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.

Report content RSS feed The Red Alert v1.1 Released

At long last, version 1.1 of critically-acclaimed mod The Red Alert has been released! The mod brings the original Red Alert game to the full glory of a 3D engine, and includes challenging skirmish AI.

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At long last, version 1.1 of critically-acclaimed mod The Red Alert has been released! The mod brings the original Red Alert game to the full glory of a 3D engine, and includes challenging skirmish AI. It has been downloaded almost 40,000 times across our network of mirrors in its first two and half months and is built by the team who brought you The Forgotten and C&C All Stars.

We also appreciate your vote in the mod of the year contest!

Take a look at the mod's launch trailer before heading over to the download page:


Comments
TiberiousKirk
TiberiousKirk

Yay! Thank you.

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ZeroMD
ZeroMD

Music:
- TRA no longer has music issues when playing with low model details
- Fixed bug that prevented the RA1 music from playing after loading a level
- Added a simple dynamic music script (works only in skirmish games against AI).

All factions:
- Added "Return to Refinery" button to Ore Miners (they won't resume harvesting until the player gives them the correct instruction)
- Added reload sounds to all airplanes and helicopters
- Command Centers can now repack into an MCV
- Increased Wall health from 200 to 300
- Set infantry shroud clearing range to 300
- Set tank shroud clearing range to 400
- Set ship shroud clearing range to 400
- Set siege (artillery, v2, missile sub, cruiser) range to 600
- Crushing infantry gives the tank a 33% rate of fire debuff and a 10% armor debuff for 3 seconds on top of the 33% speed debuff
- Rocket Soldier weapon against ground targets no longer track targets
- Changed Rocket Soldier rocket model

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TheNodCommander
TheNodCommander

Command centres? I assume you mean Construction Yards, right?

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Blbpaws Author
Blbpaws

Yes.

Reply Good karma+2 votes
ZeroMD
ZeroMD

I had to split this post because of the 2000 character limit.

Allies:
- Spain now correctly receives its country bonuses
- Medium tanks are less effective against infantry because of a small scatter radius
- Increased Chrono tank health from 350 to 375
- Decreased Chrono tank damage from 75 to 65
- Increased Artillery range from 240 to 300
- Artillery does less damage the further it shoots (damage decreases from 150 close to 90 far)
- Increased Turret damage from 40 to 50
- Decreased the Navalyard ship repair rate from 10%/s to 5%/s

Soviet:
- Greece now correctly receives its country bonuses
- Heavy tanks are less effective against infantry because of a small scatter radius
- Increased Mig ammunition from 3 to 4
- Decreased Mig damage from 60 to 55
- Grenadiers no longer clear garrisoned buildings
- Increased Grenade damage from 50 to 55
- Decreased Spy plane Reveal range from 350 to 300
- Increased Tesla coil health from 400 to 450
- Decreased the Subpen ship repair rate from 10%/s to 5%/s

Other:
- Fixed build problems for easy and medium AI
- Increased max zoom from 550 to 680
- Ore fields have more ore, but grow slower
- Added some small economy tweaks to the AI

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AirborneSn1p3r
AirborneSn1p3r

looks awsome too bad i only have ra3 on my ps3....

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