[align=center]Shattered Paradise[/align]
Shattered Paradise is a mod that I have been working on for the past 10 months. It's goal is to rework Tiberian Sun, adding a few factions that I always thought should have been in the game, while also reworking the original factions to maintain balance. One of the main ideas is to keep the unit types as low as possible, and even now I think they have too much.
The story of the mod starts off with NOD ending of TS being canon. GDI suffered a great blow from NOD with the destruction of the Philadelphia Space Station and failing to stop Kane's World Altering Missile. The detonation of it has completely changed the landscape of the planet, creating new types of Tiberium mutations never seen before.
The Brotherhood, victorious over their nemesis, celebrates this moment and begins to make large gains in former GDI territories. GDI, once a global powerhouse, now finds itself on the brink of extinction, fighting a losing battle against both Tiberium and Nod for the past 5 years. However, recent signals from former GDI bases suggests that not all is at it seems within the Brotherhood...
CABAL did not betray the Brotherhood, and is still loyal to them, connecting him to former EVA networks they have captured to acquire their intelligence. Unknown to them, he quietly begins to make plans of his own.
The mutants, once known as the Forgotten, now live in a world that is finally suited for them. With this, they become much more powerful than before and begin to compete against Nod forces.
And far away, in deep space, recent changes on earth's atmosphere have awakened a race that should have been left sleeping for a long time…
The Brotherhood are to find that this new world they created may not last that long, for soon it shall become a Shattered Paradise...
[align=center]The Factions [/align]
GDI maintains it's typical frontal assault gameplay style, with slow units that deal good damage and have good armour. Most of the rework here is with the infantry, where their Jumpjet soldier replaces the Disk Thrower as an anti armour unit, and the new Grenadier has been added for tier 2 on a fire support role. The Ghost Stalker has left GDI which forced them to develop their own Power Armor for infantry. The Limpet Drone has been decommissioned alongside the EMP Tank, and the new Guardian Platform has been developed to help defend from aerial threats.
NOD keeps its hit and run style of gameplay with a few upgrades, their light infantry now fires bursts of flame that take time to fill back (for safety procedures), their Rocket Trooper has been replaced with a burst-fire version called the Crusader and the cyborgs they lost are replaced with their long forgotten Templars.The Black Hand has returned as their sniper units. For their vehicles, their artillery has been replaced with a Beam Cannon, Stealth Tanks now fire bursts of rockets, and these tanks along with the Rocket Cycle can now engage air units.
I decided to build the Forgotten differently than most modders. Modders always see them as a poor faction that has to scavenge the wasteland to survive, but I see them differently. They are the only people who are immune to tiberium radiation, who can mine it with their hands if they want to. They don’t have the tech to build disruptors or other fancy units, but at the very least they can build modern weaponry, and since they can skip safety procedures related to tiberium refinement, they are able to build their toys much cheaper than other factions. This will lead to low quality vehicles that may be harmful to mutants and non mutants but well… Ignoring this advantage is just as harmful as not using it.
CABAL, on the other hand, has a more conservative kind of gameplay. Cyborgs on this game are not immune to tiberium but they slowly self heal anywhere. Their damage is below average, but they got good crowd control. Why do they have crowd control you ask? It’s because their focus is not to eliminate resistance, but to convert it to their side. Some of their units have the capability to turn enemies into non combat cyborgs if these units kill someone, along with a Stasis chamber, which is a building where they can store such cyborgs for repurposing (It’s more or less a grinder that makes sense).
Finally, we have the Scrin. They’re a little similar to their CnC 3 counterparts, bringing lots of mobility and firepower to the battlefield, but lacking health. At later tiers, they have the best airpower in the game, so it’s never a waste to build AA against them.

