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?
We've got some new goodies to show off. First, a surprise deathmatch map, RA_KillFields, which we hope will make a great intermission between base combat rounds. Next, the promised snowy Longbow has arrived. We've also got some quick comparison shots of the APC and Longbow camo schemes on RA_StormyValley, RA_NorthByNorthwest, and RA_RidgeWar. Top it all off with new C4 effects.
Posted by Chronojam on Feb 2nd, 2009
Sometimes you need a break between the intense half-hour long struggles most maps offer up. A chance to both unwind without feeling like you've got to give it your all in coordinated land/sea/air teamwork, but also a chance to get yourself geared up for the next long haul. RA_KillFields is hopefully the first in a series of deathmatch style maps with varied environments intended to last from 10-15 minutes to provide an intermission between traditional base-combat rounds. No plot or objective here: just fun.
There's plenty of cover, and the terrain varies from forested to cleared to swampy with randomly spawning weaponry (limited ammunition to prevent hoarding).
As we move forward, we'd like all the vehicles to have four camo variants. One suitable for forested/grassy areas, one for arid/sandy places, one for dark/urban situations, and one for snowy/foggy situations. The Longbow and APC both recently had all four schemes introduced. Take a look below to see how they match up on RA_StormyValley and RA_NorthByNorthwest in particular; the right camo scheme really helps out, and to help you out, the default look for each map will be the appropriate one for the environment now (as requested by fans-- we love to hear your feedback).
As you can see in the last picture, RA_RidgeWar is no longer the picnic weather it used to be. It's a lot moodier, and you'll hear distance combat rumble on as you play.
While these pictures show the older hands which are being replaced, the C4 is all new and ready to go in-game. All explosives now come with a 30 second timer, and all units that carry C4 only get a single block. Tanya's is enough to take out a building, while Volkov now has C4 equivalent to an Engineer's. You'll be able to hear the C4 beeping off the seconds from several meters away to help you find it in time, and how much time is left is now shown as a floating digital readout.
Just to be clear, unlike what you see there, the hands and animations (for everything) are being redone. For the sake of clarity, the formatting for the timer itself is going to display just two digits (":20" for example). Before you ask, we did have it on the C4's screen itself, but it was making it extremely difficult to read from a distance, and gameplay is the priority.