Tiberian sun free download
The game engine is made very fantastic to give you a real 3D look. The Map system is well enhanced and now you can easily locate the hide outs and battle grounds. Also during the campaign mode you are given choices in your way. Some of the choices can bring you disadvantage in a sense that the difficulty will become more hard. So as this game is last in its series as it is special also. This game is really enjoyable. Following are the main features of Command and Conquer: Tiberian Sun that you will be able to experience after the first install on your Operating System.
It is full and complete game. Just download and start playing it. Trending from CNET. Download Now. Editors' Review Download. Your goal is to collect resources with your harvesters, outproduce your opponents, and use your troops to destroy them without mercy.
New special units include ones that can dig like moles and pop up inside the enemy base. Don't worry too much about the two-dimensional sprites and the mere x max resolution: the game looks surprisingly good for a lates production. It sounds pretty good, too, mixing techno music with arcade bloops and blams. The demo includes several introductory missions, whose difficulty you can adjust for added replay value. Tiberian Sun is a long way from state of the art, but real-time-strategy buffs will get a kick out of revisiting this classic series.
Full Specifications. What's new in version demo. Release November 9, Date Added December 21, Version demo. Operating Systems. Total Downloads , Downloads Last Week Report Software. Related Software. Fall in love with the classic Age of Empires II experience, now with high definition graphics. Plants vs. As your squad approaches, your helicopter squadron arrows over the enemy's heads.
The first two fall to the waiting SAM sites. Then an explosion fills your field of vision. A small part of the laser defense network fencing in the base is down, creating a gap large enough for your elite squad to enter. They set about laying waste to the enemy power facilities as you switch your attention to the subterranean APC you have lurking undetected beneath the base. As the enemy garrison begins to slaughter your infantry, the APC emerges unchallenged on the now unmanned quiet side of the base.
Two engineers jump out before it returns to the ground. One manages to crawl his way through the defensive fire to enter the nearby factory. Your infantry squad lies dead or wounded on the ground, and as the enemy turns its fire on the now useless factory, you sit back in satisfaction.
So it begins. How long has it been? It was originally due in , but was held up after Electronic Arts bought Westwood , the game's developers, from Virgin last summer. Follow-up to the popular Command and Conquer: Red Alert , the new game brings the concept forward a decade or seven, to a post-apocalyptic-style future world. Tiberium, a strange and mysterious mineral which sprouts from the ground, has covered much of the planet, killing or mutating most of the human race with its deadly emissions.
Through the ruined cities and vast tiberium fields, two forces fight for the planet. It's a straight up fight, good NATO types versus the religious fanatics with the mad and sadistic frontman. Strange how often that seems to happen. The game is similar in concept to many others, tracing its ancestry back to Dune: you mine naturally- occurring minerals - in this case Tiberium crystals - take them back to your refinery, convert them to money, then spend it on units and buildings to improve your army.
A similarly equipped opposing faction is doing the same thing elsewhere in the area. Your task is to use any means necessary to defeat the enemy. Tiberian Sun will feel very familiar to anyone who has played the other games in the series. Perhaps rather too familiar - the mechanics of controlling your base have only been marginally improved. Clicking on one of the unit pictures on the right-hand side of the screen starts its construction.
Build orders can now be stacked although only up to a maximum of 5 , but you can't queue the building of buildings because Tiberian Sun has retained its predecessor's quaint system of being forced to place the building only after it's been "built".
A basic, if slightly awkward, waypoint system has been added for movement. You set the waypoints and assign units to them, rather than being able to SHIFT-click waypoints on the fly. You can set rally points for new units fresh from barracks and war factories. One disappointment is the omission of an option to wall your base in all at once; small blocks of wall can still only be built and placed one at a time. Also, when moving groups of troops, the default is that they won't attack enemies en route to their destination - you have to force that behaviour by CTRL-clicking the target location.
If you're used to the more refined interfaces of Total Annihilation or Starcraft , the Tiberian Sun offering may seem a little stark. Much has been made of the new dynamic lighting features. Enemy bases now have searchlights which look pretty enough but don't really seem to make that much of a difference to the gameplay. Ion storms and lightning spice things up a little, and are often used to fulfil plot functions as well. The terrain has rich, deep hues of colour and has more of a 3D feel to it - units can drive under bridges and the voxel-based vehicles tilt as they traverse slopes.
However, the 3D doesn't appear to affect the gameplay in terms of weapon or spotting range. The overall impression is of a rather cleaner and more modern looking Red Alert. The sound will also be all too familiar to players of the preceding games. The music is thankfully unobtrusive and the effects a little sparse. The units talk back to you, but have a limited range of samples that quickly become tiresome. It certainly doesn't evoke the kind of immersion that TA managed so well.
So what about those units? Some will be familiar to players of the previous games in the sequence. The basic infantry types make another appearance, along with the harvesters, artillery and so on with which you're probably familiar if you've played any of the Westwood strategy games.
The differences between the forces are maintained - GDI kit is mostly heavy armament, big tanks and the like while the Brotherhood get good infantry, stealth tanks and other subtle units as well as a selection of slightly politically-incorrect weapons of mass destruction. The basic units are retained from the earlier games; infantry has not seen many changes, and the smaller vehicles are similar.
But among the many new arrivals are various types of walkers that replace the smaller GDI tanks, rocketpack infantry and hover tanks. Helicopters also make a return, joined by a new helicopter bomber, highly effective in large groups. And the more sneaky players will be pleased to hear that engineers feature for both sides, and have gained the ability to repair bridges.
Both sides get some great "exotic" i. GDI has the Mammoth Mk. Nod gets a cyborg commando with an awesome weapon, capable of decimating infantry, vehicles and buildings alike and making very short work of enemy bases. He's capable of soaking up enormous amounts of enemy fire.
Much like the marine from Quake , really. He also, like other Nod mutants, heals when in tiberium fields. For the GDI, there's a commando with a railgun that can destroy many targets at once. He also carries the familiar C4 explosives for blowing up buildings.
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