"He who controls the past,
commands the future.

He who commands the future
conquers the past."


Command & Conquer Red Alert: Origins is a StarCraft 2 semi-total conversion mod aimed at bringing the good old Red Alert game from Westwood Studios back with a up-to-date game engine.

Origins is being created by Sourc[e]x, a Norwegian 3D generalist and long time game modder.

The mod started out merely as a personal scripting challenge to recreate the Red Alert/Tiberian Dawn sidebar system using the Galaxy Editor. One thing led to the other and now the mod is turning into a complete remake of one of my favorite games: Command & Conquer: Red Alert.

As I went further down the development, I decided to make Red Alert: Origins a reboot of "Project Red Alert\", a old and canceled Warcraft 3 map I started years ago, which I've been wanting to restart for some time now.
It was essentially the same thing; a semi-total conversion to turn the game into Red Alert.

The ultimate goal of Red Alert: Origins is for me to learn more about game logic and scripting and having a great time imitating and improving upon the gameplay of Westwood Studios' Red Alert.


Red Alert: Origins will have a open beta testing period to gather as much feedback as possible.
The opening date for the beta has not yet been decided.


It's 1946. Mankind has just gone through one of the most brutal wars it ever faced. At the Trinity site in New Mexico, in an attempt to prevent the war from ever taking place, Albert Einstein created the Chronosphere time machine. Traveling back to Landsberg, Germany, he met a young Adolf Hitler just after his release from Landsberg Prison. Following a brief conversation between the two, Einstein shakes Hitler's hand to cause a reaction that eliminated Hitler's existence from time by disturbing the space-time continuum. This prevented Nazi Germany from forming and averted World War II as we know it from taking place.

Without Nazi Germany to stand in the way of Joseph Stalin's ambitions of conquest, the USSR tries to form a Soviet Union stretching across the entire Eurasian landmass. In response, the nations of Europe form into the Alliance, and start a grim and desperate guerrilla war against the invading Soviet army.

And so, in spite of our dearest scientist's efforts, a new World War starts.


Website | Forum

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Red Alert: Origins now has its own official website and forum. This is something I quickly put together some days ago to make it easier for me to keep track of information. It's not much at the moment, but I will expand it as I go.



Let's see now... I haven't really done a whole lot in the art department this week, but at least it's more here than in the data section.
I've been working a little on the Game Settings menu to make it look more like the Red Alert main menu.

The first trailer for Red Alert: Origins is now live. This is something I've been working on as I've developed the mod, and as such contains a tasty salad of old and new footage. Enjoy.

Other than that I've been modeling the remaining aircraft models (Yak, Mig and Spyplane) and the ore mine doodad. There's also more structure birth animations and I've adjusting some of the old models geometry.

You should already have seen this.


This is where I've been spending most of my time lately, just working on the game's script. And it's actually coming together nicely if I may say so myself.
I have gone through a lot of the existing code and optimized it and fixed loads of little bugs, like some of the sidebar text could suddenly disappear out of existence and production queuing could display a wrong number. Stuff like that.

Not only have I created the ore mine, the ore is now regrowing by itself. With the addition of the MCV deploy mechanics, this means Red Alert: Origins is now basically playable. Event though a lot of stuff is still missing.
I've also improved the ore/gem harvesting mechanics. Before, the ore trucks would in some cases cease to harvest anything and just take a vacation to stare at the scenery. I haven't had a single issue with it after the update. :)

With the completion of the MCV deploy mechanics, a multiplayer game will now start with a MCV instead of a Construction Yard. And what do you know, you can even undeploy it if you've ticked the checkbox in the Game Settings.

This is a dynamic cursor system I've been working on. It finds out what situation the player is in and add a effect to the cursor accordingly. It's a rather a hacky solution creating a image underneath the mouse cursor. In its current state, the image is lagging a bit behind the cursor when moved and cannot be displayed on top of the UI.

I like to think of this as a temporary solution. I'm confident Blizzard will supply us with the ability to change the mouse cursor at runtime sometime in the future. This would get rid of all the problems I'm currently experiencing. If they don't, however, this will have to do.


Hardly touched the data editor this week. Yeah, I'll probably end up with all the data related stuff at the end.

That's all I've got for now. Keep checking back for more.
Also, it's my birthday today. Hurray. :P

Brief Update

Brief Update

4 years ago News 9 comments

A brief update on the current progress. A lot of artwork and scripting has been done.



4 years ago News 2 comments

Short background information on Red Alert: Origin.

Post comment Comments  (10 - 20 of 79)
jpnzln Apr 18 2013 says:

it would be great if this was based on red alert 3.

-4 votes     reply to comment
AiredaleMan May 7 2013 replied:

Already is one that is based on RA3

+3 votes     reply to comment
TotallySnappy Apr 25 2013 replied:

- Units can only have one ability, no more.

- Red Alert 3 has no ability to mod dynamic music. It's all tied to maps.

- The render distance is fixed, so changing the camera is basically pointless.

- Menus are fixed formatted. Ingame and others.

- Ore is workable but is buggy and generally isn't reliable.

- Scaling isn't supported by SAGE without a lot of extra work involving a redonkadonk number of bones. Generally isn't worth it.

This comes from someone who's tried my hardest with RA3 and isn't a huge SC fan. SC2 is better for mods. End of.

+5 votes     reply to comment
jpnzln Apr 29 2013 replied:

how about ra2 then?

+1 vote     reply to comment
TotallySnappy May 5 2013 replied:

RA2 would work, but you'd need to convert 3D models to Voxels and SHPs. Also there's a mod that already does that in RA2

+1 vote     reply to comment
jpnzln May 17 2013 replied:

@opulence: Really? what mod would that be? link please?

@airedaleman: link please?

0 votes     reply to comment
bloodshot12 Apr 15 2013 says:

This has got to be one of the strangest things I've ever seen. I never thought I would see a C&C game on the Starcraft engine, official or fan.

Nevertheless, this is amazing.

+2 votes     reply to comment
W0rldEmperor Mar 13 2013 says:

Good Lucky with the mod!
I just wish dat u make some better work with the SC2 engine,i love the game and i want better models and graphics!

+2 votes     reply to comment
Oaks Apr 6 2013 replied:

It looks good. Westwood would be proud.And Blizzard maybe angry:D
Do you plan any "modern things" like in CNC3 or adding new units and stuff?
Like medics working like SC2,better vehicle repairing than that of Dune II.Rally points,dropping the primary production structure system,CNC3 crane structure,outpost,upgrades,new support powers.Allies or Soviets againt Zerg,etc..

+2 votes     reply to comment
Trempler Apr 7 2013 replied:

If so, make a Modded version and a Classic Vanilla :D

+2 votes     reply to comment
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