Firestorm Mod Logo photo FireStormLogo_zpse935f1d7.png

Operation:Firestorm is a modification for Command and Conquer Generals - Zero Hour


The goal of Operation:Firestorm (O:FS) is not to redefine, but to enhance the C&C Generals multiplayer and skirmish gameplay experience. The core gameplay as well as the base factions will stay the same, but are both greatly extended and improved. This mod has been under development for a few years by Stalker and pWn3d, with recent support from No Life Studios, and we are proud to present our work to the public.


Playable Sides:
This mod features 9 playable Generals, 3 of each base faction. (China, GLA, USA)
The first release will feature 7 of the following Generals:

General Xiang - Red Army (link to changelog)
General Tao - Nuclear Weapons (link to changelog)
General Leang - Secret Weapons (will not be available in the first release)

General Assaf - Fortifications
General Juhziz - Terror (link to changelog)
Dr. Thrax - Biochemical Weapons (will not be available in first release)

General Ironside - High-Tech
General Granger - Airforce (link to changelog)
General Wilson - SOCOM (link to changelog)

New Content:
All playable generals will be able to use a large arsenal of new units, buildings, superweapons and
upgrades. The default tech-tree has been expanded by an additional structure to unlock advanced units and upgrades.

Main Gameplay-Changes:

All generals will feature a unique tree of 23 available Generals-Powers, including usable abilities,
upgrades and unit-unlocks. Each general will have a number of abilities available to choose from at each rank. (3 at rank 1, and 5 at the ranks 2-5). After rank 5 (5-Star General) is reached, you will still be able to gain experience to unlock all the other Generals-Powers, up to Rank 21 (Supreme Commander).

Unlockable Units:
Each side has a number of units or buildings that are unlockable by a Generals-Point. All Super-heavy tanks (Overlord, Mammoth, etc.) and Heavy Artillery (SCUD-Launcher, Nuke Cannon, etc.) require a Generals-Point at Rank 3 or higher. A lot of these units will also be limited to a certain number (All Super-Heavy Tanks, Aurora Bombers, Topol-M, etc.).

No Over-Specialisation:
While all Generals are specialised in a certain field, all sides will have a complete arsenal of weapons.
That means all Generals have Tanks, Aircraft (GLA as well), and Artillery available, although with certain limitations.

Balance Changes:
A lot of unit-stats have been changed from default Zero Hour, to improve the balance in O:FS. A larger list of changes can be found here (note: this list is still incomplete)

Other Features:

Improved audio and video quality:
A lot of Zero Hour models, sounds and effects have been replaced by higher-quality ones. Overall this mod provides a better visual experience, while keeping the Generals-style.

High-Quality User Interface:
All parts of the UI as well as all button-icons now use high-resolution textures.

Widescreen Support:
O:FS will provide UI textures for both 16:9 and 4:3 aspect ratio, allowing you to play Zero Hour in full HD.

This mod will be available in English and German language. This also includes all new unit voices.

Release & Update Schedule:
We try our best to keep you updated about O:FS and we still have a lot to show. While we have no fixed schedule, we aim to release a batch of informations and images every 1-2 weeks.
A Beta release is planned for 2014 (no guarantees). A Multiplayer Alpha (limited AI) might be released earlier.

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RSS feed Articles

We proudly present our first release!


  • 7 playable Generals with tons of new units, generals powers, upgrades, etc.
  • working AI for Skirmish and Multiplayer
  • HD User interface and widescreen support
  • lots of explosions
  • and a lot more...

This mod is currently playable in Skirmish and Multiplayer only, Campaign and Challenge mode is not supported. A full list of changes from ZH can not be provided at this point but you get an idea from the mod description page.

Note that this is still a Beta and is not entirely bug-free. A lot of assets will be re-done, and there's still a lot to come in the future.

In order to quickly fix bugs we will open a Support and Bug Report forum shortly.
Installation instructions can be found on the download page.

Thanks for your patience and support, and have fun playing!

~Stalker and pWn3d


Operation:Firestorm Dev Team:

Additional Development & Design:
No Life Studios:

Additional Asset Providers:
Beng - Code
Cboidy - Particle Effects
Chappi - Particle Effects
ColT - Models
Coolfile - Models and W3D Importer
Creator - Models, Code
Fritz - Models and Textures
Ion Cannon - Particle Effects
IPS - Models and Textures
Mylo - Models
RequiemLux - Particle Effects
Sharpshark - Models
The_Hunter - Models, Textures, Code
TheHonestyFishZ - Models
Xezon - UI Textures

Special Thanks:
to the Staff & Community at:
Fallout Studios
for Resources, Assistance and Tutorials

and to all the other great ZH mods for countless
hours of fun and lots of inspiration.

NOTE: If we forgot anyone on that list, send us a message on Moddb

RSS feed Downloads
Operation Firestorm Russian

Operation Firestorm Russian

1 year ago Patch 4 comments

Russian Translation for Beta01 (text only) by DenGresh Updated by Damfoos Installation instructions included in the download.

Operation Firestorm German

Operation Firestorm German

1 year ago Full Version 7 comments

German Files for Beta 01 Deutsche oder Englische Files werden benötigt.

Operation Firestorm Beta 01 Main Files

Operation Firestorm Beta 01 Main Files

1 year ago Full Version 38 comments

Main files for Operation Firestorm, required for both languages.

Operation Firestorm English

Operation Firestorm English

1 year ago Full Version 11 comments

English files for first Beta release. Either English or German is required.

Widescreen for Zero Hour

Widescreen for Zero Hour

2 years ago GUIs 11 comments

This mod adds High-Res User Interface textures in widescreen (16:9) aspect ratio. Most menu screens have been altered to look better in widescreen resolution...

Post comment Comments  (10 - 20 of 379)
Guest Oct 11 2015 says:

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St4lk3r Creator
St4lk3r Oct 12 2015 replied:

I don't think a fusion of mods would work. Pretty much every ZH mod has its own design goals and fusing them together would probably ruin a lot of what makes the mods great individually.

As for a collaboration project, the problem isn't ego, but different views and different opinions. Unless one person has the final decision over unit and gameplay design, it would be an inconsistant mess. And tbh, not having to follow anyone's design decisions is the main reason a lot of us are creating our own mods in the first place ;-)

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CptIstvanofArdeal Oct 3 2015 says:

Any chances of a new release of the mod?

+1 vote     reply to comment
Eagle_11 Sep 27 2015 says:

Played a few rounds with the GLA Fortress general and so far felt awesome.

I have an picture to show two things:
At an low resolution the money display gets obscured under the UI, as seen.
One of the planes instantly take-offs the GLA Airfield like that, its always one of the rear ones, not always the right one sometimes rear left too.
Whilst GLA Airfield is under construction you can only select it clicking at the construction barriers at edge.

Is it just me or the GLA Airfield runway is a bit shorter than the others and GLA planes are rearmed considerably faster in comparison to other factions ?

At the generals power menu some level 1-3 abilities arent connected with an horizontal bar but since its obvious not really an issue.

I had an idea for turning Camo Netting for Radar Van into individually installed GPS Scrambler that passively cloaks the vehicle, and can be activated for cloaking units in close vicinity but reveals the radar van for duration of active.

+1 vote     reply to comment
Eagle_11 Sep 27 2015 replied:

Ahm, rememberd one more thing:
Parked an fully salvaged rank 3 ZSU next to US Airfield facing the helipad, shot down helicopter whilst its ascending but barrels didnt graphically adjust so it looked like projectile coming from under the turret.

+1 vote     reply to comment
St4lk3r Creator
St4lk3r Sep 28 2015 replied:

Thanks for the feedback, I'll look into it.

What Resolution is that? 800x600 I'll try to find a way to fix this without breaking other resolutions, but this mod isn't really made for low resolutions.

I've noticed the Aircraft takeoff bug as well, but I don't know if it's a bug with the model or a SAGE issue. In both cases it's kinda not worth putting much time into if you ask me.

The GLA Aircraft reload times don't really differ from the other factions. The Mig29 reloads faster than a Chinese Mig but slower than a Raptor.

Only the 2 Main Genpower-Lines are connected because we would have to create a new texture for every General.

The Radar Van suggestion sounds interesting, I'll keep it in mind.

As for the ZSU, those things happen a lot in SAGE if units shoot at stuff below or above them. I'll see if I can improve it.

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pWn3d_1337 Creator
pWn3d_1337 Sep 23 2015 replied:

did you only download the english files? The main files download has more contents in the .7z. If it's the main file archive try downloading again.

+1 vote   reply to comment
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C&C Generals: Zero Hour
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Release date
Released May 12, 2014
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63 votes submitted.

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Highest Rated (5 agree) 10/10

It has that Shockwave / Contra feel to it. Its well balance and has tons of new things to play around with.

May 14 2014 by xonone

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Operation: Firestorm
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