The first version of the engine was known as W3D ("Westwood 3D") was highly modified version of SurRender 3D engine, developed by Hybrid Graphics Ltd. Westwood used W3D for Emperor: Battle for Dune and updated for Command & Conquer: Renegade.

After Westwood was bought by Electronic Arts the engine was further updated for Command & Conquer: Generals, and renamed to SAGE. The rendering part remains nearly identical to the W3D engine, but most other elements have been redesigned from the ground up.

The SAGE engine allows for dynamic lighting that casts realistic shadows and realistic reflections on most objects. High quality visual effects are now possible with the SAGE engine powering games. One example of a unique effect is the stop-motion camera. Blow up a gas station, for example, and the action will freeze in mid-explosion, and the camera will quickly pan around the environment, revealing pieces of debris and shrapnel suspended in the air, before the action promptly resumes. The SAGE engine also allows games to take place during different times of the day, with realistic lighting and shadow changes, etc.

A new, highly modified version is now used to power Command and Conquer 3: Tiberium Wars.

Image RSS Feed Latest Screens
OmegaCam For C&C Red Alert 3 C&C4 March 2010 RA3 Uprising March 2009
Blog RSS Feed Post news Report abuse Related News: APB Dev. Blog :: July 29th, 2015

About Red Alert: A Path Beyond with 5 comments by FRAYDO on Jul 29th, 2015

Welcome to another section of APB Dev. Blog!

post-224-1145991134.gif

For those of you who are first visiting, welcome and thank you for tuning in! For those of who are returning from the previous blogs, let's get right to it!

Map Developments

A number of maps have been receiving attention, and some of these you may remember even!

To start with: Guess that map!

Anything? How about a nostalgia shot from the Beta era?

Allow me to introduce to you (or re-introduce to you oldbies), RA_Pacific Threat!

Pushwall has re-visited this old locale, and has touched it up quite a bit. Of course, I can't just simply say so. Have some comparison shots!

You may notice the lack of a Refinery and War Factory in the current version. Indeed, Pacific Threat will be an Air / Naval map. We originally entertained the idea of having it limited to Soviet naval units versus Allied air units, but it seems better to have both sides on equal ground. Both bases will have a Helipad, as well as a Refill Pad and Service Depot.

But don't forget what you also have at your disposal: naval units! Patrol the sea in the Gunboat and engage enemy Submarines, level the Allied base with Missile Submarines, or down enemy Hinds with the Destroyer.

Here's Pushwall to elaborate more! ::

"When the original map landed in my lap, I found myself wondering: what exactly makes it "pacific", besides the ocean being made of radioactive Blue Hawaii - and even that "feature" didn't survive the conversion from Beta. The original Pacific Threat is a barren wasteland, even by the standards that were accepted back in 2007; if you go back and look at the really old versions of maps like Bonsai and River Raid, they're actually more lush than Pacific Threat. So my primary mission statement was to make the map actually look a bit more like a tropical island chain. Aside from the artillery craters and ruined houses and tanks, but it's not like such settings are immune to the ravages of war. (Plus infantry needed more cover.)

Why replace the War Factory with a Helipad? Well, ground vehicles just never suited the map, honestly: why save up for a Missile Sub when you can get a V2 for less than half the price and hit the Allied War Factory from a few metres in front of your own factory? B2B is great! When you have the money for a Missile Sub, why not just get a Mammoth Tank since it takes about as long for one to reach the Allied base as it does to get in a Missile Sub and move it out of the dock? And how about them Light Tanks/Rangers running circles around the undefended Soviet base? Air units aren't that much better with regards to running rampant, but they have defenses specifically tailored for them, so we can prevent them from swarming bases and stealing naval units' thunder without gimping infantry in the process. Plus it gives us an opportunity to try out naval-versus-air combat, making the map more unique. We'll have to see how it works out in practice, of course, but it's unlikely the map will return to having a War Factory. If the Helipad turns out to be a bad idea it'll probably become a Missile Silo instead.

With no Refinery, income is reliant on Ore Silos - but surely that means Allies are sure to control the waters effortlessly because Gunboats cost half as much as Attack Subs, right? Well, some unit prices have been tweaked for the sake of balance, and the Allied naval units are an example of this. Allies have always had trouble finding ways to spend their money, and it was quite ridiculous for their big hulking boats to be so inexpensive, especially compared to the Soviet subs. Gunboats have gone up from 500 (cheaper than a Ranger... okay Westwood...) to 750 (slightly more than a Light Tank), and Destroyers have gone up from 1000 (only slightly more expensive than a sub that's restricted to hurting waterbound foes... uh huh...) to 1500 (same as a Tesla Tank). So the Allies may still hold a slight advantage over the Soviets when it comes to quickly fielding their navy, but not as much as you'd think."

And that's that for RA_Pacific Threat!

Another Destroyed Light Tank

Of course, that is only but one map! Before we move on to the next map, a quick interval! Ever the destroyed prop aficionado, ICE presents a second variant on the Light Tank.

APB_ICE, if you will. Tell us more!

"Thanks Fraydo! Unlike the flexible-but-generic destroyed heavy and medium tanks, the light tank was set up as a one-piece prop set up in a specific configuration. While allowing more detailed damage and simpler placement on maps, it would also result in seeing tanks mysteriously destroyed in the exact same way regardless of the circumstances, which would get pretty repetitive. To spice things up a bit, the light tank will come in at least two versions."

And we certainly enjoy things spiced up. I'm sure mappers would appreciate the variety. Thank you for your time, APB_ICE!

Back to map developments!

Remember this?

Now, take that - and put that into A Path Beyond! and voila!

What you are looking at here, is the new RA_GuardDuty! Now from up here, you'll notice that it is no longer an island as it was previously. Rather, it has been set inland as this makes more sense; it being the German-Polish border and all.

Let's take a look at some shots from the ground, shall we?

Besides just showing pretty pictures, here's Pushwall again to elaborate on his latest work here ::

"First of all I'd like to give a shout out to Pyryle. When I originally joined the BHP team, Guard Duty was one of the first maps I restored (actually possibly THE first, I don't entirely remember), though until recently, the basic terrain was exactly the same as the original Guard Duty, save for the ore fields being dug out similarly to how they are on Coastal Influence. I chose to restore this map purely because I liked Pyryle's visual updates to Guard Duty in 2.1.4, which brought the map quite a bit closer to what it was supposed to be. Without him I probably would have forgotten this map for a long time, so props to Pyryle!

Oh right, the map. The adjustments to the terrain have quite an impact on the gameplay; it's actually somewhat plausible to sneak around now due to the various tall, unscaleable mountains preventing scouts from seeing everything happening everywhere at once, so infantry should have an easier time contributing even with the reintroduction of snipers. Bases are a little further away from the river than before, meaning V2s and Artillery have to expose themselves a little more to hit buildings, so matches on this map should be less likely to instantly devolve into arty wars like they always used to. And the ore fields are much farther away from the Refineries than they originally were, because receiving over 3000 credits every 5 minutes when you can't spend more than 1300 on an infantry+offensive vehicle combo is just silly. So expect to actually pay a bit more attention to your economy this time around!

I tried to create a few more allusions to the RA map and mission setup in addition to the obvious reworking of the map borders; see if you can spot them in the screenshots! Sadly, since fixed-wing aircraft aren't a thing, there are no Airfields, and having Construction Yards and Turrets in such a low-tech map would just drag matches on for far too long. So it's not a perfect representation by any means, but it's definitely an improvement over "Why is the Oder River on a tropical island? Did someone try to remake Pacific Threat and change their mind halfway through?" The reworked borders is a very recent development and one that I would never have considered until I figured out a fairly easy way to make mountains, so you can expect to see more mountains on other inland maps with barren borders in the future.

And lastly, a shout out to ChopBam; without him I would have remained utterly clueless when it comes to map editing. Look forward to seeing his works in a future blog!"

Thanks much, Pushwall!

Now! Before I close out with our links, I will leave you with this nifty list - and not just any list at that! This list below has what maps are ready or are very close to ready (legend included!).

Green maps are not present in the public release -

Red maps have had their visuals and/or gameplay overhauled considerably from their last public incarnation -

• Bonsai

• Camos Canyon

Coastal Influence

• Fissure

Guard Duty

Keep Off The Grass

Pacific Threat

Ridge War

• Seamist

Stormy Valley

Under

Wasteland

There are also two new infantry-only maps in the pipeline whose identities will remain a mystery for now; all I can say is that one of them is a significant revamp of an old map, while the other is entirely new.

And that just about wraps up this blog! Catch us on Facebook, Twitter, and Steam and tell your friends!

To recap; RA_Pacific Threat, APB_ICE's second destroyed Light Tank, RA_GuardDuty, and of course, our maps list! Be on the lookout for our next update and while you're here, feel free to comment!

Add game Games
Battle for Middle-earth II: Rise of the Witch King
Battle for Middle-earth II: Rise of the Witch King

Battle for Middle-earth II: Rise of the Witch King

Updated 18 hours ago Released Nov 2006 Single & Multiplayer Real Time Strategy

This is an expansion pack for Battle for Middle Earth II. It adds new armies such as Arnor & Angmar and has many new expanded heroes and units. The game...

Red Alert: A Path Beyond
Red Alert: A Path Beyond

Red Alert: A Path Beyond

Updated 2 days ago Released Apr 2011 Multiplayer First Person Shooter

Red Alert: A Path Beyond brings the exciting storyline and epic clashes from the classic Westwood Studios game, Command & Conquer: Red Alert to realm...

C&C Generals: Zero Hour
C&C Generals: Zero Hour

C&C Generals: Zero Hour

Updated 2 weeks ago Released Sep 2003 Single & Multiplayer Real Time Strategy

Prepare to unleash the absolute latest in modern weapons technology against the world's most powerful Generals in Command & Conquer Generals: Zero Hour...

Renegade Imperial Age
Renegade Imperial Age

Renegade Imperial Age

Updated 2 weeks ago Released Jun 3, 2014 Multiplayer First Person Shooter

100% Free Multiplayer. Built on the SAGE engine from the classic C&C Renegade with a lot of extra Buildings, Vehicles, Characters and Weapons. Even Naval...

RenegadeCoop
RenegadeCoop

RenegadeCoop

Updated 4 weeks ago TBD Multiplayer First Person Shooter

An awesome conversion of the Renegade Single Player and Custom maps to an Online Cooperative game mode in a First Person Shooter environment.

Post comment Comments  (0 - 10 of 35)
zunnie
zunnie Apr 17 2015, 1:34am says:

It's funny how some trolls are going after our standalone mod ( Indiedb.com ) saying it is a pirated version.
Although it is true we use some assets from the original game most of the content we added is created by our developers. The no-cd thing is required for ANY standalone mod based on the SAGE engine to be able to run. This includes the releases of them guys that are now bashing this release @ TSR and AR. Even APB and TCW use it.

+1 vote     reply to comment
Mohammed111
Mohammed111 Oct 29 2014, 8:33am says:

This Engine has lags and so BAD! .CC Generals uses SAGE engine and it has performance problems on Modern OS like;Win8.1 x64...

-2 votes     reply to comment
WartotalXD
WartotalXD Jun 14 2014, 11:32am says:

where can i get Sage engine pls help??? I need it for a Mod

+1 vote     reply to comment
Kark-Jocke
Kark-Jocke Apr 3 2012, 3:35am says:

Wery good mod ;)

+2 votes     reply to comment
jordanrw8
jordanrw8 Oct 6 2013, 8:25pm buried:

(buried)

Norwegian piece of ******* ****.

-14 votes     reply to comment
JMEK96
JMEK96 Feb 3 2012, 7:27am says:

i probably sound like a complete retard here guys but im new to this sorta thing so could anyone give me advice to how to get these engines??

+4 votes     reply to comment
Guest
Guest Dec 7 2013, 4:06pm replied:

This comment is currently awaiting admin approval, join now to view.

FILM_Smartson
FILM_Smartson Feb 23 2013, 1:23am replied:

1. buy a game that uses SAGE engine.
Examples: C&C3, RA3, C&C Generals
2. learn how to code with the .INI files
3. if you are going to make a game with this engine, make sure that the textures, models, gameplay, is completely different
4. if you have a copyright problem with the engine,
just make a total conversion mod

+3 votes     reply to comment
Tepelort
Tepelort Jan 27 2015, 11:20pm replied:

I think EA should give up their SAGE because it sucks and they don't have originality

+1 vote     reply to comment
ApornasPlanet
ApornasPlanet Oct 18 2011, 1:35pm says:

Hello! I need to learn how I can open up the official SP missions from TW in world builder. So that I can look at the scripting and stuff. Please let me know!

//Apornas

+1 vote     reply to comment
TAK02
TAK02 Jan 3 2015, 11:40am replied:

There should be a file with the name Maps or something. Open it with XCC Mixer, extract and open using world builder. You may need to go inside every directory inside the game's folder before you find it. In C&C4; it's in Data

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Platforms
Windows, Mac, X360
Company
Electronic Arts
Contact
Send Message
Official Page
Ea.com
Licence
Proprietary
Release Date
Released Jun 2001
Engine Watch
Track this engine
Share
Community Rating

Average

9

115 votes submitted.

You Say

-

Ratings closed.

Highest Rated (4 agree) 10/10

one of the best RTS engines out there.

Feb 7 2010, 7:21pm by Maxen1416

Embed Buttons

Promote SAGE (Strategy Action Game Engine) on your homepage or blog by selecting a button and using the embed code provided (more).

SAGE (Strategy Action Game Engine) SAGE (Strategy Action Game Engine)
SAGE (Strategy Action Game Engine)
Statistics
Rank
53 of 722
Last Update
1 month ago
Watchers
233 members
Games
25
Files
187
News
328
Features
9
Tutorials
3
Reviews
8