With Red Alert Redux we are leaning towards following the example art style done by Red Alert: A Path Beyond going for a more realistic tone with the sides using early 1950's to 1980's hardware. (C&C Renovato also did this, but never released) We got a lot of interesting ideas in mind that will be an enhancement to the original game with added upgrades and all new units.
Command & Conquer Red Alert Redux Gameplay Teaser - Mod DB
As done with C&C Tiberian Dawn Redux, the mod will bring back the majority of the units, themes, special abilities, and structures from the original Red Alert game, but with some twists and gameplay innovations to fit the C&C Generals Zero Hour SAGE engine. Campaigns are also in the works once the other issues are ironed out and the gameplay is stable.
Naval Assets are fully implemented. The Gunboat and Destroyer are both equipped with AA turrets to defend against aerial targets and also deploy sea mines (similar function to the GLA Demo Traps) to use against seaborne intruders. The primary weapon of the Gunboat is a cannon equal to the Allied Gun Turret defense while the Destroyer has a Surface To Surface Missile Battery that can cause considerable damage similar to the GDI Gunboat in Tiberian Dawn. Both also have a Sonar Pulse ability to detect enemy mines and submarines. The Cruiser is slow moving, long range devastation that can quickly level structures or take out other ships, but has no mine or submarine protection so Destroyers and Gunboats are needed.
The Soviets have the Missile Sub and the Attack Sub. A skilled Commander will need to know how to deploy these. You can toggle a system in the GUI to prevent these units from automatically firing on enemy forces which will help them avoid revealing their position. (unless detected by enemy sonars) The Attack Sub uses torpedoes to attack other ships/submarines while the Missile Sub is best used for land based targets such as vehicles and enemy structures. Both also have a Sonar Pulse ability. (same as above)
A clever re-use of the China Horde Bonus ability from C&C Generals was made for the Soviet forces. Many infantry and vehicle units will benefit from this if you have 5 or more of them near each other. Other than re-using the cool red star decal, (which totally fits the Soviets style) it gives a 25% increase in Range/ROF.
Also featured here are the various Allied tanks. These are rendered at random re-using the GLA Technical logic from Generals. The ones in camo are the Medium Tank variants for added visual distinction. The Medium Tanks will get an optional Machine Gun upgrade for added defense while the Light Tanks will benefit from having a faster firing rate with their main gun and of course better mobility to stand toe to toe with the double barreled and slower Soviet Heavy Tanks. This variation of vehicles also helps demonstrate how the Allies are a coalition of nations fighting against the Soviet aggressors.
Emergency Repair (both sides) (Rank 1)
Paratroopers (both sides) (Rank 3)
Badger Bomber Strike (Soviets) (Rank 3)
Artillery Strike (Allies) (Rank 3)
Chronosphere (Allies) (Rank 3)
Iron Curtain (Soviet) (Rank 3)
MAD Tank (Soviet) (Rank 5)
Shock Trooper (Soviet) (Rank 3)
Gap Generator (Allies) (Rank 3)
Phase Transport (Allies) (Rank 3)
Chrono Tank (Allies) (Rank 5)
Tesla Tank (Soviet) (Rank 3)
Missile Silo (both sides) (Rank 5)
Chronosphere Test
Chronosphere Demo Clip - Mod DB
©2022 sgtmyers88 & the C&C Redux Development Team
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Voting for this mod, I hope we'll see it soon. :3
nice progress since last year good luck for the new mod
This will be next top mod in command and conquer generals zero hour
amazing cant wait to play this
There's progress table here I want to see the percentage of it?
Discord.com
yay
Any plans to have different nations within Allies/Soviets with different abilities/stats/units, or maybe making "advanced" factions like you did in TD Redux?
eventually, let me get a first release out with the base factions first
How Long Its gonna take? maybe you have a prediction?