


Fading Dusk
Mod for Command & Conquer: Tiberian Sun (1999) | Category: Total Conversion
Author: Fading Dusk Team | Curator: Modbadger
Mod for Command & Conquer: Tiberian Sun (1999) | Category: Total Conversion
Author: Fading Dusk Team | Curator: Modbadger
Fading Dusk is a mod for Tiberian Sun set one year after CABAL's defeat. Unlike the official Tiberium Wars storyline, the mod tells its own narrative, preserving the atmosphere of Tiberian Sun's grim world while expanding it with new ideas, missions, and factions.
Localizations:

Localizations:
The mod is localized into 1 language
(You don’t need to download anything extra to play in these languages)
Plot
The story takes you to a dying world where civilization teeters on the brink of extinction. After two defeats and Kane's death, the Brotherhood of Nod barely holds on, led by Anton Slavik, who seeks to demonstrate strength and maintain followers' loyalty. The Forgotten are becoming increasingly numerous and turning into a formidable force waging guerrilla warfare for resources. GDI is exhausted by endless war, resources are depleting, and the last surviving cities become islands of civilization amid Tiberium wastelands. Some of them have stopped relying on outside help and are transforming into independent city-states.
Against the backdrop of depleted resources, escalating conflicts, and rapid Tiberium spread, there's a sense that the world is entering the final phase of its history — the final twilight, a harbinger of the eternal night of a new Tiberium world.
Can GDI reverse the damage done? Can Nod regain control? Can the Forgotten find their purpose? Can the City State Militia survive and form a new type of society?
Gameplay
The game features 6 fully playable factions, each with their own warfare style, as well as 44 missions (with more in development). The campaigns impress with enemy variety: you constantly face unique combinations of different armies, creating the feeling that you're actually invading foreign territory, where each faction feels different, with its own character and approach to war. Missions are challenging but achievable — they require thoughtful approach, unit knowledge, and the ability to use them to their full potential, rather than the usual defensive waiting until your favorite Wunderwaffe appears.
Skirmishes are no less quality than story missions. Maps are full of diverse structures that must be fought over to either capture them for strategic advantage or deny it to the enemy. Various paths to the base force you to think through defense, combining turrets with timely troop deployment. All this makes each battle tense and dynamic.
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