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 Tiberium Resurrection 3.5 - trailer and release date

Hello everyone, we have been all working on the update for quite some time now! Today I am very excited to reveal the trailer and release date for the update 3.5, so lets get to it!

Firstly, this trailer will be... different than the last one. While the last one covered most of the upcoming changes and features, this one is supposed to be a nice introduction to TR story (and especially the Prologue, which will be fully featured in this update). Also, there is an amazing feature leaked in this trailer, so we will see how many of you notice 😉- 4th of June, 7pm CET


Next up, the update 3.5 is coming out shorty! I am personally excited about the upcoming remaster, so I will give ya all time to enjoy that for a while :D

19th of June - in 3 weeks

I still have plenty stuff to tell ya about the update, so stay tuned for the future posts!

Have a wonderful day :)

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12 000 views on CnCNet, 14 700 views on ModDB, 10 500 views on PPMforums, 2 500 views on W3DHub and 2 000 views on CnCNz

Thank you very much for all the support, feedback and quite growing excitement regarding the update 3.5. We are all doing our best to release as good version as we can. While we are at it, we recently released a trailer for the first campaign mission! And yes - No Strings Prd is in-fact the new GDI voice assistant 😉

640 x 360, 15 FPS, .vqa, that's all I'm saying


Have a great day, see ya soon!

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 5th Tiberium Resurrection OST - Trees in the Distance is out!


Edited by LucasSK

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 6th Tiberium Resurrection OST - Monster is out!


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Hello everyone, I have some bad news this time. The update 3.5 was supposed to be out this Friday, but we need more time to test and finish the work to deliver BIG quality update. The new date for the release is set to 28th of June... And now onto the positive stuff!


The update 3.5 will feature light Re-Shade enhancements to match the TR theme even more as well as AI enhancements to make the AI a bit harder and better. More to come in the update 4.0 😉

Have a wonderful day!

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 Tiberium Resurrection 3.5 - 6 days remaining

How about some atmospheric shaders? 😏


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Tiberium Resurrection 3.5 - 5 days remaining

Another OST I see 😉


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Tiberium Resurrection 3.5 - in 4 days

TR has another developer - AntonV, the pixel art and animation creator

Pre-release game night on Saturday from 6pm CET! Play with the devs and gain early access to the update. Join our discord on discord.gg/jwRerrV to find out more!

Edited by LucasSK

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Tiberium Resurrection 3.5 changelog

Download: http://www.mediafire.com/file/sgxqrhas3g4wg8d/TiberiumResurrection.exe/file

the Prologue: https://www.mediafire.com/file/35cyl1xc65r2e3i/the_Prologue.zip/file

Client 📟 (used @Rampastring TS Client and re-configured it for TR)

new options for Unlock Tech, Mutant Armory, Factory Bonus

- new dropdown Special Scenarios (Showdown, TIberium Apocalypse)

General 🌍 (in-game changes)

- full new GDI Eva (by No Strings Prd)

- red tiberium now appears red in the radar

- re-shade implementation

- AI enhancements

Sountrack 🎧 (in-game themes)

- new OST Death Game, Crushed, Trees in the Distance, Monster, Trip in the Tib

- fixed song lengths from in-game menu

Maps 🗺️ (dunno what to add here 🤷‍♂️)


- re-implemented the Prologue - a worthy introduction to the TR story


- new map 

- remastered Grassy Knoll, Sinkholes, Seismic

- fixed "silos needed" option crash on some maps when it was turned off

Game 🎮 (units, building, vehicles, aircraft and other)


- ion cannon has a new fire animation

- fully re-made outpost

- ion cannon addon no longer needs tech center to be built

- engineer now requires radar to be built

...and much more balance changes


- fully re-made outpost

- nod tech center replaced by temple of nod

- obelisk of light has a new sounds

- nod buggy can now Q-move

- engineer now requires radar to be built

- enginner and radar array have a new "faction fitting" texture

...and much more balance changes


- Mutant, Mutant Sniper, Tiberian Fiend, Mutant Hijacker now buildable via Armories

- added tiberium infested buildings


- enhanced red tiberium tree animation

- you can no longer enter civilian vehicles

- remastered red tiberium values 

- tree strength is 100 (was 200)

Check the full changelog here: https://www.diffchecker.com/21gsKf2M

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Fellow TR fans

After a nearly 4 month break I am very happy to talk to you again. The 2020 seems to be really crazy year for everyone (including me). Either way, I hope you are all healthy and doing good. I spent my summer climbing mountains and hiking and I hope you all found an activity that kept you occupied (like playing remaster 😉). TR development was stagnating, but has been resumed in September. We are already making a great progress so expect further updates occasionally!

First of all, I am currently working on another 1v1 map - Desert(ed)! The map is supposed to be mildly big "playground" desert that players can explore. I am trying to make it feel like an actual desert with an oasis all all the other parts!


Next up, GDI is gonna get an AA vehicle - M-Flak! Fast scout and Banshee slayer - depending on how you use it

The goal is to give GDI ability to efficiently defend against air enemies while keeping the mobility of an army. You just gotta micromanage these guys a bit and please - do not send them in the front line 😆


Furthermore, both factions will get an advanced harvester! These will become available later in the game and will try to reflect on faction's play-style

GDI will get sturdy, but slow harvy that can take much more tiberium than the regular one while Nod will get a cloaked one with smaller capacity for your spec ops mining operations!


This all is WIP at the moment, so their look / stats still might change


Stay tuned for more news, changes and updates!

See ya soon 👋 

Edited by LucasSK

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Greeting Commanders!

I'm known as Tiberius, and in celebration of TR's 2-year anniversary, it is my pleasure on behalf of the TR staff to share a detailed look into what has been going on behind the curtains for the past few months, as well as our plans moving forward!

Something big has happened for TR; Askhati has joined us as a staff member, and is graciously lending us his talents as a voxel artist and building editor. This of course gives us a whole new level of possibilities moving forward, and a lot of our focus lately has been on deciding and designing on TR's visuals and new assets. With that, I would like to present just a peek at what Askhati has been up to:


New Units

With this update, TR now features advanced harvesters, available at the third tier of advancement (Tech Center/Temple) for a higher price. These are specially designed to fit a faction's doctrine and style for some unique advantages and drawbacks.



For GDI we have the Atlas, a super-heavy harvester that sacrifices some speed in order to have both better armour and carry capacity. Furthermore, it carries scanners to detect any Nod stealth ambushes, and is all in all designed as a more survivable "frontier harvester" best deployed at exposed outposts.



For Nod, we have the Stealth Harvester. It is light and has a smaller cargo hold than the standard harvester, but instead carries cloaking technology. As such it can steal valuable strains of tib from beyond your base without exposing itself, or it can operate at home and make it difficult for GDI to spot and target your harvesters.

Each faction is also getting a brand new fighting unit!



This is the Mobile Flak IFV – or M-Flak for short. It is immediately available as you build your War Factory, and fills two gaps within the GDI roster: First of all we hated the idea that GDI was absolutely required to tech up in order to have a mobile answer to aircraft, as it shoehorned players into a certain build order before they could proprly expand or attack. Secondly, GDI's slow walkers make it hard for them to properly scout early in the game, especially on big maps. This light IFV with its dedicated AA dual flak cannons now allows GDI to do both, but it is fragile and has no defense against grounded attackers, so the more advanced later options still have some advantages.



Nod's new fire support unit. It carries a rapid-fire laser and is perfect for melting any target from behind a wall of Tick Tanks, synergizing perfectly with Nod's existing army. To carry enough power and not overheat it has had to sacrifice armour, and its strength lies in its varsatile damage. As the portable laser it quite advanced, you will need a Temple before you can field them.



We are in the process of "redesigning" some of the existing units, giving them a facelift and making them better visually reflect any balance changes TR has made to them:



The Amphibious APC looked outdated and out of place with it being fully remapped to the player's colour, so we updated it to simply better fit it.



TR's Disruptor is quite a bit lighter than that in vanilla TS, and its graphics now reflect that with its exposed tracks and the hull being less of a solid block. Detailing has also been improved in general. The white bits you see are heat sinks for the weapon.



Less beach-buggy, more military vehicle, we feel that this fits better with Nod having moved on from their rag-tag and improvised roster of TD.



The Devil's Tongue has received a much needed upgrade in its detailing – you can now actually make out the tracks and grinders, instead of it being a bright grey shoebox.

Even more is in the works, both updates to existing models as well as more original units!



 The update will feature many new as well as a few enhanced maps. Each of the maps is unique in a way to prevent the game from feeling stereotype-ish.



In addition, the Prologue has been updated and enhanced based on the feedback we received to achieve better and bug-free experience! Besides that, we are very happy to hear that you enjoyed playing the Prologue. We are sorry that it is currently placed as an addon, but worry not - we are doing our best to fix the issue and make downloading the Prologue a bit easier. 


Last but not least, we started the development of the 2nd campaign map – Propaganda Forecast. Unlike its predecessor, this version will offer maximum possible freedom for the player during the whole gameplay with the addition of amazing cutscenes and richer story telling like in the Prologue. You will be able to track the whole development of this map via YT series focused on detailed map-making process. Besides other things, we believe this will serve as a motivation and help for other mappers in the future!

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 Tiberium Resurrection 4.0 changelog

Download: http://www.mediafire.com/file/0ozp310gx3l1vmt/Tiberium+Resurrection+4.0.zip/file

Client 📟:

- updated TR credits

- updated preset skirmish settings

General 🌍:

- player no longer named "LucasSK" upon installation :D

- merged "the Prologue" addon with the main game (follow instructions in "New Campaign" menu to play it - props to Bittah!)

- fixed invisible Armories bug

- fixed Infinite Tiberium option turning red tiberium to blue

- nerfed the AI (since difficulty "medium" and above was nearly unbeatable)

- buildings now lose health much faster when on low power

Sountrack 🎧:

- added Among the Titans and Legacy of Nod

- removed Trib in the Tib

Maps 🗺️:

- Prologue 1.1 - enhanced version of the Prologue for even better experience

- added 2 skirmish maps - Ravine and Desert-ed

- remastered Limited Access

- updated already existing skirmish maps

- fixed City Rally glitches

- fixed Tiers of Sorrow forced Ion Storm

- removed Fields of Insurgency

Game 🎮:


- added Watchman and Atlas Harvester

- added new voice lines for APC

- updated Disruptor and APC textures

- updated Power Plant (needs only 1 upgrade instead of two to produce maximum power)

- tweaked Orca Fighter fire sound

- tweaked Hover MLRS

- tweaked Juggernaut

- tweaked JumpJet

- tweaked Vulcan Tower and its fire sound

- buffed Titan

- buffed Tech Center

- buffed Refinery

- buffed War Factory

- buffed Construction Yard

- nerfed Wolverine

- nerfed Disc Thrower

- nerfed EMPulse

- nerfed Disruptor

- nerfed Orca Bomber

- nerfed Ghost Stalker


- added Stealth Harvester, Scarab Tank and Ravager

- added new voice lines for Stealth Tank

- updated Buggy and Devil's Tongue textures

- fixed Buggy turret offset

- fixed Reaper firing position

- tweaked Devil's Tongue

- tweaked Buggy and its fire sound

- buffed subterrannean vehicles underground speed

- buffed Refinery

- buffed War Factory

- buffed Temple of Nod

- buffed Construction Yard

- buffed Laser fence Post

- nerfed EMPulse

- removed Tick Tank (for now)


- added 4 civilian vehicles - Tanker, Mass Hauler, Flatbed and Lorry

- updated Scavenged Tank textures

- buffed Mutant Sniper

- buffed Mutant

- nerfed Tiberian Fiend


- added 5 destroyable rocks

- added 1 infested city building

- added a Snowman :)

- re-balanced Crates (again)

- nerfed Red Tiberium value

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 Fellow TR fans, it has already been more than 10 days since 4.0 release. We really believe that you enjoy the update as much as we are looking forward to the next one. If you found any bugs, please report them immediately to the staff on our Discord server! So far, we are only aware of desync that can be encountered when playing online with friends and bots simultaneously. Worry not though, this issue will be fixed in the next update!

As always I wanted to share some news with you regarding TR 🙂


First of all, you may have noticed that TR has a new logo! HUGE props goes to @CCHyper - https://www.artstation.com/cchyper for making this awesome design! It is already present on most of the TR sites and forums and soon it will be noticeable on our YouTube channel as well!



Secondly, @zoom3000 posted another great gameplay from the newest build. Yet again he managed to find some slight... *cough* imperfections that will be patched by 4.5. You can watch his video below!


Lastly, I would like to ask for your help! TR currently seeks new testers and voice actors. As you know, there is never enough people for these 2 roles 😛. In-case you have some spare time and are either experienced TS player or curious voice actor, feel free to contact us on our Discord: https://discord.gg/jwRerrV. We will be delightened to welcome some new faces into our team!


Have a wonderful day 👋

Edited by LucasSK

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Hello everyone, it's christmas time again and with it comes the last TR post of this year. Before I begin though, I would like to wish you all merry christmas and a happy new year! Stay safe and enjoy the holidays 😝


Secondly, I would like to announce a BIG asset addition to snow theater. As you all know, I am currently working on the second campaign map, which is snow so I decided to convert stuff from temperate to make the snow theater more viable option for both campaign and skirmish maps. So far, we managed to add the following items:

  • fonas
  • rocks
  • civilian buildings
  • billboards
  • lamps
  • logo pavement
  • pavement cliffs
  • red, green and blue crystal tiles

It took quite some time, effort and troubleshooting to make this all work, so I would like to thank @Hamed_Elite and @Bittah Commander for helping me to achieve this goal!


In addition, we have a plenty of new OSTs on their way! You can listen to the newest ones here:


I would love to show you more from the development of the Propaganda Forecast, but that will have to wait for a bit longer. I am happy to inform you that the progress is going good so far and I am really looking forward to release it! For now, I will just leave you with this 😉

Have a great day!

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 Tiberium Resurrection 5.0 development update #2

It has been yet another month since the last update. I hope you all enjoyed holidays and rested a bit. In addition to that, we made some progress on the project, nearing the update 5.0 - the biggest update for TR so far! Here is just a fraction of stuff you can look forward to in the upcoming update:


First of all, whole sidebar has been re-made from scratch. @bk57 (who is in charge of this) did an outstanding job matching TR feel and designing this beautiful interface for commander to work with. Here is the WIP preview!



Secondly, all current (and upcoming 😉) radar movies will be enhanced, to deliver extra smoothness and color depth compared to their current look in the version 4.0.



Next up, the soundtrack. The very fundamental feature of each and every game that can immerse player even more into the game world. @AlexTheDacian and @Hamed_Elite are doing an awesome job composing these. We even have some remastered OSTs from the original game. In total, the update 5.0 should feature more than 10 new tracks for you to listen to, here are some of my already-published personal favorites:


The 2nd campaign map - Propaganda Forecast has been further developed. I believe its currently at about 1/3 of its development, with general look and outlines already done. I am currently finishing the details getting ready to do the triggers & scripts. There are some pretty cool things ahead of us related top this map, which I will discuss later, so do stick around! Here is the latest time-lapse vid from its development:


In addition to the HUGE snow theater asset expansion mentioned in the last post, even more assets will be available for snow maps including crystal cliffs, paved road bits and road fixups. The monorail slopes have been fixed btw. Dunno what WW thought 😆


So, when is this all gonna be out? I can not say for sure, and I do not want to set release dates (since we all know I am bad at it 🙄), but I believe that the update can arrive in the first half of March. There is soo much stuff that has been done and even more than needs to be done. It will be worth the wait, I promise.

If you want to contribute, we still search for more testers, voice actors and shp artists! In-case you fit into any of these roles and have some free time, please contact me on TR dicord: https://discord.gg/jwRerrV and help us deliver the best update possible 😏


See ya again soon 👋

Edited by LucasSK

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