The Red Alert, developed by the mod team of C&C Labs (makes of The Forgotten and C&C All Stars, undertakes one of the most ambitious tasks in C&C modding: to recreate and improve upon an original game. The mod, in development for Red Alert 3, is based off the original Red Alert's art and game play. Not aiming to model realism, it instead endeavors to bring the addictive heart-pounding game play of the classic to a world-class 3D engine, to bring back all of the classic units, including those from Aftermath, and to recreate the very "feel" of its art style. With The Red Alert, epic tank battles, MiG attack runs, and Cruiser strikes will be more than just fond memories — they will all be weapons in your arsenal once again! It was released on September 21, 2011 and was ranked the number one mod on Moddb.
The eighth media release for the Red Alert 3 mod: The Red Alert, a mod that brings the original artistic feel to the Red Alert 3 engine.
Posted by Tsumetai on Mar 14th, 2010
It's time once again to update the general public about the goings-on here at The Red Alert. Well, as of now, the infantry is about finished, and the classic ore system is in place. Some minor kinks to work out, but other than that. We haven't fully decided what to do about the Soviet's commando, but it will probably be Volkov, not dissimilar to A Path Beyond's version. There's still lots to be done, however. Don't be fooled. In fact, just about everything remains to be done outside of the bare artwork that's already in game. Sounds, weapons, effects, UI, game mechanics, balance.... Any sort of release is a long ways off, yet.
At this point, I'd like to take a moment and address a few questions about the mod that were asked in prior news posts:
Q: Will you be remaking all the maps, including expansions?
A: I hope so!
Q: Will you be remaking the campaign?
A: Most likely not. If we do, it wont be until long after the multiplayer release.
Q: Will there be a release soon?
A: No. We're not too keen on unfinished betas. Betas are for ironing out bugs and balance issues, not for playing half-finished mods.
Q: Will there be old ore collection system like in RA1?
A: I donno. Look up.
Q: Will the tediously slow shells which can be dodged by light tanks be in?
Q: What in the original RA is not possible or reasonably possible on the RA3 engine?
A: Tech levels, the old Engineering system, the original Spy mechanics/rewards, the original Gap Generator mechanics, AI, and probably others I'm forgetting, but these come up most.
OMG! Screens! The only thing about the news worth reading:
Over already? Afraid so. 'Til next time. And no, I'm not going to make any promises about when "next time" will be. One final note, if you have any more questions that haven't already been addressed here or else where, feel free to ask in the comments section of this news post and it may be answered directly or in a future news posting.