense :D .
pretty sure I set EVERY tiberium to 3 seconds growth rate so you can just spam harvesters and refineries
Will this version work with newest 1.7 ? or do we need to wait for update ?
I'm actually gonna have to recreate it since I need to know how to balance the game first but since I'm busy with my college life I don't know when I'm gonna finish it ;-;
i will test, this is a nice surprise you gave us! i still hope you are working on the crossfire mod campaign addon. i am still interested to play it.
The crossfire is literal chaos I dont know how to balance it ;-; I'm trying but it's way too boring to play it once you tried this mod is really unbalance if only I could know how to edit a mod but I don't know how
only if it can be done, dont stress yourself too much. if its not worth it, take other projects who are worth your time. im sure we, the rest will understand.
Why is the GDI campaign not in the Mission Pack of firestorm
The campaign is not in the 'mission pack' IT IS IN THE CAMPAIGN ITSELF
i have download it but i cant play wit the GDI or Nod Campaign How can i fix this
It also has Scrin in it there is nothing to fix you just have to go to the campaign WITH the firestorm mod and play the campaign it's right there I put it in and replace the original campaign for the firestorm.
The scrin mission 1 is hard. The attacks are non stop. The green tiberiem field is not blue.
I didn't I made it faster maybe if you build a second base from above you, it'll be a squeeze. Best regards
That last Nod mission (Kane's Tower) is downright IMPOSSIBLE due to just how easily GDI romps through their beefed-up defenses, not to mention it builds its three Epic Units (two ground and one air, them being the MARV, Mammoth MK. II and Kodiak of course) WAAAAAAAAY too ******* early, not to mention the stream of those damn Mammys... >_<
While it seems like some Scrin forces, strangely yet conveniently, don't attack my Nod forces, the moment I send my two ground Epic Units to help defend the Phase Generators, they instantly turn on me, making defending those damn things allthemore freakin' IMPOSSIBLE without some BREATHING ROOM to help prepare, whereas GDI starts out completely pimped-out with a fully-loaded base compared to my paltry one... DX
In case you're wondering, I set it to Hard difficulty. I managed to get through some missions thanks to me eventually adapting to them as well as the usual rng-based luck, but this one is just BEYOND ABSURD. At least give us an invisible 15 minute timer to prepare more, dead serious here. -_-
Feel free to watch me suffer through it via my Twitch stream of it now atm: Twitch.tv
EDIT: FINALLY completed it after enough restarts, had to REALLY HOPE that rng was on my side and, thankfully, it was this time around. Still absurdly difficult though so PLEASE delay GDI's Epic Units until MUCH later, seriously... DX
AY, No worries I comepletely revamp that annoying part, also a tip I made the scrin neutral unless you 'accidentally' destroy one of their forces then they will consider you as an enemy again. Also LMAO the Scrin suddenly started attacking you because in the old map I just put the script to if you suddenly attack or damage them they will consider you as an enemy again xD, so keep in mind that their status is NEUTRAL not FRIENDLIES meaning damage will still deal the same so be CAREFUL