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.
  • Classic C&C economy management comes into play, giving players the choice on what character classes and military hardware they want to bring to the fight. 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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2017 was a great year for W3D Hub and 2018 is shaping up to be even better! We've got a whole host of exciting updates to get stuck into, so without further ado, let's get into it!

2017 Re-Cap!

Here's a short summary of what we achieved last year!

  • Work was started on fixing Tiberian Sun: Reborn and is proceeding as planned.
  • Development work on Red Alert 2: Apocalypse Rising continued at a great pace (especially in the latter half of the year)
  • Expansive Civilian Warfare saw a release on the launcher, which has been mostly a great success!
  • Red Alert: A Path Beyond saw a plethora of updates that steadily iterated and added to the gameplay over the course of the year.
  • The stats system has been significantly upgraded since the beginning of last year, but the new stats website hasn't been pushed live just yet. We didn't put together the planned media pack that we talked about, but I feel that we are slowly building the player-base up to a good number.
  • The download manager went live, but hasn't seen too much use just yet. Hopefully this will change over the course of this year.
  • Discord has been running for a while now and has been a great success!
  • Integrated chat via IRC was implemented into the launcher! Hopefully we'll look at tightening this up a bit more this year as well!
  • The bug tracker is back up and running. If you have issues to report, please submit some bugs for us! :) We'll be making this more visible in the coming months too!
  • Advanced Tags and Prefixes was reinstalled and works as intended!

So with 2017 being a success as far as our plans were concerned, here's what we have planned for 2018!

A New Logo!

First off, we decided that the W3D Hub logo was due a freshen up for 2018, so we've updated it a bit. The layout is still the same, but it now a lot crisper with flat colours on the text that make it look a lot more contemporary. Here's what we have decided to go with:

Over the course of this month, we shall be updating the logo across all of our games, services, and channels; so keep an eye out for it!

New Development Tools (SDK) - Mammoth Editor

Mammoth_Editor_SplashUrban600px.png


We're proud to announce Mammoth; a brand new tool that we're hoping to develop and build on throughout the year. Mammoth is a full replacement for the venerable Commando Level Editor (that shipped with Renegade) that will allow for a much higher degree of flexibility when creating mods and maps on the W3D Engine. Here are a couple of screenshots:

image.pngimage.png


It may look a lot like level edit and that's because it is currently being developed as a reverse engineering of that piece of software, however once that is complete, we can then begin adding some more outlandish features. The viewport controls have already been improved, allowing users to use the RMB and WASD to navigate the viewport and LMB to select objects without changing between view and select modes!

New Development Tools (SDK) - 3DS Max 2017 W3D Export Plugin

After years of using Gmax and 3D Studio Max 8, a new 3D export plugin is finally within our grasp! With this new plugin anybody will be able to export their models and animations from new versions of 3DS Max that are 100% compatible with Windows 10. This is really big for all of us, because it allows us to make use of software that has newer features that are much more powerful (than Gmax and Max 8 are) and easier to use.

Here's a screenshot of the new plugin in Max 2017. It's not quite ready, but we hope to release it sometime this year!

image.png


Also, because the new export plugin has been built from the ground up, we can consider the possibility of porting it to other 3D modelling programs. We know that not everyone can get their hands on a copy of 3D Studio Max, so we are also looking at integrating the plugin to work with Blender, which is a popular free software package for 3D modelling.

Much much more!

Come and take a read about the rest of our exciting roadmap on our community forums!

Link: W3dhub.com

Also a big thankyou to all of the people who play our games and support our community! Your dedication gives us the motivation to keep C&C Renegade modding alive!

Peace Through Power! :)


APB 3.1.5.0 + Revamped Hostile Waters Progress

APB 3.1.5.0 + Revamped Hostile Waters Progress

News

Fixed combat refilling, improved bot behaviour, radio command emoticons and more in this new update!

APB 3.1.4.0 Changelog + 3.1.4.1 Minipatch

APB 3.1.4.0 Changelog + 3.1.4.1 Minipatch

News

Hello everyone - apologies for being almost completely absent the past few months save for answering one or two forum/IRC queries, but I kind of needed...

C&C Saga Interview

C&C Saga Interview

News 1 comment

Recently we were approached for an interview for our friends at German C&C Saga. Available in English and German!

APB 3.1.3.0 Changelog

APB 3.1.3.0 Changelog

News

In which the "old style" Grenadier is given a new lease on life, mid-tier infantry eat their Wheaties, and the Medic is cut down to size AGAIN.

Add file RSS Files
W3D Hub Launcher

W3D Hub Launcher

Installer Tool 12 comments

The W3D Hub launcher is your one stop shop for your W3D gaming needs, providing game downloads and automatic updates, an integrated server browser, centralised...

BHP Launcher (OBSOLETE)

BHP Launcher (OBSOLETE)

Full Version 2 comments

ATTENTION: This download is obsolete, and APB will no longer be distributed on this platform. Use the w3dhub Launcher to download APB.

APB Texture Pack v.2.0

APB Texture Pack v.2.0

A Patch Beyond Texture Pack Demo 2 comments

This is a demo of my mad texture pack.

LevelEdit Path

LevelEdit Path

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

SDK

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

Full Version

(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...

Comments  (0 - 10 of 1,780)
Metaltooth
Metaltooth

Excuse me, how can I play some maps with only bots? Like how can I host a game and play with only bots in it

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[aliminhas
[aliminhas

if i want to manually download ,,suppose if i download it on one computer with the laucncher can it copied and pasted to another computer

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Guest
Guest

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[aliminhas
[aliminhas

im new to this but can someone tell me what files to download to play the game

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Happybattlefield1
Happybattlefield1

You only have to download the W3D Hub Launcher.

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Happybattlefield1
Happybattlefield1

Hi Y'all,
I took the time yesterday to install A Path Beyond on two computers, so a friend of mine and I could play on LAN server, and I have to say that those new "smart bots" you guys have been working are absolutely AMAZING!!!

Thank you all for the time and effort you've all volunteered into this dream come true!
:) :) :) :) :) :)

(However), I did run into a weird little problem...

. After about 14 minutes into a chaotic bot battle we sneaked our way yonder to the soviet base to destroy their construct yard and warfactory... After about 14 minutes the host becomes "invisible" to the client....
We both tried a turn at hosting and had the same results... after sometime all you can see is the host's name tag...

My friend was new to the game so it was difficult to guide him to the next building to destroy by just yelling across the room "follow me". LOL

The only map we played on was "Camos Canyon".

We also did get some decent lag from the 30 bots running around, but I think I have to upgrade our graphics cards.

Computer specs:
Both are recently assembled Dell Optiplex 780s mt

16GB DDR3 RAM

onboard graphics (I believe that's the main problem)

(will be upgrading GPU to a:

EVGA GeForce GT 730 DirectX 12 2GB 64-Bit GDDR5 PCI Express 2.0 Low Profile.)

Core 2 Duo E8400 3.0 GHz. CPU (will be upgrading to a Core 2 Quad Q9650).

Well that's all.

Thank Y'all,

Happybattlefield1

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Metaridley
Metaridley

Hey Guys, i follow you since the start of your journey with this mod and enjoyed APB and TSR many many many hours :D i am also exited for your other upcoming mods RA2AR, Dune, ECW and Imperial Age.

Is it possible that your team create a Tiberian Dawn Mod as a side project, if you're done with the other mods? Sure, Renegade tries to convert TA into the FPS but many design aspects are different between these two games (meaning TA and Renegade). I see in the BHP forums that one guy tries to build one but stopped after a few weeks. It would be possible to use the old Renegade Sole Survivor Mod and APB as a base for it, many units from TD and RA1 are quite similiar.

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One_Winged_Angel Creator
One_Winged_Angel

Hey man, sorry for the late reply! Thanks for your kind words!

The possibility of a Tiberian Dawn mod has been thought of a few times, but the fact is that we don't have enough staff members to fire up another project. We have a wealth of tutorials in our forums if you or someone you know wanted to try and have a go though!

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Metaridley
Metaridley

Thanks for the Info! Since i've started 3D Modeling for DB Xenoverse Mods, i'm just a 3D Polygon starter and no pro yet.

Can you answer me a few other questions?
When will the W3D Wiki back online?

And how about the status of the missing units and buildings.

They would be:

Allies:
- Chrono Tank ( i know, a prototype is available on the 1st April Lunar Map) - when the tank comes into the game what happend with the phase tank?
- Cruiser (so far i know, there is no model for the unit yet?)
- Helicarrier? it was a cut unit from RA1
- Tech Center
- Camo Pillbox
- Chronosphere (i guess i hear'd that the chronosphere comes into the game when the coding for the RA2AR Version is ready?)

Soviets:
- MiG (since the yak and the plane mechanic is in the game, i guess it would be only a matter of time?)
- Attack Dogs (including Chitzkoi)
- Kennel (obvious for the Doggys)
- Iron Curtain (same like the Chronosphere)
- Tech Center

- Advanced Power Plant (i'm not sure it's already in the game)
- Any Powers like sonar pulse, Para Troopers/Bombs, Spyplane? (Sure a few like Spy P. would have no point to be in the game but asking about is just for the record)

Oh and any chance of mission-based MP Maps come back in the future? I like the old mission map where your team must save a MCY

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Pushwall Creator
Pushwall

Advanced Power Plant existed in the past, but it was removed because it was just a power plant that took up more space - and with bases gaining some additional prop cover and more buildings such as extra service depots and potential future buildings like the very chronosphere/iron curtain you mentioned, the regular power plant takes up enough room as it is.

Chrono Tank isn't far off from being done, I'm just hoping for some better warping mechanics (the warping on the Lunar map isn't very faithful to the original) and a more complete texture. It's planned to be a pure tank destroyer that performs poorly against buildings/infantry, so that already sets it reasonably apart from the Phase Tank which needs to take extreme care against vehicles but decimates buildings and infantry in optimal circumstances.

Camo pillbox, well, you know exactly where it's going to be after the first time you deal with it because it's not even remotely as heavily masked as a gap generator, so what's the point? It works in the RTS because you can choose where to build it.

Chronosphere has a model but the Iron Curtain doesn't (only a destroyed prop version). It wouldn't be fair for us to add one team's superweapon to the game without the other. So until the Iron Curtain has a model, the Chronosphere will continue to be a mere prop - you may have seen it sitting around on a few maps.

Helicarrier - no model - and it would be boring for whoever's playing as one. At least in a mobile gap generator you can crush people and you have to watch your positioning at all times, a helicarrier would just sit still out of enemy reach watching all the action and not taking any part in it. This is part of why we made it so you can deploy the MRJ and leave it to go do more interesting things with your infantry, but if you're in the middle of the ocean in a helicarrier, where would your infantry go when you "deploy"?

Tech centres: none of the current maps have room to spare to add these. And they'd be another structure of dubious purpose (it would probably just increase your tech level by 1 or something?) and I really want to dial back the number of structures that don't directly produce units/powers/income, not add more.

I kinda want Sonar Pulse to be a thing but currently rendering issues make it easy enough to spot submarines as it is. Parabombs are just a nuke that doesn't oneshot buildings and has no Allied equivalent, and being attached to the same building as paratroopers, wouldn't Soviets just have way too many powers compared to the Allies? Paratroopers may be plausible with the new bot logic, or even as a way for player infantry to "teleport" to the front lines, but if it's the latter I'd make that something both teams can do.

Attack Dogs (and by extension, kennels) would be of dubious use in the current game. Spies are easy enough for normal players to detect and nowhere near powerful enough to demand a hard counter, and half of the Soviet infantry are already specced towards CQC.

MiG and Cruiser are things that may get implemented if we ever have models for them. And right now, we don't.

Those co-op mission maps didn't even manage to be fun for very long because it didn't take long before everyone got used to the map and then every single "match" on a particular map would always play out in exactly the same way because you're playing against a predictable AI instead of other players that have more than 1 strategy. Which is probably why the people who made those maps had to make a new one every couple of weeks and retire some of the older ones - to keep them fresh. Simply put, it's not worth the effort.

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Metaridley
Metaridley

Thanks for the reply! Sad to hear for the A.PP and the Tech Centers. It would be fit for maps with big bases and many defenses. But you have a point here clearly. Tech Centers would be for advanced units and the non-superweapon powers i guess, and you lose it when the TC is destroyed.

I see, you want the CTank balanced, in the original game, he wrecks entire buildings. But yeah i guess your idea is the best choice.

I imagine a big sea map (bigger than pacific threat) with naval yard/sub pen and helipad for cruisers and heli carriers, to use it. But yeah, also you have a point here. The Problem is, that if you sell a naval unit or going out you fall into the ocean. If that is not the case you could as driver deploy it and get own helicopter for fight. also the unit in his usage is pretty op so it should only 1-2 at the time on the map, same for cruisers.

about camo pillboxes. i'm not sure from a programmer perspective, but would it be possible to set a randomized field where the camo pillbox can appear, so the camo pillbox has no fixed point on the map? or spots where the players build camo boxes once per match (if they got destroyed, building/purchase is not available anymore)i guess i read at some point in the old BHP Forum, also the idea of more armor was discussed for it.

Chronosphere/Iron Curtain. Ok sure, it would be only fair if both factions get their second-strong superweapons at the same time.

Paratroops/Bombs - yeah i guess both factions should have these. would be a flag (like for the a-bomb) neccesary? i've seen in the generals-renegade mod "scud storm" a mechanic where you can fly around as super weapon beacon on the map and choose your target.

you could use dogs on a map where the soviets don't have so much high advanced infantery and the soviets don't have minelayers on the map. there can dogs a good infantery counterpart

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Pushwall Creator
Pushwall

The problem with allowing players to fly around as a "cursor" for a superweapon is that it allows them to freely scout out the entire map and enemy positions both without retaliation and without the enemy knowing. So that's an option I'd like to avoid; they would almost certainly be marked by flares like the a-bomb.

Having RA-esque building destroyer chronotanks would not be very well balanced. Allies already have a fairly easy time of decimating Soviet buildings if they can muster up a phase tank rush and the Soviets have lost their defenses and don't have enough manpower at home, particularly Tesla Tanks which can actually detect phases on radar. Imagine how much easier that'd be with a unit that can't be damaged or detected while in transit, moves faster than a phase while in transit (and that's just with the Lunar slow-warp - imagine if they could instantly teleport across the map!), and is more durable than a phase. Right now their damage to buildings is only as much as a ranger, so a CT rush could be a threat to bases if left alone, but it wouldn't be as reliable as something else like phase or light tanks that can get the job done much faster and have an easier time of crushing or sniping any engineers that pop out of the woodwork.

As for dogs, even on the lowest tech levels Soviets have access to flamethrowers, starshinas, kapitans and grenadiers. All of their "advanced" infantry are anti-tank. We could move flamers up to make room for T1 dogs - they'd definitely be just as good of a counter to the ever-annoying medic - but then that's another unit of incredibly niche purpose that other units can do comparably well while also doing other things, and I think the sniper alone is ramming the quota on those. It'd make no sense for it to be able to damage enemy buildings for instance. In any case, the only dog model we have hanging around is the AR team's, and even if I had permission I'd rather not use theirs until the game has a public release.

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Metaridley
Metaridley

Okay sure, that would be also a abuse of this concept.

And if we change the smaller powers to a binocular with you can mark a certain spot of the map (a convoi as example) and you can bomb them with parabombs or troopers?

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Pushwall Creator
Pushwall

The binocs logic is fairly flawed, it just doesn't matter that much right now because they're currently resigned only to creating a radar marker which you can then remake almost immediately if you do it wrong, and not using a limited-use power. If you're not on completely open ground and not aiming at completely open ground, the radar marker "launched" by the binocs has a tendency to slam into the nearest piece of cover instead of the distant point you're aiming at. That would be pretty terrible for parabombs and such.

Reply Good karma+2 votes
Metaridley
Metaridley

oh okay, the only thing that comes in my mind is, that you have a signal flare that can you throw like a c4, but throw in a range like a grenade or so to compensate the weaker effect of the damage (and shorter time to happen).

What comes me in mind is how the spy plane can work. it can be for soviets the same function as the spy has on allies side, it shows the units on the battlefield that the allies has (to be nerf it, except of spies, underground units such like in tunnels, an stolen submarines = only surface units and only 1-2 times per match or a ridicilous price to use it)

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Red Alert: A Path Beyond
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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 by KBraid

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War
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Red Alert: A Path Beyond
Red Alert: A Path Beyond First Person Shooter
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