CnC Source Forums: C&C Tiberian Genesis Mod (on CryEngine2®) - CnC Source Forums

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

C&C Tiberian Genesis Mod (on CryEngine2®) Rate Topic: -----

#1 Guest_NapkilleR_*

  • Group: Guests

Posted 25 March 2008 - 07:23 AM

Hello everyone.

Today we, the guys from the C&C Tiberian Genesis Mod, want to introduce you into our Mod for Tiberian Genesis on the base of the CryEngine2® which is used in the FP-Shooter Crysis® :

=== Introduction ===

This modification aims to provide the epic battle of GDI and NOD into the Crysis® engine.

We will provide players with the chance to experience what Command & Conquer™: Tiberian Sun™/Firestorm™ should have been, with the ability to handle and use many of the original features of the original game plus those enhanced features of the Crysis® engine.

Through this modification you will get to see Command & Conquer™: Tiberian Sun™/Firestorm™ up close and personal, with glowing crystals of tiberium, in fields of battle, walking mech warriors like the GDI Mammoth Mk.II, and the ability to control everything which you like, every vehicle, every defense building, and of course your own strategy.

Here´s a small introduction about our planned features

• The highest priority is the balance between NOD and GDI.
• both sides playable (Brotherhood of NOD) and (Global Defense Initiative).
• Battles on nice islands, in caves which are filled with Tiberium, and such more.
• Game modes like infiltrate the enemy base(s) or build your own base(s).
• high priority is also lying on the civilisation and mutated vegetationsystem, for a impressive look and a nice feeling of the dangerous tiberium infestation process
• Many new infantry weapons, so you got some various weapons to fight with, not only with the assault rifle.
• Custom sounds and music made by our sound artist

=== Plans for process of release ===

The addons will be released step by step: At the beginning we will release the first tech level of Command & Conquer™: Tiberian Sun™, then the second and so on up to tech level 10 including the Firestorm™ units. After we have finished the complete project, you can expect a release of the full modification, containing all tech levels, miscellaneous objects, mutants and islands.

Comments are always welcome ;-)

Related Links :
- Dev Homepage
- C&C Tiberian Genesis Mod @

-C&C Tiberian Genesis Mod Dev Team

This post has been edited by NapkilleR: 25 March 2008 - 07:26 AM


#2 User is offline   Mighty BOB! 

  • Dark Lord of the Source
  • View blog
  • Group: Network Admin
  • Posts: 2,067
  • Joined: 24-March 05

Posted 25 March 2008 - 10:50 AM

Mmmm, Crysis engine. *drools*

You should be able to pull off a kick-ass Tiberium-mutated environment with that.

Out of curiosity though, why are you switching from Armed Assault?

#3 Guest_NapkilleR_*

  • Group: Guests

Posted 25 March 2008 - 12:47 PM

Hello. First thanks for your question.

We stopped modding on ArmA because of 1) the too small community (in our opinion) and 2) because of too less support from the site of Bohemia Interactive Studios, short BIS.

If you have further Question, feel free to ask us.


#4 User is offline   Jack Hammersmith 

  • Civilian
  • Group: Members
  • Posts: 1
  • Joined: 14-April 08

Posted 14 April 2008 - 07:56 PM

Hello C&C Community,

I need to update this thread a bit because we need more members and have some more pics and a Video to show you too ;-^)

Posted ImagePosted Image
Posted ImagePosted Image
Posted ImagePosted Image

The Interview of about us should be mentioned too.

And now lets get to the open jobs -_-; .

Team Requests
Team is currently looking for: Designer
We are looking for creative Designers who can support us with their artwork in:

- Photoshop, Photoimpact, GIMP etc.


We are looking for talented Flash-designers.

Your task would be to create the GUI menus and the design of the buildmenu.

You need experience in:

- Flash-design
- advanced Flash-actionscript


Team is currently looking for: Scripters
We are looking for scripters who are experienced in porting assets into cryengine2.

A lot of vehicles, characters, buildings etc. have to be ported to the game and we got not enough hands to do so.

When you got experience in LUA and XML configuration of assets you´re welcome too.


Team is currently looking for: Designer
We are looking for some very creative Level Designers.

You must be able to create:

- futuristic environments
- post apocalyptic settings
- Tiberian universe style
- mutated vegetation etc.
- civilian infrastructure streets, buildings, etc.
- voxel caves


Team is currently looking for: Coders
We need more coders who are experienced in:

- C/++
- Flash-Actionscript.

You must be ready to do something totally new and challenging.
We want to implement the whole RTS system of Tiberian-Sun/Firestorm into the Crysis engine, so be ready to code some nasty stuff ^^.

PS: we are using a professional SVN/Trac projectmanagement webenvironment so knowledge in this system would be welcome too.


Team is currently looking for: Animator
We are currently searching members who have knowledge about animator programs to rig the finished models.


Team is currently looking for: Modeler/Texturer

We are searching for members who are skilled in 3D modelling.
Currently we got a lot of models ready but since we are modding for crysis now, we need to add more details and have to optimize them for use in next gen engines.

You should have:

- knowledge in 3Ds max, Maya or Blender
- knowledge about modelling highpoly stuff with clean meshes.
- knowledge about UV/Bump/Normal/Specular mapping
- knowledge about the export process of cryengine2 assets
- interest in futuristic stuff about C&C Tiberian Sun
- some time ^^


We are searching for members who are skilled in 2D arts too.

You should be:

- very creative
- able to work with Photoshop, Photoimpact or Gimp
- good in texturing UV maps
- interested in futuristic stuff about C&C Tiberian Sun
- able to spare some time...

If you are interested to work in an experienced modification with almost unlimited possibilities through the CryEngine2.
Then apply HERE

Every helping hand is welcome ;)
Especially a new PR-Manager ^^

Your Tiberian Genesis Staff
Jack Hammersmith

#5 User is offline   -FW-Wolf 

  • Technician
  • Group: Members
  • Posts: 7
  • Joined: 21-November 07

Posted 16 July 2008 - 05:41 AM

This looks great guys, i thought you guys had stopped this. But it looks like things are on the up, i really can't wait to play this on Crysis.

Keep it up!

#6 User is offline   Encrtia 

  • Civilian
  • Group: Members
  • Posts: 1
  • Joined: 06-August 08

  Posted 06 August 2008 - 06:31 PM

Hello again everyone, the update has been produced XD

Firstly, I must apologize for this late update, but, the Tiberian Genesis mod has been undergoing major Staff shortages. As you can imagine, it has been hard to progress, and troublesome, but with the remaining staff, we have conjured up more goodies to share, hoping to maintain interest amongst our fans and viewers.

In this video, you shall be shown a taster of some Work In Progress. This would be including the linear disruptor, agile nod-buggy, Hover MLRS, mighty harvester, and GDI’s Assault Rifle in action. It shows a small glimpse of what has been produced, with nothing being the final, but still rockin’. Without further ado, to my happiness to show you, this is the long awaited video update can be viewed at either of these sites:

As for improvements, the following have now been updated:

• First vehicle engine and weapons sounds composed by Hawk_Db.
• Nod-buggy’s Dual Cannon has been replaced with a new Quad Cannon.
• Temporary textures have been implemented for various vehicles and buildings.
• Lights have been added to the various vehicles previously installed.
• The driving physique has been greatly improved.
• The disruptor has finally acquired a new Beam attack created by Nico.
• The disruptor beam is now passable through walls, and other such objects.
• The 4 tread tank physique has been stabilised, and improved thanks to MWLL.
• First vehicle HUDs were implemented.
• The build menu based up temporary flash scripts and is in work now by our New Flash Designer.
• GDI’s soldier model has been merged with AI.
• A new Gallery system will continuously be updated, so stay tuned.

We hope you enjoyed reading through this update, and eagerly await the next. We shall post yet another update, as soon as possible. If, however, anyone has the ability to aid us in this mod, please, do not hesitate, and come forth. For further information on how to apply for jobs, read more here.

Thank you for reading,
From us to you,
Tiberian Genesis Staff.

#7 User is offline   Mighty BOB! 

  • Dark Lord of the Source
  • View blog
  • Group: Network Admin
  • Posts: 2,067
  • Joined: 24-March 05

Posted 06 August 2008 - 09:27 PM

Excellent Nod Buggy!

Share this topic:

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users