"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.


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6 comments by Sourc[e]x on Sep 9th, 2011

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

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Post comment Comments  (30 - 40 of 79)
Shur Sep 26 2011, 2:44pm says:

WOOOWW!!! NIce mod!!

+4 votes     reply to comment
EchoesOfTheFuture Sep 17 2011, 5:39pm says:

So is thing just going to be a map pack or will it be a full blown mod?


+6 votes     reply to comment
BrendenFrank Sep 10 2011, 4:21pm says:

Hey, developer from Subsistence (Project Warfare) here. In case you didn't know regarding the cursor. You can add new cursors in the data editor and dynamically change it with triggers during runtime.

Goodluck man!

+3 votes     reply to comment
Sourc[e]x Creator
Sourc[e]x Sep 10 2011, 4:45pm replied:

No, you can not actually. The catalog function cannot reach the cursor data. This is what I hope Blizzard will fix in a patch or expansion. That, or giving us a native function to handle it.

Thanks though. :)

+3 votes   reply to comment
BrendenFrank Sep 10 2011, 8:46pm replied:

Please correct me if I'm misunderstanding something here but why would you need to use the catalog function? All you need to do is create a new data entry with your new cursor and then use the "Set Unit Highlight Cursor" trigger. Select your new data entry and blamo!

+2 votes     reply to comment
Sourc[e]x Creator
Sourc[e]x Sep 11 2011, 4:33am replied:

Yes, but that would set the highlight cursor for that unit for all players. I need to change both the normal and highlight cursor for a single player only, which is not currently possible.

+4 votes   reply to comment
L()KI Sep 10 2011, 10:40am says:

This is awsome, but I really wish the units didnt have move that fast.

+5 votes     reply to comment
[FH]FatJoe Sep 10 2011, 7:02am says:

I'm impressed!

I'll be following you guys on this project, looking forward to seeing more :)

+3 votes     reply to comment
Havoc89 Sep 10 2011, 12:31am says:

Wow, I'm genuinly excited about this. Strange but I also like the classic visual stylized art direction instead of making everything look realistic.

Great work, I cant wait.

+3 votes     reply to comment
Zookerman Sep 9 2011, 9:49pm says:

Don't forget to check rules.ini so you could get the redalert damage system in! Perhaps you could tweak the balance to improve the game. The medics were useless in skirmish matches when everyone built masses of tanks.

+2 votes     reply to comment
Sourc[e]x Creator
Sourc[e]x Sep 10 2011, 6:02am replied:

I'm armed to the teeth with the Aftermath rules.ini, mplayer.ini, the original manual and the game itself. That should really be enough reference material. ;)
The damage system has been in for quite a while.

+3 votes   reply to comment
Zookerman Sep 10 2011, 11:49pm replied:

Try to make projectiles dodge-able in this mod. In Starcraft 2,even if a projectile appears to miss the target,it still counts as a hit. (Watch as a Stalker shoots and misses while firing at a moving SCV) It's no better than the homing tank shells in the new cnc games.

+3 votes     reply to comment
Sourc[e]x Creator
Sourc[e]x Sep 11 2011, 6:24am replied:

Yeah, I will eventually switch from instant to projectile-based attacks. That will not only make the attacks dodge-able by moving units, but also make it theoretically possible for tanks to hit concrete walls standing in the way.

+4 votes   reply to comment
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