Red Alert 3: Revolution's main goal is to provide a more in-depth Red Alert 3 experience, whilst retaining both the unique art style and core gameplay that made Red Alert 3 so enjoyable. The faction diversity that Red Alert 3 provided has been further built on and expanded, with each faction being able to channel their particular strengths with new, updated sets of upgrade protocols. From the Allies' 'Proton Beam Capacitors' upgrade, to the Soviet’s 'Electrostatic Flak' upgrade, you can be sure that the outcome of games will be less decided by who spams the most units, and more on who spends their Security Points the wisest. This mod also aims to enhance the unit graphics, particle systems, weapon effects and visuals throughout the game. Numerous bug fixes, as well as improved sound effects covering everything from unit weapons and explosions, to unit movement and ambient noises will offer Revolution players a Red Alert 3 experience like no other.

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Myrrh7x Apr 10 2010, 12:31am says:

Mmmm, it's odd, coming here right after the update. The video hasn't loaded yet o.o

+1 vote     reply to comment
HOPE1134 Apr 10 2010, 1:00am says:

only effects air units right?

+1 vote     reply to comment
TX1138 Author
TX1138 Apr 10 2010, 1:00am replied:

Yes, only air units ;)

+1 vote   reply to comment
Railgunner2160 Apr 10 2010, 1:02am says:

(Gulps) I do not want to be an enemy formation if they saw this coming....

+1 vote     reply to comment
TheWorms Apr 10 2010, 1:46am says:

Isn't that a bit OP...
(*only air units) oh...
(*epic unit) oh yeah, figures.

And nice effects :D

+2 votes     reply to comment
TX1138 Author
TX1138 Apr 10 2010, 1:47am replied:

It also takes away half the Gunship's health, disables the weapons for 15 seconds, and has a 2 minute recharge time ;)

+1 vote   reply to comment
Vader91 Apr 10 2010, 2:14am says:

Nice. That'll keep them dang Tengus off me!

+3 votes     reply to comment
Magmafusion Apr 10 2010, 4:15am says:

i think that it should not loose so much health... but i guess it has more hp than the uprising, i am right?

+1 vote     reply to comment
TX1138 Author
TX1138 Apr 10 2010, 4:18am replied:

Yes, it does have far more health. It also auto-heals ;)

+1 vote   reply to comment
IVI4tt Apr 10 2010, 5:33am says:

How will this work with the Minigun?

+1 vote     reply to comment
TX1138 Author
TX1138 Apr 10 2010, 5:50am replied:

The Collider Cannons and Miniguns are both enabled by default. They can fire simultaneously.

+1 vote   reply to comment
Chronohawk Apr 10 2010, 7:57am replied:

Now THAT's what I call good unit firepower!

+3 votes     reply to comment
Kriegsherr Apr 10 2010, 8:44am says:

eh air its for pansies anyways, real man fight on the ground :p

+1 vote     reply to comment
NRedAlert Apr 10 2010, 8:49am says:

Cool! It reminds me of the TCN detonation in CNC4.... Neat!

+2 votes     reply to comment
stephanovich Apr 10 2010, 9:25am says:

And here I thought the Harbinger couldn't get more awesome and you show me this :o


+1 vote     reply to comment
Acid-Cr@sh Apr 10 2010, 12:22pm says:

Hope its wont kill every unground aircraft on map, by the looks of that OMGBlast.

+1 vote     reply to comment
TX1138 Author
TX1138 Apr 10 2010, 6:49pm replied:

Only the ones on the screen ;)

+1 vote   reply to comment
Alex_06 Apr 11 2010, 1:43pm says:

Is this by any chance the animation EA made for the scrapped sonic blast ability that the Apollo fighter used to have?

+1 vote     reply to comment
TX1138 Author
TX1138 Apr 11 2010, 9:50pm replied:

Nope, it's an animation of entirely my own design!

+1 vote   reply to comment
GreenAlert5 Apr 24 2010, 12:09am says:

Looks nice, and is balanced. This can save your .beep. When your enemy spammed VX's/Kirov's.

+1 vote     reply to comment
devapath Apr 22 2011, 9:57am says:

Supreme OP

-1 votes     reply to comment
lengyue Jun 15 2012, 12:24pm says:

Hey, bro. Nice work! The mod is great! I'm especially shocked with harbinger's performance! To tell the truth, I'm also a modder, after tried your harbinger, I'm such curious about how you made harbinger appear from the above space of the airfield just like upsring. I've searched XSD files for the code, but come with nothing. My method is to build a dummy unit in the airfield with no model, and let it die in a very short time and OCL harbinger in the space above the dummy (circle down from high space), but it will circle down at enemies base if the rally point is set there. Did you used the animation that named "AUGUNSHIP_DEPLOY.w3x"? Hope you can help me. Anyway, thanks for bring us such a good mod.

+1 vote     reply to comment
asamli Feb 19 2013, 4:42am says:

Why do you have a limit on how many Harbingers you can have? Why only one? Balance?

+1 vote     reply to comment
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New Harbinger special ability. Sends out a violent energy wave which heavily damages nearby aircraft, including the Gunship. After activating the ability, the Gunship's weapon systems are disabled for a short period of time.

Video Details
Apr 10th, 2010
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