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The time has come once again, the new version of Mental Omega is finally here. Furthering the Red Alert 2 legacy, Mental Omega builds on what was established by Westwood Studios and expands upon the conflict between the Allies, Soviets, and Yuri's Epsilon, while introducing a completely new faction to the play - the Foehn Revolt - complete with its own 3 subfaction, structures, units, support powers and heroes.

Enhanced with the powerful Ares DLL, a project headed by AlexB to push Yuri's Revenge engine to its limits, Mental Omega 3.3 strives to bring new features to the game while maintaining a strong sense of gameplay balance. Mental Omega 3.3 continues where the first Red Alert left off and branches out into an expanded universe with brand new missions for all factions, with missions for the Foehn Revolt planned for the future.

Mental Omega 3.3 requires files from a working installation of Red Alert 2 & Yuri's Revenge patched to 1.001 to be played. Follow the instructions presented here to get the mod to work properly with your game.

This release includes:

  • A complete new faction: The Foehn Revolt
  • CnCNet5 compatibility for multiplayer services
  • 12 new subfactions with their own unique sets of units
  • 52 new single player missions, including a campaign for Yuri
  • 28 new cooperative maps for 2 players
  • new skirmish/multiplayer maps, around 500 total
  • new skirmish/multiplayer game modes, 14 total
  • updated visuals & audio
  • a new soundtrack, unique for each side (separate download)

Watch footage of a Foehn Revolt subfaction skirmish gameplay to quickly get introduced to the new side:


You can also listen to one of 20 tracks composed by World Beyond as a part of the Foehn Soundtrack here:

Stay tuned for more updates! The ride is not over!

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Mental Omega News Bulletin #26

Mental Omega News Bulletin #26

News 10 comments

So what are we doing these days? We're testing the client created by Rampastring of the Dawn of the Tiberium Age fame who's been so kind as to help us...

Mental Omega News Bulletin #25

Mental Omega News Bulletin #25

News 16 comments

Establishing battlefield control.. standby. A quick heads up about all the recent more or less stealth updates happening on MentalOmega.com in the Factions...

Mental Omega News Bulletin #24

Mental Omega News Bulletin #24

News 20 comments

We've been posting AI-only skirmish videos on our YouTube channel this week, now it's time to talk about some changes and additions shown in these videos...

Mental Omega News Bulletin #23

Mental Omega News Bulletin #23

News 9 comments

Work on the next Mental Omega release continues, as we're adding and finishing new units of the Foehn Revolt.

RSS Files
Mental Omega 3.3.2 Patch (Manual Update)

Mental Omega 3.3.2 Patch (Manual Update)

Patch 19 comments

If your updater in the Client doesn't want to complete the update or you were never able to start it at all, download this and extract to where your Mental...

Mental Omega 3.3.0

Mental Omega 3.3.0

Full Version 225 comments

Release Date: December 16, 2016 --- READ THE INSTRUCTIONS! Remember to download soundtrack separately.

Soundtrack for Mental Omega 3.3

Soundtrack for Mental Omega 3.3

Music 12 comments

New ingame music for Mental Omega 3.3, optional download. Place "thememo.mix" into the directory you extracted Mental Omega 3.3 in.

Comments  (0 - 10 of 4,096)
Zone_Lexus_50
Zone_Lexus_50

Never Mind. Spammed a lot of Stormchilds and Warhawks.

Warhawks -> Distraction for AA fire.
20+ Stormchilds -> Destroy the Psychic Amplifier.

Mission Success... until the final seconds went Modern Warfare in front of me! (O_O)

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alialwaeli200090
alialwaeli200090

I have a problem downloading updates and do not know how to download

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Speeder Creator
Speeder

Download the patch manually from the downloads section and just extract all the files to where your Mental Omega 3.3.X is.

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alialwaeli200090
alialwaeli200090

When to issue 3.3.3

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tgspy
tgspy

I think my favourite thing about upcoming 3.3.3, is finally being able to use a map editor :D Now I can make my screenshot bases as complex as I like

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Zone_Lexus_50
Zone_Lexus_50

I have an issue with one of the campaign missions. YOU'RE LETTING THE AI SPAM TOO MUCH UNITS DURING THE MISSION, EVEN ON EASY DIFFICULTY!!!!!

There is one allied mission involving the destruction the Psychic Amplifier in the Soviet Base. I can't even break through the lines of enemy units. HELL, EVEN MY 30+ WARHAWKS CAN'T WITHSTAND SO MUCH FIREPOWER!!!!!

UNLESS I AM ABLE TO BUILD MORE ABRAMS TANKS THAN WHAT I HAVE, THE FRUSTRATION HERE WILL BE THE ******* DEATH OF ME!!!!

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ResurrectionistofNod
ResurrectionistofNod

What?

The Psychic Amplifier mission is pretty decent (in terms of difficulty on Mental), and the gameplay is really great. That being said, there's enough time to fortify your position with warhawks and ground infantry groups before they start taking a dump on you. Sneak attacks are also there, but being aware of can help, like the Borillo on the bottom of your base dropping terror drones.

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Zone_Lexus_50
Zone_Lexus_50

Of course I can fortify myself, but the amplifier has a timer. And to get to there, I first need to destroy the Iron Curtain and its a real pain in the ***.

What's worse, is that the resources near me is not enough, and even if I send out my miners to other fields THEY'LL BE RIPPED TO SHREDS!!!

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ResurrectionistofNod
ResurrectionistofNod

Well, I'd try to build a small force of warhawks and send them out with a chooper with an engineer or two towards a Tech Expansion Post east to your base. Capture and fortify the post there and have miners teleport to a refinery next to it that you'll need to build. The hospital next to it can help your infantry. With the extra income, you'll just need to stock up on a lot of stormbringers and send them to the iron curtain, then rebuild and bomb the amplifier.

Or watch this: Youtube.com

Bear in mind that the setting this video's on is Mental. It should help you as it did give me an idea or two.

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Guest
Guest

Hey speeder, I’m don’t know if this has been asked or if their is code limitations, is it possible to make the spinblade amphibious? Reason I’m asking is because the leviathan has that speed boost as well but doesn’t really work unless the spinblade is on the edge of the shore. When it’s deep water it won’t be able to get a boost. So if the spinblade was amphibious construction, it would be able to use the speed boost efficiently. Thx

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Highest Rated (62 agree) 9/10

Easily one of the best, most professional "YR+" mods around. MO is genuinely produced as a "YR expansion", continuing the game's theme and storyline with a whole brand new campaign for all three factions.

While bringing in a few new ideas and a lot of new units for the games houses (without being overcrowded), MO doesn't depart too much from the original games atmosphere - a great mod for anyone who wants 'a little bit more YR'.

Nov 19 2010 by OmegaBolt

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