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 Report abuse Latest News: Balance Info and HUD Updates

3 comments by Chronojam on Sep 28th, 2014

By now, you've hopefully had a chance to take APB 2.1.3.1 out for a spin. It mixes things up a bit, so don't forget to leave us your feedback. We're working on another update for that, with more code fixes and some balance refinements. If you haven't had a chance to play it yet, please do. Pyryle did a great job getting all the tweaks in place.

APB 3.0.0?

Concurrently with the APB 2.X branch, work also continues behind the scenes on the next major version (let's call it APB 3.X), which principally revolves around a lot of engine changes.

There are a lot of changes coming, and it's not all just unit stats. That said, a lot of the balancing has been revisited substantially. A lot of old balancing was done how it was because of engine quirks, unsurprisingly; that's why the Hind chaingun was changed to an autocannon, that's why snipers were removed.

Months and years of changing things around and units being added or removed has left us with a bit of a mess. All the raw numbers are being cleaned up and numerous old armor definitions are being discarded or brought into line to make future adjustments easier on us.

Fixing up the armor is one thing I was not personally looking forward to really dealing with, because it's rather clunky and we have a lot of legacy crap in there -- lots of fractional changes have resulted in some weapons doing (for example) 0.1753x versus a particular armor, with the actual weapon set to do 31.067 damage. That's hard to think about, and hard to talk about, and makes it harder to compare units against each other both for players and for us devs.

Moderator Pushwall has recently been promoted to full staff and is working on balance refinement as a logical continuation of how Gamma's weapon/armor interaction worked out. Thankfully, in addition to Pushwall coming on board to help out, Danpaul's also working on some better tools to handle unit balancing beyond "loose text files and spreadsheets and a calculator." Progress!

HUD Updates

Talking more about the big update, we've got some battlefield intelligence updates.

Better targeting feedback is being improved. In addition to hitmarks and hitbeeps (audible damage feedback, which you can toggle on and off as you please), your range to target is now displayed when you aim at something.

Since we've added locational damage, we're looking into having the crosshair indicate if you are aimed at a weaker or stronger portion of an enemy vehicle (probably by color). Altogether, you should have a better idea of whether or not your target should be, or actually is, taking damage now.

In addition, context-sensitive radio commands are being looked into. The idea is that you will be able to have a couple keys to press to indicate something about your current target. Instead of just pressing a few keystrokes for a vague "Attack my target" and hoping somebody nearby figures out what your target is, the radio command sent will actually specify what your target is. This way you will also be able to specify a particular building to attack, or defend, just by pointing at it.

Helpfully, radio commands will also specify what you are. Asking for health? Radio commands will say what unit you are, so your team knows if you're a vehicle that needs a Mechanic or a soldier calling for a Medic.

Somebody says the base needs repairs and you reply "Affirmative?" Now your team will know if you're just some far-off Medium Tank that's agreeing, or are a Technician who can do something about it!

To make things more helpful, your radar icon will blink as a little quote bubble for a few moments, too. There was a hilarious bug that cropped up while testing this that ended up breaking all vehicles such that firing your weapon would cause your whole vehicle to stutter. Also, your soldier would stand outside the tank in a T-pose, and the camera would shift underground. The fun things we run into!

Camera Updates

Earlier, we added options so that the cameras could be shifted around a little bit more than before. Mostly this was useful for making an offset third person camera for soldiers, or a vehicle like TS:Reborn's GDI Titan mech. But, wouldn't it be cool if you could have a slick offset view for the V2 Launcher, too? Or how about a close "gunner's view" for the Ranger? Each of these would make aiming easier, but you could only have one camera profile per vehicle.

Obviously that had to change. We're able to have an arbitrary number of cameras per unit now, and will be grabbing some help from the testers to craft some new options. After all, everybody has a different favorite perspective. The keybind is shared with the infantry first/third person view toggle and you can also cycle backwards through the list when also holding "shift."

oWbttjA.gif

Ranger cameras during test (GIF animation)

We'll probably have two or three per vehicle, depending on what makes sense and what works well during testing. A Minelayer doesn't really need too many camera options, but a Longbow or Hind could probably use a couple. If you have any suggestions, we're listening.

Battle Info Screens


Team Info Overlay Replacement

Alright, so we once had static updates bound to the J/K/L keys for team, overall, and server info. These were opaque, took up your entire view, and also locked your controls, and yet they were just snapshots that didn't actually update until you opened them again. Yuck.

Now, we've got some brand new non-modal displays that will show you your team info, or a player overview, or your base status and they update live as every point or credit is earned, or purchase is made, and so on. Plus, they don't lock your controls, so you can keep on driving/shooting/playing.

The team display shows your teammates, their cash, their score, their kills and deaths, what soldier they're using, and what vehicle they are in. If they're simply riding along in the vehicle, they get a [+] indicator prepended to the unit name. If they're on your team and are a spy, their soldier type has [Spy] prepended, so you know!

The players display shows both team's players, their score, kills, and deaths. The same [Spy] notification shows up for spies that belong to your team. The bases display shows both team's structures, AI-controlled Ore Trucks, support facilities such as Service Depots, plus defenses such as Tesla Coils and their current health -- all updated in real time of course.

That's it for this update. Don't forget to follow us on Twitter at @BHPTeam and Facebook as Bluehell Productions. We're trying to keep these updated with important information and news updates for things like when the site and services (TeamSpeak, IRC, gameservers, etc) will experience downtime. Also if you want to tell your friends about the games, these are easy ways to get them aware.

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BHP Launcher 0.5.0.13

BHP Launcher 0.5.0.13

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Download, repair, and patch support for TS:Reborn and RA:APB. Note: This installer can skip any .NET 4 Framework installation issues, but users will need...

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.

BHP Launcher 0.2.0.1 - Downloads the games!

BHP Launcher 0.2.0.1 - Downloads the games!

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Obsolete - BHP Launcher 0.0.2.16

Obsolete - BHP Launcher 0.0.2.16

May 31, 2013 Installer Tool 40 comments

(Obsolete installer) The new frontend is here! Install TS:Reborn and RA:APB easily, with patch and repair support. The server browser will let you join...

Mapping & Mod SDK v2 - RA:APB Gamma

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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

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Sep 25, 2012 Full Version 0 comments

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Post comment Comments  (10 - 20 of 1,753)
NuclearCrazed
NuclearCrazed Jul 22 2014, 1:43am says:

This Game Kinda Doesnt Make Sense For The Engine Engine Is For RTS/RTT Not FPS CANCELL This Project Now!!!

-2 votes     reply to comment
One_Winged_Angel Creator
One_Winged_Angel Jul 23 2014, 4:38am replied:

Renegade wasn't an RTS.

+5 votes   reply to comment
darkyuri
darkyuri Jun 11 2014, 9:39am says:

I found a way to solve the problem with three factions.
The link is here: Moddb.com

+3 votes     reply to comment
Chronojam Creator
Chronojam Jul 15 2014, 8:46pm replied:

This is actually really clever, but we've got some other methods if we need to do it.

+4 votes   reply to comment
darkgrievous
darkgrievous Apr 2 2014, 3:48am says:

It would be great if it was created Neso similar on RA3.

+4 votes     reply to comment
D.E.G
D.E.G Mar 7 2014, 3:43pm says:

Is there bots or something?

+3 votes     reply to comment
Dan5
Dan5 Feb 4 2014, 8:10pm says:

*Just Curious* are you guys planning a possible single player campaign in the future?

+4 votes     reply to comment
Chronojam Creator
Chronojam Feb 4 2014, 9:21pm replied:

Probably not.

+1 vote   reply to comment
Templarfreak
Templarfreak Jan 28 2014, 1:54pm says:

This was never finished? I swear, I recall seeing trailers for this back in like 2008.

I might be crazy, though. Anyway, tracking.

+4 votes     reply to comment
Chronojam Creator
Chronojam Jan 28 2014, 3:17pm replied:

It's like a train set, a hobby more than a product.

+4 votes   reply to comment
Meyerm
Meyerm Jun 4 2014, 2:12am replied:

Very few mods settle on a "final" completed version. Even after all the bugs are worked out and balancing is achieved, there's still new things that can be added, like the chrono tank that's in the works.

+3 votes     reply to comment
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Red Alert: A Path Beyond
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Bluehellproductions.com
Release Date
Released Apr 6, 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

Style
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First Person Shooter
Theme
War
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Multiplayer
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Red Alert 2: Apocalypse Rising, TBD
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