Set in the aftermath of Red Alert 3, the global superpowers have been devastated by the war and an uneasy peace has descended onto the war-torn world. Yet the actions committed in the time-stream still have grave repercussions, as the paradox comes to a head and the impossible becomes possible... Red Alert 3 Paradox is an unofficial expansion pack project for Red Alert 3. Looking to expand the gameplay as much as possible, Paradox promises more than thrice as many units as the original, with dozens of new units in the existing sides and five new factions arising; the patriotic Confederate Revolutionaries, the sinister Mediterranean Syndicate, the otherworldly Atomic Kingdom of China, the noble Order of the Talon and the horrifying Electrical Protectorate.

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Media RSS Feed Report media Walls, Gates, Radar Domes and RC Cars! (view original)
Comments
Trak888
Trak888 Nov 11 2009, 1:14pm says:

Gates? Very nice!

+2 votes     reply to comment
Feillyne
Feillyne Nov 11 2009, 1:54pm replied:

Very very nice. And the opening logic is probably the best solution out there. :-) To quote:
"This is done with a secondary command, so you can seal your gates and not worry about gem trucks or idiot units pathing through them and opening them for you."

:-D
I know this pain very well... Age of Empires II. = /
Fortunately, BFME1/2 has/had the same logic for gates.

Guys, will you make escape tunnels/routes, hidden gates or something similar? :-D It would be even more superb. ;-D
Rohan from BFME/LOTR reminded me of something. ;-D

+1 vote     reply to comment
moretanks!!!
moretanks!!! Nov 11 2009, 3:30pm replied:

you mean GLA tunnel networks?

hide a dozer in that and the enemy would be rather annoyed...

+1 vote     reply to comment
.Havoc.
.Havoc. Nov 15 2009, 8:56pm replied:

that was the quick fix that should have been done instead of getting rid of gates, Stupid units could just walk right in -.- this helps prevent those dam hidden APC's ;) almost anyways.

+1 vote     reply to comment
Sharpie
Sharpie Nov 11 2009, 1:18pm says:

awesomeeeeeee! your making this game so much better :D

+2 votes     reply to comment
Galgus
Galgus Nov 11 2009, 1:19pm says: Online

Where is the RC Car? If I am having trouble finding it after staring at the picture for about 10 seconds either it will be very tricky to take out with vehicles or I am not staring very well.

Anyway, it looks awesome, they look more and more like a faction with every update.

+2 votes     reply to comment
open_sketchbook
open_sketchbook Nov 11 2009, 1:19pm replied:

Other picture :P

+2 votes     reply to comment
Galgus
Galgus Nov 11 2009, 1:21pm says: Online

Oh, sry. They also look cool.

+2 votes     reply to comment
semsteve
semsteve Nov 11 2009, 1:22pm says:

Just a thing i can say : BUST-A-MOVE

+2 votes     reply to comment
moretanks!!!
moretanks!!! Nov 11 2009, 1:34pm says:

is the nailbomb a suicide ability which kills infantry around it?

note: does it automatically detonate when it dies? also can it be crushed by ANY vehicle? i mean if a hovercraft drove over it (sobs because i'm a rc fan) it should die... but who cares? i mean you can buy another one for... say ... 50$?

+2 votes     reply to comment
open_sketchbook
open_sketchbook Nov 11 2009, 1:43pm replied:

Nailbombs only detonate on command. If destroyed otherwise, they don't explode.

+2 votes     reply to comment
Slye_Fox
Slye_Fox Nov 11 2009, 1:39pm says: Online

So, the gates are ether up or down, requiring user input to switch it?

+2 votes     reply to comment
open_sketchbook
open_sketchbook Nov 11 2009, 1:42pm replied:

Correct.

+2 votes     reply to comment
Galgus
Galgus Nov 11 2009, 1:43pm says: Online

I am pretty sure he meant that they normaly automatically open to allow your units in and close while you units are not trying to enter through them-

but that you could lock them so they will not open automatically to prevent bad pathfinding from letting the enemy in.

EDIT: nvm

+2 votes     reply to comment
moretanks!!!
moretanks!!! Nov 11 2009, 1:51pm replied:

actually i perfer your idea...

and what are the drawbacks in the radar scan?

+1 vote     reply to comment
Galgus
Galgus Nov 11 2009, 1:54pm says: Online

My idea may be difficult to code.

+1 vote     reply to comment
Admiral-165
Admiral-165 Nov 11 2009, 3:00pm says:

don't think im being disrespectful but finally someone has done this!

i always hated when RTS games had walls but no gates in. like Age of Empires one. walls but no gates? whats the point then? enemies will walk in to your base anyways.

this really will attract strategic players to play this mod rather than other ones! good job with this and good luck in the future! i really mean it too!

+1 vote     reply to comment
moretanks!!!
moretanks!!! Nov 12 2009, 11:40am replied:

walls are a way of funneling enemy units into yuor defenses.

+1 vote     reply to comment
Feillyne
Feillyne Nov 12 2009, 11:54am replied:

Hmm, probably they didn't have the time to make gates for AoEI. :-)

It's a way to lure them into towers' fire, but anyway they can get through if the walls aren't reinforced with proper gates. And your units can get out... quite contrary to the situation when you walled your base entirely (w/o gates). ;-P

+1 vote     reply to comment
Brunez
Brunez Nov 11 2009, 4:11pm says:

I love gates!

+1 vote     reply to comment
gregester
gregester Nov 11 2009, 7:34pm says:

How do the hp of the gates compare to the walls?
Very nice looking units/structures in this update!

+1 vote     reply to comment
Japanime
Japanime Nov 11 2009, 8:05pm says:

Do all factions get gates?

+1 vote     reply to comment
exalted40000
exalted40000 Nov 12 2009, 7:39am says:

the gates are finally back! Now there's some reason to build walls.

+1 vote     reply to comment
GriffinZ
GriffinZ Nov 12 2009, 11:08am says:

i love the wires on the wall, maybe the soviet can also have barbed wire?

+2 votes     reply to comment
Kerensky287
Kerensky287 Nov 13 2009, 5:56pm replied:

I'm pretty sure the Soviets actually DO have barbed wire walls. Somebody does, at least.

+1 vote     reply to comment
open_sketchbook
open_sketchbook Nov 14 2009, 2:01am replied:

Yep, the Soviets get barbed wire walls as a free, instantly assembling defense. They are crushed by all vehicles and even some heavy infantry like Telsa Troopers, but they'll keep engineers out.

+1 vote     reply to comment
moretanks!!!
moretanks!!! Nov 18 2009, 1:19pm replied:

i thought if a hovercraft drove into barbed wire the skirt would burst...
ah well... it's red alert

+1 vote     reply to comment
moretanks!!!
moretanks!!! Nov 12 2009, 3:25pm says:

no-one have asked yet but... how much does air pads cost and how quick it builds? of costs 250 it would be just as cost efficient as allied airfields though definately NOT as space saving...

+1 vote     reply to comment
rslayer9
rslayer9 Nov 12 2009, 5:54pm says:

Wow this really does have a confederate feel to it Great Job keep it up!!

+1 vote     reply to comment
liberty_wings
liberty_wings Nov 13 2009, 9:07am says:

looool the gate and these walls are great!!but were's the Construction Yard?

+1 vote     reply to comment
master_oli-p
master_oli-p Nov 13 2009, 3:33pm says:

awsome walls and gates, gates where always something mising from RTS games. Also I like your gate logic, it makes more sense than randomly opening when a unit gets close. However, possibly you could make either another secondry (tertiary?) ability that globally opens/closes gates or just make secondry global. Of course there are lots of reasons for each side, and I completly trust your decision will be the best.

no pressure ;)

+1 vote     reply to comment
RyanTaylorrz
RyanTaylorrz Nov 14 2009, 2:32pm says:

Idea: You could make the hubs of the gates a buildable surface for turrets.

Question: Will you be adding a gate for all factions?

+2 votes     reply to comment
master_oli-p
master_oli-p Nov 15 2009, 7:08am replied:

hey, that's a cool idea...

+1 vote     reply to comment
the_ferriswheel_man
the_ferriswheel_man Nov 15 2009, 11:50am replied:

Some factions will get gates, but the Order of the Talon won't, as with the Mediterranean Syndicate.

+1 vote     reply to comment
Chronohawk
Chronohawk Nov 21 2009, 1:38pm says:

Very, very nice! Can't wait for download!

+1 vote     reply to comment
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Description

In this update, we see some progress that's been made on the Confederate base; the addition of concrete walls, which function identically to regular walls, and the gates; for the first time since Tiberium Sun, you can allow units to move in and out of your base without opening up your defenses. This is done with a secondary command, so you can seal your gates and not worry about gem trucks or idiot units pathing through them and opening them for you. However, be warned; infiltrators can open the gates remotely.

The Radar Dome, also visible, is a vital Confederate structure. As well as enabling the construction of airpads, Radar Domes can use a radar scan to reveal areas of terrain, though there may be some drawbacks for using this power.

Finally, the Remote Car. Amphibious, small, speedy and containing a small anti-infantry nailbomb. Because of it's small size, it is very difficult for vehicles to hit it with rockets or shells, and best of all, the Remote Car is extremely cheap. However, on the downside, the Remote Car cannot see into fog-of-war, so if you drive into an area you cannot see, the Remote Car will drop off your vision. It also has a limited battery, and will shut down after a short time.

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Entertainment
Date
Nov 11th, 2009
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