1946. Mankind has just suffered one of the most brutal wars it ever faced. While the rest of the world is still rebuilding, a scientist of unmatched genius by the name of Albert Einstein decides to act. With a device he was engineering at a secret research center in Trinity, New Mexico, he travels back in time to kill the person who he sees as the root of all misery: Adolf Hitler. He catches up with Hitler in 1926 and disposes of him without thoroughly considering the consequences, as time will soon tell.

It's now the 1950s. World War II never happened -- at least, not yet. Germany remains a peace-loving country with close ties to other European nations, now facing increased tensions with Russia under Josef Stalin's rule. In order to realize the glorious Marxist dream he has envisioned, Stalin mobilizes the forces of the USSR. His goal? The conquest of Europe. The nations under threat form the Alliance that seeks to put an end to this madman's nightmare before he can see to its completion. The Great World War II has begun.

  • Steamroll over Europe with the high-powered arsenal of the Soviets or repel the invasion with the technological superiority and cunning of the Allied Forces in a team-based FPS inspired by Westwood Studios' hit real-time strategy game, C&C Red Alert.
  • Wage warfare on the land and in air with units ranging from Mammoth Tanks and Chinooks to Phase Tanks and Longbows.
  • Pacifist? Repair your base as an Engineer, support the war effort as a Medic or Mechanic, or infiltrate the enemy stronghold and steal intelligence or assets with Spies and Thieves.
  • Timed and tuned Tech Levels unlock progressively more powerful weapons and vehicles as the match progresses. Early infantry skirmishes give way to full combined-arms conflict, with high-tech war vehicles including the stealthy Phase Tank, nuclear Demolition Truck, and high-voltage Tesla Tank!

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Allied Medium Tank WIP Medium Tank armor allocation Medium Tank armor allocation
Blog RSS Feed Post news Report abuse Latest News: APB Dev. Blog :: July 10th, 2015

7 comments by FRAYDO on Jul 13th, 2015

Hello BHP fans and guests alike! How about a blog?

First and foremost, an addition to the staff team.

Welcome and congratulations to our good friend Aprime. He has been brought aboard the team to look at some textures, and we hope to see good progress on his end.

He's even started work on rm5248's launcher GUI.

BHP Launcher


Testing / Gameplay Developments

In testing news, things are going great! Nodlied has done well in whipping the fresh meat new testers into shape, whilst Pushwall has put their feedback to good use. There is much happening here, and each new build tested brings more improvements. As each session brings more fixes, it also brings more fun!

Of that which I can share:

• Health regeneration has been reworked. As was mentioned in previous blogs, a soldier would fully recover his health with enough time. This has been changed to recovering and capping off at 75% health, rather than the full 100%. Armour remains depleted.

• We have been testing scripts to address issues with the EVA announcer. For over a year, it's been incredibly unresponsive, which has made many attempts at balance testing moot. Bonsai was the worst offender; signal flares were among the many things the EVA failed to report. As much as we dread hearing "Signal flare detected.", it helps to know when a missile is coming! However, thanks to the diligent efforts of jonwil and the rest of the Tiberian Technologies team, this is no longer a concern. With this and many other crippling scripts issues dealt with, we are inching ever closer to a public release.

• A feature long requested by many, maps will now feature a "jukebox" that plays several different music tracks, instead of playing the same one track over and over. As you may remember, Keep Off The Grass uses the Red Alert track Vector... for 35 minutes straight. Now, when it reaches the end of Vector, it randomly switches to another track from the map's list; for KOTG, the list includes Mud, Fogger and Second Hand in addition to the original Vector. Upon reaching the end of one of those tracks, it plays a random other one in the list, and so on and so on. Since every map has its own jukebox comprised of 4-5 tracks, we've been able to squeeze in a lot of Red Alert tracks and original works from Chicajo that previously went unused, as well as a few Tiberian Dawn tracks, so variety is assured for your listening pleasure.

• The field role of the Engineer has been revised for clarity and ease of use. As some may have known, the Golden Wrench was capable of disarming mines within a small radius. Unfortunately, this did not do well in practice and did not see much use outside of Under. Even more so, many players had no knowledge of this. The Engineer's completely arbitrary secondary ability has effectively been scrapped. As compensation, his passive mine detector has been improved vastly. In addition to the original effect of causing nearby mines to emit a beep (with tweaks to better pinpoint the direction their location), it now also reveals the mines on the radar, allowing teammates a much easier time clearing the field. With these changes, there is more importance to the Radar Dome, and more reliability on the Engineer in minesweeping operations. Do note however, that the Engineer now also relies greatly on his teammates in this endeavor, as his only method of clearing mines is his C4. Better bring a vehicle!

• Ever since the autocannon was introduced for the Hind several years ago, it's been a constant source of controversy. In all its iterations, it's been either wildly overpowered against buildings or vehicles or both, or completely useless against anything that's not infantry. Experts agree: the Soviets already have an overdose of splash-damage weaponry and Allied infantry already have a hard enough time surviving in the field as it is. Since the autocannon has proven a pain to balance properly, it's being reverted back to the "bullet hose" weapon that it had prior to Gamma, and retaining the one feature of the autocannon the Soviets actually needed: another way to scare Allied Mechanics, as the Hind's bullets penetrate vehicle armour and slow down the Mechanic's repair rate drastically.

• Homing weapons no longer track infantry, which spells good news for their survival. Longbows, phase tanks and mammoth tanks are basically incapable of sniping infantry from max range now, and are encouraged to use their splash damage instead. However, we are currently running a little experiment with this: since Volkov is part machine, he's still vulnerable to tracking. Fret not, as this is balanced out by him not being super-weak to homing projectiles anymore, just tank shells.

• The team info popup now correctly shows the health of auxiliary buildings (ore silos and refill pads), as well as grouping together duplicate buildings together on the list (pillboxes, turrets, service depots).

Battlefield Information

Site Updates

In case you missed Catalyst's recent activity:

• BHP TeamSpeak has been moved to another host. Whether or not this affected performance is yet to be determined. But hey! If you want to invite people onto our TeamSpeak, be sure to drop them the address - ts.bluehellproductions.com
• You may have noticed an improvement in the speed of the website.

Apathbeyond.com no longer directs to our site here. Please use Bluehellproductions.com if you're inviting guests over to visit us!


While I was writing this blog up, APB_ICE was more than happy to show off a couple of things he has been working on.

Firstly, a destroyed Heavy Tank, which you may see appear on some maps.

Destroyed Heavy Tank

Adding on destroyed props, he also brings the destroyed Light Tank.

Destroyed Light Tank

Destroyed Light Tank

As an added bonus! See what they look like in-game!

Destroyed Heavy Tank In-Game

Destroyed Light Tank In-Game


Secondly, the new and improved Master Control Terminal! Or should I say, Terminals!

APB_ICE has redesigned the MCT to have a much bulkier design, giving them a more retro feel. You will notice that there are two versions, and with good reason. The full-sized version will be housed within larger/advanced buildings, while the second "mini" version will appear in smaller/less-advanced buildings.

Large Master Control Terminal

Thank you for those, APB_ICE. Fantastic stuff!

And I believe that concludes this update!

If you haven't already, give us a "Like" on our Facebook page.


Also be sure to check us out on Twitter.


In the next blog, look forward to map enhancements! Rest assured, for we will not leave you blogless for half a year again!

Oh, and I also joined the team as well. Hi!

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BHP Launcher

BHP Launcher

Feb 11, 2015 Full Version 1 comment

Bluehell Produtions' Launcher for downloading and playing Red Alert: A Path Beyond.

LevelEdit Path

LevelEdit Path

Feb 12, 2014 SDK 1 comment

A simple utility that allows you to easily re-route your LevelEdit application to point to a new game source folder, without the hassle of using regedit.

Mapping & Mod SDK v2 - RA:APB Gamma

Mapping & Mod SDK v2 - RA:APB Gamma

Jan 1, 2013 SDK 0 comments

Updated for RA:APB 2.1.2 content. Art source files, mapping tools, compile/decompile utilities, and documentation to get you started on creating your...

Obsolete - v 2.1.2 Mac Full Client - RA:APB Gamma

Obsolete - v 2.1.2 Mac Full Client - RA:APB Gamma

Sep 25, 2012 Full Version 0 comments

(Obsolete) For Mac gamers, this is the RA:APB 2.1.2 full game client Wineskin. Thanks for Darklord42 once again for preparing this special wrapper for...

Obsolete - v 2.1.2 Full Client - RA:APB Gamma

Obsolete - v 2.1.2 Full Client - RA:APB Gamma

Sep 24, 2012 Full Version 17 comments

(Obsolete - Use the Launcher to get the latest build) Version 2.1.2 for RA:APB, enabling you to connect to a server and play the game. Included are all...

Obsolete - v 2.1.1 Mac Full Client - RA:APB Gamma

Obsolete - v 2.1.1 Mac Full Client - RA:APB Gamma

Apr 20, 2012 Full Version 0 comments

----------------------------------- This is an old version of RA: APB. It is incompatible with the current public versions. Please download the latest...

Post comment Comments  (0 - 10 of 1,751)
Metaltooth Jul 16 2015, 8:22pm says:

Your servers are pretty well empty, i really miss playing this game

+1 vote     reply to comment
Guest Jul 14 2015, 3:49am says:

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Scarlat. Mar 4 2015, 8:30pm says:


+1 vote     reply to comment
darkyuri Jan 18 2015, 9:14am says:

Can you created game on the The Battle For Middle Earth?

-1 votes     reply to comment
darkyuri Oct 8 2014, 12:31pm says:


-3 votes     reply to comment
Guest May 7 2015, 10:39am replied:

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

Dzev Oct 1 2014, 10:02am says:

Since tanks got some weak spots I think infantry combat must become realistic too lol. But wait... weak spots working for all firearms xD

+2 votes     reply to comment
Chronojam Creator
Chronojam Oct 6 2014, 2:08am replied:

We've got a few changes coming for infantry, too! Sneaking around will hide your name and take you off radar, a lot of the weapons have been adjusted and there's a dynamic accuracy system, we've got sprinting and jumping changes, etc.

Soldiers also self-heal out of combat in case you win a victory far from your base or a medic, so you don't need to just jump off a cliff or suicide-rush the defenses. I'm not sure that's realistic, though, but it works well in testing.

+4 votes   reply to comment
maxammo Aug 27 2014, 9:52pm says:

Its been years since i first started playing the 1.2.0 beta and yet the characters and the weapons look the same, after 6 or more years of development, i just looked through the old updates in the gallery and saw some new weapon and building renders that was years ago. Here some examples of forgotten content that was promised updates ago.

New Soviet flamethrower.
M16 new model.
New War Factory.
Ak47 new model.
Remodel of Medium tank.
Allied Artillery with turret.
New grenade for Grenadier.
Chronosphere. not sure how i spell it
Complex interior of Missile Silo.
Complete weapon reloading animation. not like in Goldeneye64 where you put your gun down and make some reloading sounds and raise it up, but its more pleasing to see you are actually reloading something even its repetitive.

And of course... NEW CHARACTER MODELS!

I just looked into some images and wondered when is the last major update of APB?, I know that would take weeks or years to create something major but atlest make the game look better in small doses,
as the updates are just balancing and tweaks to make the game fairer to players, its just how long the game looks like it came from early 2005,
and not polish the graphics a bit.

+2 votes     reply to comment
Chronojam Creator
Chronojam Sep 2 2014, 4:24am replied:

We've had real life issues crop up with a lot of our art guys, which has delayed the inclusion of new artwork assets. For example, the new hands need to be properly rigged/prepped, and before that can happen, new weapons and animations can't go in.

But that's been sidelined due to events and priorities, so they're not in yet. If you want to help or know somebody who does, let us know.

+2 votes   reply to comment
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Red Alert: A Path Beyond
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Developer & Publisher
Bluehell Productions
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Release Date
Released Apr 2011
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Highest Rated (9 agree) 10/10

i haven't even played it yet, but i still give 10!

Mar 14 2011, 11:18pm by BionicleManFanatic

First Person Shooter
Red Alert: A Path Beyond
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