Mapping & Mod SDK - RA:APB Gamma
Mar 22, 2012 SDK 6 commentsArt source files, mapping tools, compile/decompile utilities, and documentation to get you started on creating your own maps and mod packages. Please...
Command & Conquer Red Alert 2: Apocalypse Rising, brings Westwood Studios' popular real time strategy game, C&C: Red Alert 2 into the FPS pespective, using the w3d engine. You will be able to experience, first hand, what it feels like to fill the boots of an Allied GI battling the communist might of the Soviet Union, or a Soviet Conscript vowing to take back what was lost to the Allies during the first great war. Classic units return such as the versatile Allied IFV to the mighty Soviet Apocalypse Assualt Tank to the gargantuan Allied Aircraft Carrier to the mad Giant Squids. This game features all of the units and structures for the Allied and Soviet sides from both RA2 and the Yuri's Revenge Expansion. The Apocalypse is Rising Commander. Are you prepared for it? (Credit goes to everyone who has donated and contributed to this mod. We shall not let you down).
17 comments by TeamWolf on Feb 3rd, 2012

Red Alert 2: Apocalypse Rising has recently been updated! Find out more about the new announced features of the new internal beta, as well as information about new units, special effects and other Apocalypse Rising related awesome stuff over here.
Be sure to keep watching us here, over at our site and on facebook!
Art source files, mapping tools, compile/decompile utilities, and documentation to get you started on creating your own maps and mod packages. Please...
A demo video showing the Revolver which will be used by Crazy Ivan ingame and working. Note this is not the final setup and is intended for demonstration...
Dtrngd takes us on a tour of the Allied Power Plant. Video has been done in coordination with Teamwolf/[FW]Wolf.
Many have questions about Apocalypse Rising. One man has stepped up to answer them! One_Winged_Angel has made a new Q&A Podcast, technical failure...
Here is a 55 minute long podcast featuring One Winged Angel answering questions from the past week. Questioning by Lord_Kane. Recording by Eggman891.
A short video showing the new random weather script in action. First shown in Blog 80.
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Ure right staude. Althought the ren2 game engine was going to be an expansion of the current ren engine. The potential could be high....
yea id like to see that aswell.. :p
i doubt they would have made the original models around 1400 polys or so, if you could play with 700k polys without lagg in a mp game
Its a different game. Ren2 is not RA2! We are making a RA2 TC here, Untold was the Ren2 mod:) If ren can handle that many polys, why are there limits that people recommend? have u tried playing online with a 700k poly object? Try doing it in a 30player map and give me feedback plz.
well for the chrono harvie we have two ideas.
one click and it will teleport you near the ref. but there will be about 3 zones incase 1 or 2 is blocked.
the other is have a teleport zone in the field that only the chrono harvie can go thru.
for your second question, we may do that but it depends on what CfeHunter wants.
some look like a single bullet could killem
they look like a single bullet could killem...
heh in my opinon they were quite nice looking
also paradox maybe some of us think the ren2 models r crapy :P
(wth is up with the rhinoo IT LOOKS NOTHING LIKE RENDERS OR INGAME!)
yup, paradox has a point.
Also, as far as i can remember, someone from the renegade forums managed to recreate the renegade2 forest demo level.It was as high poly as hell and the FPS were about 55-56.
Cnc-source.com <- this is the original Ren2 map.I'll see if i can find the reconstruction pic.
I realy hate when people say that....
I25.photobucket.com
I25.photobucket.com
each one of those are are VERY high poly so the game can handle 700k in one setup with alot of polys and still have a decent framerate