It has been over a year since Command & Conquer Tiberian Dawn Redux released a major Mod Update to the public. But now the much anticipated release of Mod Version 1.3 of C&C Tiberian Dawn Redux is finally here!
This Mod has the complete GDI and Nod factions available including two subfactions. GDI's Task Force Talon and the Nod Black Hand. The Mod also utilizes the Classic Construction Yard build system. If that was not enough, there are 18 Singleplayer Missions and over 120 Skirmish/Multiplayer maps which include your favorites featured in C&C Generals Zero Hour that have been modified to work in the Mod!
If you are new to this Mod or have never played the original Command & Conquer CLICK HERE to view the C&C Game of this Mod's namesake! Remember the original Command & Conquer? Remember all the units, characters and themes from the game? Remember the gritty feeling of RTS Warfare? Remember Tiberium?
Well, that classic game from the early 90's that spawned over a dozen titles and revolutionized the RTS Gaming World has been reincarnated in the advanced 3D RTS World of the C&C Generals SAGE 3D Game Engine and looks better than ever!
All the classic units and themes are back, the original videos and music are all here too. As a special bonus, several of the GDI and Nod missions have been recreated in the best detail possible. More missions will become available once they are completed! However, you can dish it out in a skirmish or multiplayer game to your hearts content, as this Mod does work in both modes!
This Mod also explores the "special" units and features that the first Command & Conquer shown in the cinematics, but not in detail in-game. This includes the evolution of the subfactions spawned from GDI and Nod with experimental units and weapons that were being developed after the great battle where Kane was presumed dead.
VERSION 1.3 UPDATES:
- This Mod uses never before seen visual effects with Pixel Shader 2.0 which includes Bloom Effects and detailed shadows, along with dynamic fog and sunlight effects.
- New terrain textures along with new high quality shrubbery, waterfalls, and various other nature props create beautiful realistic natural scenes in the in-game maps.
- New environmental hazards which include terrain obscuring fog, volcanoes with lava that can destroy your forces if they get too close, and deadly Tiberian based monsters such as Visceroids and Tiberium Ground Vein Monsters which can attack your forces randomly.
- Most of the maps, models, model skins, and particle effects have been totally replaced or improved with stunning new details not seen in most C&C Generals Mods. This includes fully 3D animating wheels and treads on vehicle models, enhanced shadowing, enhanced sun/moon lighting effects, reflective water, dynamic fog and weather effects, new terrain, bump mapped textures, and much much more!
- Audio details have been improved with new sounds and effects.
- The in-game user interface has been updated with new textures and also includes new text fonts, team/player color selections, and mouse cursors.
- Over 40 all new Skirmish/Multiplayer maps made by both our development team and by various members of the C&C Community! This brings the grand total to consist of over 120 Skirmish/Multiplayer maps!
- The Basic Power Plant can now be directly upgraded to an Advanced Power Plant.
- The Skirmish AI has been given a huge overhaul for all the playable sides with more dynamic tactics and responses which include ambushing and retreating.
- In order to resolve AI issues with the Conyard built Tiberium Refinery that disabled the Harvesters ability to automatically collect Tiberium and return it to the Refinery, the Harvesters will no longer be automatically spawned to harvest Tiberium. There is now a button available at the Refinery that you can click on to spawn the Harvester.
- NOTE: If you forget to deploy the harvester you may receive an EVA notification about it. Strangely enough, if you build a Tiberium Refinery using the MCV as a Dozer, the bug does not occur.
- The Nod Black Hand has a new vehicle known simply as the "Microwave Tank". This experimental vehicle shoots a powerful microwave beam that cooks infantry and it can also disable vehicles and buildings while doing a small amount of damage to them.
- GDI's Task Force Talon Special Forces Unit has a new base defense, the "Vulcan Turret". This is a Beta to the Component Tower Vulcan Cannon Turret well known in Tiberian Sun. It is useful for taking out infantry, light vehicles, and even aircraft.
- Several other small graphical, coding, and scripting bugs from version 1.2 have been fixed, while several Skirmish/Multiplayer maps and the 18 Singleplayer missions have also been improved.
IMPROVED SKIRMISH AI DETAILS:
EASY AI: Builds only a few defenses, builds small strike forces and rushes bases often with inadequate forces.
MEDIUM AI: Concentrates on heavy defenses and heavy weapon strikes while devising several small ambush and harassment teams in a more coordinated manner.
HARD AI: Starts out as mostly a turtler and builds a considerable amount of defenses around its base and around important areas of the map while assembling small strike teams to guard these areas, It also likes to utilize Air Power and Superweapons frequently (when available), and prefers to build up a large strike force that is designed to overrun an enemy base easily.
SETTING UP & FINDING HAMACHI ONLINE NETWORK ROOMS FOR THE MOD:
- Download Hamachi on any site available (use Google for best results)
- Install and follow the configuration instructions with the program.
- Then once you see how Hamachi functions create or join a public Mod network under this ID series:
ROOM: CCTDRDXROOM001
PSWD: CCTDRDXROOM001
Please note that there is a limit of how many users are allowed into a Hamachi room so you will likely have to make multiple rooms if they are not already created. You can of course make your own designated rooms but you will have to tell other users how to access it. But if you want a public room it is best to stick with the following network ID configuration described above for easy access.
However, you can still use Generals Online as the Beta Testing team has been quite successful playing the Mod through there as well.
Feel free to check out our WEBSITE and FORUMS for the latest information!
A NOTE FROM SGTMYERS88: This past year has indeed been quite an amazing one! I have personally learned a lot with using the tools at my disposal and seeing how far I can push an old game engine while also recreating such a great game that is much older! Thank you everyone in the C&C Community for your continued support of this project! This is your reward and my Christmas Gift to all of you!
OMGOMGOMGOMG MY EYES!! Dling now
HOLY WIN
Finally!
OH MY GOD \o/
I don't comment very often but now, I couldn't resist! Downloading, only 20 minutes remains, awsome christmas present :D
Greaaaaaat job man!
Ps: sorry for my bad english, i'm belgian :x
maakt niks uit het is telezen :P
But french Belgium héhé :x :P
haha ok well we still can read it ;)
Downloaded and installed. :)
Congratulations on the release! Great timing too; I was just looking for a Gen/ZH mod to d/l. :D
Good job on the mod! Looking forward to playing it in a few minuites!
awesome!
is there a way to get the bloom/shaders to work with other mods?
You can experiment, but I hold no liabilities to such actions. ;)
The overall mod quality is amazing :)
You really get the feel of TD while playing, the terrain, lighting, sound and particle effects are all top notch.
I also liked how you managed to combine the VGen Dozer system with the old MCV system. I especially like the build system for the walls very ingenious. :)
However, I do feel that you need to pay attention to the individual models and skins and not rely to heavily on the new shaders.
The chinook in particular looks really bad, and it's texture at the top has the worst stretching I've seen in any ZH mod.
Overall though I really like this mod, good job :)
I would like to echo what Zeke is saying.
A few days ago, I dusted off my old copy of Generals. After a few games to get myself familiar (while TDR was downloading), I threw on your TC.
The atmosphere is there; it really does feel like a deja-vu of TD (well, both CnC 1 and in certain places the TD mod for cnc3). The slight tinting of the landscape really helps the atmosphere.
The gameplay is there and is solid. I was weary of the two new factions, but they do seem to integrate well into the gameplay. The experimental and conceptual weapons also fit very well in the combat chain, and I can find easy use for them. A very common problem in mods is that I feel like I am forced to use new units just because they are new and not because I have some tactical need; I really don't see that anywhere. Great job from a design standpoint.
The work that you have done by integrated a new shader model into Zero Hour Sage is very commendable. I'm sure there were many a long nights getting everything together.
I will agree with Zeke that this mod lacks a certain degree of polish, especially in regards to the art. A fair amount of the units seem like just rushed placeholders; please, give them the same attention you have spent in other facets of the mod. Things like stretching textures and seemingly large differences in relative quality really hamper the details; the magic is in the details.
All in all, I was deeply impressed with your release and really look forward to see how you can improve upon it in 1.4