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.

Feel free to join the Discord server here: Discord.gg

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Command & Conquer: Red Dust 1.1

Command & Conquer: Red Dust 1.1

Full Version

This version contains numerous bugfixes. See the readme file for details. No prior version required.

Command & Conquer: Red Dust v1.0

Command & Conquer: Red Dust v1.0

Full Version

This is the first release of Command & Conquer: Red Dust.

Comments  (0 - 10 of 23)
Jared8Wally
Jared8Wally

when is the next update patch
Allies 2 Sovt Mission 2 Turret in mission 2 Pillbox and War factory Just Ranger only

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TaxOwlbear Creator
TaxOwlbear

Sorry, I don't know what you mean.

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SludgeDT
SludgeDT

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

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TaxOwlbear Creator
TaxOwlbear

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.

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OmegaBolt
OmegaBolt

Allied Mission 7 seems bugged, or the objective isn't clear. Neither Engineers or Spies do anything at the cooling stations.

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TaxOwlbear Creator
TaxOwlbear

I couldn't reproduce that. The mission worked fine for me: I.imgur.com

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SludgeDT
SludgeDT

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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ApocalypicDoom
ApocalypicDoom

Awesome!

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BigCheese256
BigCheese256

Started my play through of these missions now, enjoying them so far. General comment for all of them though is they feel a bit easy, like the AI is a bit more passive than it should be with constantly capped ore silos.

Allied 6 bugs: Allied transport at the start doesn't go off-map, just sits at the edge. Also in one of the attack waves 3 V2 launchers and a mammoth come in under the player's control.

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TaxOwlbear Creator
TaxOwlbear

I'll check it out - thanks for the feedback!

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BigCheese256
BigCheese256

Thanks! Another one: There are a lot of dancing soviet transports in the water above the green AI base on allied mission 14. It seems they to go their landing position, but then instead of unloading they do a trip around the map and dance around in this area.

Edit: This actually completely bugs the mission since the soviets have no base, just one random power plant: I.imgur.com

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TaxOwlbear Creator
TaxOwlbear

Not sure what causes this. I'll look into it.

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