Command & Conquer: Red Dust 1.1
Full Version 1 commentThis version contains numerous bugfixes. See the readme file for details. No prior version required.
Command & Conquer: Red Dust is a custom campaign for Command & Conquer: Red Alert that reverses every mission of the game's original campaigns - destroy the Chronosphere as the Soviets, defend the beaches of England as the Allies, or blow up the USSR's most critical nuclear reactor.
The campaign features both a reversed Allied and a Soviet campaign, with one map permission being planned. Alternative maps are, if ever, released only after both campaigns have been finished.
All missions use the official maps, though all have been modified, of course, and some have also been expanded.
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This version contains numerous bugfixes. See the readme file for details. No prior version required.
This is the first release of Command & Conquer: Red Dust.
Great set of missions! I'm going through with pleasure! It's just that the AI is a little passive, but overall everything is great!
Can some one do a little update i can't do a save in the game mod it's a bug.
That's not an issue with the map pack. Some of your game files are likely corrupted.
This is a really nice mission pack! kinda like the flipped missions for RA2
I enjoyed it very much!
Hopefully u are planning to "flip" also the original CS and AM missions as well ;)
Possibly at one point.
I downloaded the Map pack on the 1st of Feb
Allies 3 - Patrolling dog Squad doesn't get killed by Friendly AI but also doesn't target Spy.
Allies 7 - Unclear if all 4 boxes must have an engineer in them or pass through them, otherwise the mission is perfectly fine.
Allies 14 - Nothing disembarks troop transports, Mammoth and V2 Team type does spawn from left of map.
Soviets 9 - Loading all remaining troops into the transport helicopter fails the mission.
Soviets 10 - Capturing the Command Center & Silos but then losing them Doesn't fail the mission (I am fine with this as you are stretched thin on this mission anyway)
Soviets 11 - When the player erases all Allied forces they have to sit through the timer for the naval units to spawn.
Soviets 12 - White MCV can be blocked from being deployed by AI and if that happens it wont deploy for the rest of the mission.
Soviets 13 - Orange MCV can be blocked from being deployed by AI and if that happens it wont deploy for the rest of the mission. It gets blocked by its own Mammoth tank when no allied or player units are in the area.
Soviets 14 - Player has access to Missile Silo but not the nuke.
Also what map editor did you use to make this, all 3 Map editors I tried to peak into the landing commands on Allies 14 wigged out
Thanks for the feedback. In A7, the Engineers don't need to remain at the control panels. I'll see whether I can add a sound cue for that. The release version of A14 is busted for some reason. I'll replace it with an older version.
Losing the Silos after capturing them with losing the mission is unavoidable, as you can only tie one trigger to a structure. Losing the Command Post only stops the timer; it can be destroyed afterwards.
I considered reducing the timer to for S11, but got mixed feedback on how much time the player needs. As for the MCVs, I'll add a looping command to have them deploy every time.
The Missile Silo is supposed to grant the player a nuclear strike, which should be fixed with the next release. The nuke can only be used once, but it is the powerful campaign nuke, not the weak skirmish/multiplayer nuke.
I created these maps with RAED. However, A14 is simply broken for some reason; I'll replace it.
Allied Mission 7 seems bugged, or the objective isn't clear. Neither Engineers or Spies do anything at the cooling stations.
I couldn't reproduce that. The mission worked fine for me: I.imgur.com
Mission is unclear, the previous step has 3 engineers but 4 spots, I could figure it out, I am sure most people will be able to but the fact that its effectively hidden will frustrate some people.
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