This page was last updated 18-11-2011
-------------------------------------
To do:
- upload and link to mission pack files
- design and code a mission
- pad out mission-creation guide (common pitfalls & how to avoid them)


Hi!

Are you a fan of the original Command & Conquer game, Tiberian Dawn?
Did you enjoy the single player campaigns and bonus missions?
Do you now want to find more missions, designed by other fans?
Wouldn't it be convenient if every single fan-made mission could be found in one place?

If so, this web-page is for you!

Recently, C&C fan Solo began an ambitious project: to find old, fan-made missions for
Tiberian Dawn - some of which go all the way back to 1996 - and compile them all into
one massive archive. These missions have been collected together from all over the
internet (and from hard drives long since forgotten) by a dedicated group of fans - and
some fans are still making missions too!

There are now over 200 missions in the collection, and I've made it my project to play
every single one, giving each a very short review and a rating. It's my hope that this
will help people find the most well-made, most challenging, most creative, and above
all most enjoyable missions in the collection, for those who simply don't have the time
or patience to sample every one.

I have also included some of my own thoughts on mission design. I have had many ideas
for C&C missions, but never the patience (or the technical know-how) to see my ideas
through. Perhaps I will eventually find the time and the motivation. But for know, I
have written a short essay on what I think makes a great mission. This is towards the
bottom of the page.

Get the missions
----------------

cnc-fan-made-missions.zip
All the fan-made missions in one convenient zip archive. Updated frequently, but may
fall out of date as Solo's project progresses. Last updated 30 June 2011.

Resources
---------

http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/
Nyergud's updates and add-ons for Tiberian Dawn. Pretty much everything you need to get
the best playing experience. Includes links to more tools and goodies, such as CnCNet
for online play.

http://forums.cncnz.com/index.php?s=ba87853b1b7d9fb6612298ff8fb2d25d&showtopic=15306&st=0
CNCNZ's forum thread for Solo's project. Contains a wealth of information, along with
download links for the fan-made missions and more besides.

Reviews
-------

Rating guide:
Has design flaws that make mission unplayable, impossible or pointlessly easy
★★ Badly designed or far too easy/simple/uncreative
★★★ Somewhat fun, challenging, creative, reasonably well-scripted
★★★★ Great fun, good challenge, very creative, well-scripted
★★★★★ Superb; little room for improvement

It's worth noting that most of the original campaign missions would probably get three
stars under this rating system, and most of the Covert Ops missions would probably get
four. My ratings can be pretty harsh. In general, a three-star mission meets a good
standard, and is worth playing. The ratings are designed to highlight the very bad and
the very good, so most missions get a basic rating of three stars.

Of course, it's all subjective. If you think I've done a mission a major injustice,
please let me know!

With each rating is a brief comment, highlighting something that I found particularly
noticable about the mission, usually a flaw or something that could have been improved.

***** Pack SCG100
SCG100EA"The Chemical Brothers" by Andrew Griffin ★★★★★ A fantastic little mission, carefully designed and well-balanced.
SCG101EA"Tiberium Nightmare" by Patrick 'Soya' Van Der Nat ★★★ Challenging start. Tedious end. Uses multiplayer map "Tiberium Garden".
SCG102EA"Assassination HQ" [1/2] by Andrew Griffin ★★ Odd abundance of commandos. Challenging start with a very tedious end.
SCG102EB"Assasination Mountain" [2/2] by Richard Kee ★★★ This sequel to the above mission is still odd, but more creative.
SCG103EA"Helipad Salvage" by Kestrel Recycled GDI mission 12. Leftover victory trigger makes this far too easy.
SCG104EA"Surprise" by Justin Haaga ★★ Cramped map leads to bottlenecks in enemy base, ceasing attacks.
SCG105EA"Death Mate" by Justin Haaga ★★ Enemy doesn't attack. Enemy base looks like a randomly-generated ghost town.
SCG106EA"Guerilla Elimination" by Kestrel ★★★ Wrong briefing video. Unusual challenge, exciting twist. A little tedious.
SCG107EA"The Red Light District" by Han Brunger ★★★★ First objective - finding derelict base - could have been more challenging.
SCG108EA"Death Lake" by Mikael "Armitage" Sundling ★★★ Cramped map. Little challenge besides penetrating the enemy bases - tedious.
SCG109EA"DIE" by Justin Haaga Odd briefing. Unexpected victory half-way through. Trigger as yet unknown.
SCG109EB"Backflash" by Justin Haaga n/a Sparse tiberium makes this mission incredibly difficult. Still trying.
SCG110EA"Delta Crossing" by Jeff Fehric Dull map. Undestroyable power plant makes mission impossible to win.
SCG111EA"Out of Control" by Sunny Lee n/a Wrong briefing video. [map rendering problem? check.]
SCG112EA"A Bridge Too Far" by Kam Yeung ★★★★★ Well-scripted. Map is a very modified version of "Tiberium Garden".
SCG113EA"Rescue Moebius" by Hans Nelisse ★★★★★ Very well-designed mission in every aspect.
SCG114EA"Fortress" by Daniel MacDonald ★★★★ Enemy units get stuck. Enemy economy stalls.
SCG115EA"Seek And Destroy" by Jeff Fehric ★★★ Wrong briefing video. Boring map. Enemy base has low power - obelisks offline.
SCG116EA"Commando Threat" by Al Paterson ★★★★ Enemy units get stuck. Map sprites not fitted together well. [check victory conds.]
SCG117EA"Village People" by Luc Parent ★★★★★ Wrong briefing video. Enemy attacks could have been more varied.
SCG118EA"The Cabal Computer" by Nyerguds ★★★ Bland map. Somewhat tedious with so many enemy soldiers to pick off.
SCG119EA"War Zone" by ? Endless enemy reinforcements fill the map until the game crashes.

***** Pack SCG120
SCG120EA"Desert Fire" by Marc Fisher
SCG121EA"World War III" by Matt Garb
SCG122EA"Ground Assault" by Jeff Fehric
SCG123EA"Money War" by Jeff Fehric
SCG124EA"Battle Of Hibenberg" by Jeff Fehric
SCG125EA"Center of Attention" by Jeff Fehric
SCG126EA"Syndrome: The Medical Facility"by Mark Stevens
SCG127EA"Commando Threat" by Al Paterson
SCG128EA"The Heart of NOD" by James Relunia
SCG129EA"Jungle Fever" by Henk Groenink
SCG130EA"The Ultimate Protector of the MHQ"by Ing
SCG131EA"The Final Stand" by Martin Klinkmann
SCG132EA"The Visceroid War" by Nick Koston
SCG133EA"Maximum Operation Overkill" by Arif Moinuddin
SCG134EA"The Battle at Elkhorn Tavern"by Curt Warrington
SCG135EA"Desert Shield" by Brandon Sage
SCG136EA"No Return" by Kristian Tuszynski
SCG137EA"Overdrive" by Kristian Tuszynski
SCG138EA"Tiberium Island" by Kristian Tuszynski
SCG139EA"Defence Matrix One" by Kristian Tuszynski

***** Pack SCG140
SCG140EA"NOD Tiberium Experiments" by Black Baron
SCG140EB"Forest" by Black Baron
SCG141EA"And Justice For All #1 to #3"by Richard Kee
SCG142EA"The Great Pyramid" by ?
SCG143EA"Death & Destruction" by Chris Peddecord
SCG144EA"Forces of Destruction" by Michael McFall
SCG145EA"Ossiforce Part I and Part II"by Andree Popp
SCG146EA"Highlands" by Christian Bauer
SCG147EA"Battle For Europe" by Gamer
SCG148EA"The March to Prague" by Jeff Buffett
SCG149EA"Trapped" by Mel Olson
SCG150EA"The Sekt" by Mikael Sundling
SCG151EA"Born to Die" by Mikael Sundling
SCG152EA"Battle of the Rhine" by Chuck Clemens
SCG153EA"Retake the Hills" by Chuck Clemens
SCG154EA"Gandhi Nightmare" by SandMan
SCG155EA"Operation Stealth Bomb" by Mikael Sundling
SCG156EA"Kill the Noddies" by Mikael Sundling
SCG157EA"Sandbox at Roswell" by Mike Mooney
SCG158EA"Red Beach" by Mike Mooney
SCG159EA"The Final Attack" by Florian Mahrl

***** Pack SCG160
SCG160EA"The GDI Air Force campaign" by Joachim Bickel
SCG160EB"AirBase 22F" by Joachim Bickel
SCG160EC"Good or Bad" by Joachim Bickel
SCG160ED"Prevail" by Joachim Bickel
SCG160EE"Get'em NOW!" by Joachim Bickel
SCG160EF"It's Too Late" by Joachim Bickel
SCG160EG"Defender" by Joachim Bickel
SCG161EA"Pure Water" by Mel Olson
SCG162EA"Operation Wrath" by Brandon Sage
SCG163EA"Cramped and Confused" by Josh Coleman
SCG164EA"Nightmare!!!" by Mark Smeltzer
SCG165EA"X-R47" by Mike Mooney
SCG166EA"Take out those SAMs" by Tsuyoshi Kihara
SCG167EA"Ambush" by Tsuyoshi Kihara
SCG168EA"Hell Valley" by Jonathan Chen
SCG169EA"In the Midst of Failure" by Gabe Molina
SCG170EA"Peak of the Mountain" by Jonathan Chen
SCG171EA"Road of Pain" by Jeff Fehric
SCG172EA"Defend" by Tsuyoshi Kihara
SCG173EA"The Orbital Ion Cannon" by Tsuyoshi Kihara
SCG174EA"Under Siege" by Tsuyoshi Kihara
SCG175EA"Genocide" by Al Paterson
SCG176EA"Silent Destruction" by Gabe Molina
SCG177EA"Cyber War vol02" by ?
SCG178EA"Northern Madness" by Joe D'Amore
SCG179EA"The Arctic Missions" by SID
SCG179EB"The Village" by SID
SCG179EC"Arctic Island" by SID
SCG179ED"The Pickup" by SID
SCG179EE"The Militia" by SID
SCG179EF"(mission 3 and 5 missing)" by SID

***** Pack SCG180
SCG180EA"Dread" by David Intihar
SCG181EA"Silent But Deadly" by Richard Kee
SCG182EA"Escape from Alcatraz" by Richard Kee
SCG183EA"Action Man" by Tom Collinson
SCG184EA"A little Chance" by Franz Kohlrus
SCG185EA"Go West" by Franz Kohlrus
SCG186EA"Last Gdi" by Franz Kohlrus
SCG187EA"Mountain" by Franz Kohlrus
SCG188EA"Man to man" by Franz Kohlrus
SCG189EA"Rock and Roll" by Franz Kohlrus
SCG190EA"Runaway" by Franz Kohlrus
SCG191EA"Roll Over" by Franz Kohlrus
SCG192EA"Big Land" by Franz Kohlrus
SCG193EA"It's party time" by Franz Kohlrus
SCG194EA"Die to Die" by Franz Kohlrus
SCG195EA"A long war" by Franz Kohlrus
SCG196EA"Air Bridge" by Franz Kohlrus
SCG196EB"Air Bridge" by Franz Kohlrus
SCG197EA"Quadrophonia" by Franz Kohlrus
SCG198EA"Don't Sleep" by Franz Kohlrus
SCG199EA"Tiberium Tower" by Franz Kohlrus

***** Pack SCG200
SCG200EA"Edge" by Franz Kohlrus
SCG201EA"M&M" by Franz Kohlrus
SCG202EA"Island" by Franz Kohlrus ★★★★★ Odd presence of hostile GDI base. Briefing seems incomplete.
SCG203EA"A big Fight" by Franz Kohlrus
SCG204EA"Landing GDI" by Franz Kohlrus
SCG205EA"Forces" by Franz Kohlrus
SCG206EA"Devil or the Deep Blue Sea" by Yau Teng Yan
SCG207EA"Rescue Operation" by Victor Szoltysek
SCG208EA"Special" by Jon Magne Austenaa
SCG209EA"Mountain and Valleys of Blood"by Shai Eilat
SCG210EA"Tiberium Desert" by Sergey Alexeev
SCG211EA"Operation Apache" by Jonathan Chen
SCG212EA"Crash2" by ?
SCG213EA"Tyberium Testing" by Tsuyoshi Kihara
SCG214EA"Mountain Crash" by Gabe Molina
SCG215EA"Fast & Furious" by Mel Olson
SCG216EA"Hell's Eruption" by Mel Olson
SCG217EA"The Mountain King" by mgP
SCG218EA"The Great Escape" by David Dallaston
SCG219EA"The Confluence" by Kung Chien Wen

***** Pack SCB100
SCB100EA"Hell (Updated Version)" by Niall Davidson
SCB101EA"The Bionic Men" by Han Brunger
SCB102EA"Surgical Strike" by Lee 'Troll' Dove
SCB102EB"Clean Up" by Lee 'Troll' Dove
SCB103EA"Ground Zero" by Ryan Nicolace
SCB104EA"The After Life" by Calvin Cullum
SCB105EA"Treasure Island" by Buddy
SCB106EA"Death Trap" by Sunny Lee
SCB107EA"Experimentation from Hell" by Sunny Lee
SCB108EA"Dr Death" by Sunny Lee
SCB109EA"WTTB" by Ivan
SCB110EA"Disaster" by Chris Johnson
SCB111EA"Bad Boys" by Mike DeSeve
SCB112EA"Hammer Time" by Mike DeSeve
SCB113EA"New Offensive" by David Mayr
SCB114EA"Resurgence of Nod" by Steven
SCB114EB"One Passage of Destruction" by Steven
SCB115EA"Trap" by Mike DeSeve
SCB116EA"The Many Arms of NOD" by Harlequin of NOD
SCB117EA"Terrorist War" by Steven
SCB118EA"Invasion" by Daniel MacDonald
SCB119EA"Defection at Drabar" by Christopher Peters

***** Pack SCB120
SCB120EA"Choppers, Choppers Everywhere"by Niall Davidson
SCB121EA"Blood Force" by David Dennis
SCB122EA"Mammoth Attack!" by Richard Kee
SCB123EA"Avatar" by mgP
SCB124EA"Thunder" by Mike DeSeve
SCB125EA"Broken Arrow" by Victor Szoltysek
SCB126EA"Farmers' Emnity" by Mark Anthony Taylor
SCB127EA"Seizure of Assets" by Jonathan Chen
SCB128EA"Two Hostages" by Eug
SCB129EA"Island Storm" by Gary Bryson
SCB130EA"Outland" by Gary Bryson
SCB131EA"Flame Death" by Mel Olson
SCB132EA"Morning Glory" by Mel Olson
SCB133EA"Northern Lights" by Mel Olson
SCB134EA"Cold as Ice" by Mel Olson
SCB135EA"Final Jeopardy" by Mel Olson
SCB136EA"No Limits" by Sebastian Jorgensen
SCB137EA"The BlackOut" by ?
SCB138EA"The Road to Golgotha" by Harlequin of NOD
SCB139EA"Troopers" by ?

***** Pack SCB140
SCB140EA"Revenge of the Brotherhood" by Chris Peddecord
SCB140EB"The Wrath of NOD" by Chris Peddecord
SCB140EC"Oil War" by Chris Peddecord
SCB141EA"D Day 1" by Chris Johnson
SCB141ED"D Day 4" by Chris Johnson
SCB142EA"Partisan" by Franz Kohlrus
SCB143EA"Not in Love" by Franz Kohlrus
SCB144EA"Fly NOD" by Franz Kohlrus
SCB145EA"GDI go home" by Franz Kohlrus
SCB146EA"Badguys only" by Franz Kohlrus
SCB147EA"Wild GDI" by Franz Kohlrus
SCB148EA"GDI-Town" by Franz Kohlrus
SCB149EA"Subway" by Franz Kohlrus
SCB150EA"In and out" by Franz Kohlrus
SCB151EA"Landing NOD" by Franz Kohlrus
SCB152EA"Veni, Vidi, Vici" by Franz Kohlrus
SCB153EA"Code Blue" by Franz Kohlrus
SCB154EA"B.L.U.E." by Franz Kohlrus
SCB155EA"Airfight" by Franz Kohlrus
SCB156EA"Mad" by Franz Kohlrus
SCB157EA"Crash3" by ?
SCB158EA"The Town" by Julian Marks
SCB159EA"Kane's Wife Part I" by Casey Slade
SCB159EB"Kane's Wife Part II" by Casey Slade

***** Pack SCB160
SCB160EA"Neutralism" by Jon Magne Austenaa
SCB161EA"THE" by Jon Magne Austenaa
SCB162EA"Total War" by Jon Magne Austenaa
SCB163EA"Desert Takeover" by ?
SCB164EA"Assault campaign A" by Isaac Skibinski and Forrest English
SCB164EB"" by Isaac Skibinski and Forrest English
SCB164EC"" by Isaac Skibinski and Forrest English
SCB164ED"" by Isaac Skibinski and Forrest English
SCB164EE"" by Isaac Skibinski and Forrest English
SCB165EA"Assault campaign B" by Isaac Skibinski and Forrest English
SCB165EB"" by Isaac Skibinski and Forrest English
SCB165EC"" by Isaac Skibinski and Forrest English
SCB165ED"" by Isaac Skibinski and Forrest English
SCB165EE"" by Isaac Skibinski and Forrest English
SCB166EA"Nukes to GDI" by Lin Kuei Ominae
SCB167EA"No way home" by Lin Kuei Ominae
SCB168EA"Trial of Strength" by Lin Kuei Ominae
SCB169EA"Only one way in!" by Lin Kuei Ominae
SCB170EA"Hell Machine" by Lin Kuei Ominae
SCB171EA"Island Battle" by Lin Kuei Ominae
SCB172EA"Armorities" by Philip Verweyen
SCB173EA"G.D.I.E 2" by ?
SCB174EA"Tiberium Warfare" by ?
SCB175EA"The Uprising Of Nod 1" by ?
SCB176EA"Cold and Icy" by Lin Kuei Ominae
SCB177EA"NOD Honour" by ?
SCB178EA"The Oasis of GDI" by ?
SCB179EA"The Twist of GDI" by ?

***** Pack SCB180
SCB180EA"Kill Moebius" by David Dennis
SCB181EA"Too Much Tax, GDI!" by Jon Magne Austenaa
SCB182EA"Abyss" by ?
SCB183EA"Point Break High" by ?
SCB184EA"Hillside Battle" by ?
SCB185EA"Final Task" by Pieksu
SCB186EA"The GDI base" by MJ COOZE
SCB187EA"The GDI Home Town" by MJ COOZE
SCB188EA"Chemical War 1: Comlink Jammer"by Nyerguds
SCB188EB"Chemical War 2: Visceroid Research"by Nyerguds
SCB188EC"Chemical War 3: The Tiberium Power Plant"by Nyerguds
SCB189EA"Civil Guard" by Nyerguds
SCB190EA"Tiberian Skirmish" by Charles Hay
SCB191EA"Tiberium Poisoning" by Nyerguds
SCB192EA"Counterattack" by Jafet Kackur
SCB193EA"Troops We Have" by Trilobyte
SCB194EA"BBQ Party" by Trilobyte
SCB195EA"Unfair Duel" by Elso
SCB196EA"Counter Attack" by Apollo
SCB197EA"No Remorse" by Apollo
SCB198EA"Winter of Discontent" by MrFlibble
SCB199EA"Avenger Desert" by Robo Fish


What makes a good mission?
--------------------------

Most missions seem to take what I'm going to call the "default format", which involves
these four key features:

  1. The player starts with an MCV in a large open space
  2. Tiberium is plentiful and easily accessible
  3. Enemy attacks are routine
  4. The objective is to destroy all enemy units and structures

This is a simple, but lazy format, one that betrays a lack of creativity. When a
mission designer adopts this format, all that is left to do is ramp up the difficulty
by increasing the enemy's aggressiveness and making the enemy base difficult to
infiltrate.

But doing this does not by any means guarantee that the mission will be an enjoyable
challenge. On the contrary: it may become a tedious struggle to victory. Once a player
has found a suitable defense strategy, capable of repelling what by then will have
become the enemy's repetitive attacks, he must then amass a force great enough to
simply overwhelm the enemy base. The inevitable victory requires not strategy, but
time. A player can easily become bored, or worse: he may be tempted to abuse the game
mechanic by building a line of sandbags right into the enemy base and taking it out
from the inside. A well-designed mission will counter that temptation.

How does a mission designer avoid falling into this trap? Each of the four key features
above has a great many alternatives. Here's a list of the most obvious, but it's not
comprehensive:

1. Instead of starting with an MCV in a big open space, a player may find it more fun
if he has to...

  ...find an open space and move his MCV to it
  ...find a derelict base and restore it
  ...start with one or more established bases
  ...do without a construction yard altogether
  ...do without certain production buildings (e.g. barracks)
  ...capture an enemy base
  ...do without any base at all for the entire mission

2. Instead of having plentiful, easy-to-access tiberium, a player may find it more
interesting to...

  ...cope with a negligible or non-renewable supply
  ...harvest tiberium from a field vulnerable to attack
  ...harvest from awkward or distant fields
  ...steal funds from the enemy
  ...rely solely on the starting cash

3. Instead of facing routine enemy attacks, a player may find it more challenging to...

  ...face a large variety of different attack forces
  ...face surprise one-off attacks
  ...cope with attacks on harvesters
  ...cope with attacks from multiple directions
  ...cope with gunboats, airstrikes and superweapons

4. Instead of having to destroy all enemy structures and units, a player may find it
more interesting to...

  ...assassinate a particular unit
  ...destroy or capture a particular building
  ...steal a crate
  ...get a certain unit (or any unit) to a certain location
  ...keep a unit alive (or structure intact) for a certain time

The alternatives for any one of these features can of course be combined in various
ways. Try picking a few at random and design a mission to fit! Use multiples too: maybe
the player has to keep several civilians alive while achieving other objectives?

Obviously, a designer can't be expected to try and put all of these features in a
mission, and indeed he shouldn't - it would become cluttered. But even just a few would
make a mission far more fun and interesting, and would also lead a designer to draw a
map more suited to the mission's themes.

What about the map? A good map should have a well-defined form and be sufficiently
decorated with terrain features. Use cliffs and rivers to give your map structure.
Rivers in particular are a welcome addition, as bridges can be used strategically and
so can become an important part of your mission's objectives. Keep your map engaging by
decorating it with roads, dirt, and trees. Trees can also be a strategic addition: hide
enemy units or even buildings (SAM sites, guard towers) behind them.

It is easy to end up with a map in spaces go totally unused - especially in corners.
Avoid this by placing cliffs and other barriers in such a way as to channel the player
through spaces that would otherwise go unexplored, or put something in the space to
attract the player's attention (e.g. tiberium, an enemy outpost, or a village).

The most well-designed map won't save a badly-scripted mission. A common pitfall is
enemy units getting stuck, especially in their own base. This can put a stop to attacks
and also crash their economy if their harvesters get stuck too. Caused by a combination
of cramped maps and bases and too many enemy units, this fate is avoided by keeping
passages wide and cutting down on the number of units clogging the enemy base. Ensure
success by testing the mission several times.



Virtually no one is around making missions for this game any more, and those few who
are already know all this stuff. This page is aimed less at giving advice to would-be
mission designers and more at explaining how I've reviewed those missions indexed on
this site. I look for creativity in a mission more than anything - it's what makes a
mission fun. Difficulty is still important - it is the challenge that brings
satisfaction with victory - but it comes only second.