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?

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AirborneSn1p3r
AirborneSn1p3r

great work :)

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APB_ICE
APB_ICE

Anything that makes APB's tank-combat more realistic = Awesome! :D

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kppv
kppv

gj bluehell team. i wonder if its possible to port a proper physics engine ingame ?

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TheNodCommander
TheNodCommander

They could always port to a certain new Renegade-engine... ;)

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TheNodCommander
TheNodCommander

Damage seems to be way too much. Nice idea though. But I dont really see the point of giving extra damage to the tracks. General higher hit-on-side damage would make more sense.

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Chronojam Author
Chronojam

This is not necessarily representative of the ease at which you can destroy a Heavy Tank.

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teslaptak
teslaptak

will angling tank make it taking less dmg then? :D

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Chronojam Author
Chronojam

We're not looking to do a whole physics/penetration model here, just certain spots that are "weaker" than others.

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Description

Proof of concept to make sure it's working. Tanks take five shots to kill, tracks are 150% damage, back is 300% damage.

This is not necessarily representative of the ease at which you can destroy a Heavy Tank.

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