Red Alert: A Path Beyond brings the exciting storyline and epic clashes from the classic Westwood Studios game, Command & Conquer: Red Alert to realm of first person shooters, with a twist. We've remained loyal to the style and feel of the 1996 classic, while integrating content from its expansions Counterstrike and The Aftermath with a bit of updated history to add to the mix. Built off the W3d engine Westwood Studios built for classics such as Earth & Beyond and Command & Conquer: Renegade finished up in 2001, we help bring the fight to you as you play out your role as any one of a number of infantry classes participating in team-based combat that often involves land, sea, and air combined-arms clashes that just don't happen in any other game. Oh, and did we mention it is FREE?
An edited version of the APB dev blog for November 5th 2010.
Posted by drunkill on Nov 30th, 2010
(original APB blog can be found here, what you see on this page is an edited version.)
I've been working on doing more weapon icons. They are more informative than the current public version's, and show, for instance, which weapon mode you currently have selected on Volkov:
Handy. And yes, Volkov carries a brick of C4 now.
I will show this off later in pictures and possibly a short video, but TruYuri has been nice in cleaning up weapon rigs, so we now have the RPG model in-game (it looks sweet) as well as a weapon we haven't really talked about, the Silenced Beretta, which the Spy gets.
The Silenced Beretta isn't too different than the regular Beretta, but it has a couple of useful properties:
1) Like the name implies, it's significantly quieter than the regular Beretta, and can't be heard from nearly as far away.
2) Kills scored with the Silenced Beretta aren't broadcasted in chat (unlike every other weapon in the game).
Getting there. Scripts 4.0 (which we need to be completed to release Gamma) is currently being tested to make sure it doesn't break Renegade, which is actually an important step because it means that we've axed pretty much all the bugs we've found in APB that are related to coding. We're currently just performing a bunch of interface improvements and graphical fixes that we've been foisting off to the last minute, and progress with those is steady. We're probably still good for our December 2010 release date.
There are also a few map issues that need attention, but they are minor and shouldn't be too time-consuming to fix.
Anyway, more media tonight.