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.

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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!

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Post comment Comments  (10 - 20 of 35)
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
01kadir01
01kadir01 Oct 1 2010, 1:18pm says:

i want to this program normal,premium or full edition where i can get this if i can get that i will make a most perfect strategy game ;)

0 votes     reply to comment
renzjericho
renzjericho May 27 2013, 12:54am replied:

1.Buy a Game that uses the ENGINE..
2.LEARN TO MOD
3.Create your Mod or Indie Game
4.Create a ModDB page if its done
5.Lets see...

+1 vote     reply to comment
CL4ymOr3
CL4ymOr3 Apr 25 2011, 12:07am replied:

Do you even know programming or 3D modeling?

+10 votes     reply to comment
roadking
roadking Apr 19 2010, 10:25am says:

right now, they mostly use the RNA engine. Why wouldn't they just make the SAGE engine free?

+11 votes     reply to comment
Eagle19
Eagle19 Dec 21 2009, 4:27pm says:

nice work guys

+3 votes     reply to comment
reza_the_great
reza_the_great Nov 25 2009, 3:59am says:

guys, where i can get this engine ? i realy need it! even if you know a trial version of it! please give it to me!

+4 votes     reply to comment
renzjericho
renzjericho Oct 9 2011, 8:56am replied:

Buy a Game that uses this engine. Idiot!

-3 votes     reply to comment
PedobearNED
PedobearNED Sep 18 2009, 2:31pm says:

BRING IT BACK WERE IT BELONGS OR EA WILL FAIL FOREVER oow wait they already do jsut give it back to westwood let westwood alone give alot of money and let them make good games and you people jsut die

0 votes     reply to comment
synysterkha18
synysterkha18 Jan 7 2009, 12:11pm says:

is SAGA can be downloaded from westwood sources??

0 votes     reply to comment
willyTHERAVEGER
willyTHERAVEGER Nov 21 2009, 4:36am replied:

don't think'so

+2 votes     reply to comment
nukeu
nukeu Aug 11 2009, 3:22am replied:

soo were can i find the downdlode???

+3 votes     reply to comment
nukeu
nukeu Sep 3 2009, 10:20pm replied:

so i cant rely cant get it ???

+2 votes     reply to comment
Lt_Albrecht
Lt_Albrecht Oct 14 2009, 3:30am replied:

>.< you buy a game that uses it, you get the engine... duh.

+4 votes     reply to comment
nukeu
nukeu Oct 17 2009, 11:48pm replied:

ok????? so how do i get it

-2 votes     reply to comment
TheLP
TheLP Jan 27 2010, 6:00am replied:

/facepalm

+7 votes     reply to comment
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Platforms
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Released Jun 2001
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Highest Rated (4 agree) 10/10

one of the best RTS engines out there.

Feb 7 2010, 7:21pm by Maxen1416

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