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mdbheadx

After many months of mapping and scripting, our modding team - Mentalmeisters - is happy to announce that the end of our two-act campaign for Red Alert 2 is now available for download! Version 3.3.6 is out! Remember, it is a patch for the base release of Mental Omega 3.3.0, so make sure to have that one first!

Mental Omega 3.3.6 Patch (Manual Update)
Mental Omega Patch 3.3.6 (Manual Update)


This retold story of the conflict between the Allies, the Soviets and Yuri's Epsilon has reached its finale, with a set of brand new 9 massive and complex singleplayer missions. With this final addition to Act Two, the Mental Omega campaign now consists of 133 missions total: 97 singleplayer and 36 for cooperative.

  • Allied Mission 23: Withershins
  • Allied Mission 24: Hamartia (Finale)
  • Soviet Mission 23: Fatal Impact
  • Soviet Mission 24: Death's Hand (Finale)
  • Epsilon Mission 23: Reality Check
  • Epsilon Mission 24: Babel (Finale)
  • Foehn Mission 05: Vanishing Point
  • Foehn Mission 06: The Remnant (Finale)
  • Foehn Special Op: Time Capsule

To celebrate this major campaign-concluding release, we've recently released a new trailer. Check it out!

Mental Omega - The Finale Trailer

With that said, a reminder:
Last December we published an additional music pack - all of the mission-specific themes previously released in patches have been moved to the new Soundtrack Part II, which includes both old and new tunes. What we didn't mention back then however, is that this package contains a whole lot of new music for the finales, which we highly recommend that you download before playing any of the 9 missions!

Soundtrack for Mental Omega 3.3 - Part II

Soundtrack for Mental Omega 3.3 - Part II


As always, there's been many balance changes, new units, structures and powers added to the tech tree, as well as additional bugfixes and visual enhancements. See the full changelog here for more information.


Yuri's Grand Kremlin Palace and the Black Guard


As such, as of version 3.3.6, Mental Omega includes:

  • A completely new faction: The Foehn Revolt
  • Free multiplayer services through CnCNet5
  • 12 subfactions with their own unique sets of units
  • 16 unique stolen tech units, 4 per faction
  • 97 single player missions, including a campaign for Yuri
  • 36 cooperative missions explicitly for 2 players
  • 22 challenge maps for solo or 2 players
  • a challenging AI, and an overly challenging AI
  • new skirmish/multiplayer maps, around 650 total
  • new skirmish/multiplayer game modes, 21 total
  • heavily updated visuals & sound effects
  • new soundtracks, unique for each side
  • properly working save/load functions!


Yuri's Tower - The Mental Omega Device


The complete list of everyone involved to both larger and smaller extent in making Mental Omega 3.3.6 a reality is available here. This is a work of a team with some of the most excellent mission scripters in the Command & Conquer modding community, and I'd like to thank each and everyone involved for sticking around for all these years and making this happen. Thank you! - Speeder

The next update, 3.3.7 will mostly contain bugfixes, further balance changes and optimizations. While I'd love to announce the next chapter of this story immediately, currently I'd prefer to make no such promises.

We all thank you for being a fan for all these years!
For now however, this is it. The war is over!

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Mental Omega 3.3.5 is out now!

Mental Omega 3.3.5 is out now!

News 9 comments

All missions revamped, their difficulty overhauled - now is the best time to play the Mental Omega campaign, if you haven't already: on Casual, Normal...

Mental Omega 3.3 Available now!

Mental Omega 3.3 Available now!

News 38 comments

The winds have changed. The Foehn Revolt begins. The 4th side - with its three subfactions: Haihead, Wings of Coronia and the Last Bastion - is finally...

Mental Omega News Bulletin #26

Mental Omega News Bulletin #26

News 10 comments

So what are we doing these days? We're testing the client created by Rampastring of the Dawn of the Tiberium Age fame who's been so kind as to help us...

Mental Omega News Bulletin #25

Mental Omega News Bulletin #25

News 16 comments

Establishing battlefield control.. standby. A quick heads up about all the recent more or less stealth updates happening on MentalOmega.com in the Factions...

RSS Files
Mental Omega 3.3.6 Patch (Manual Update)

Mental Omega 3.3.6 Patch (Manual Update)

Patch 16 comments

GET 3.3.0 FIRST! If your updater in the Client doesn't want to complete the update or you were never able to start it at all, download this and extract...

Mental Omega 3.3.0

Mental Omega 3.3.0

Full Version 267 comments

Release Date: December 16, 2016 --- READ THE INSTRUCTIONS! Remember to download soundtracks separately. Check for available patches before playing the...

Soundtrack for Mental Omega 3.3 - Part I

Soundtrack for Mental Omega 3.3 - Part I

Music 16 comments

New ingame music for Mental Omega 3.3, optional download. Works for version 3.3.0 and newer. Place "thememo.mix" into the directory you extracted Mental...

Soundtrack for Mental Omega 3.3 - Part II

Soundtrack for Mental Omega 3.3 - Part II

Music 4 comments

Additional new ingame music for Mental Omega 3.3, optional download. Works for version 3.3.5 and newer. Place "expandmo94.mix" into the directory you...

Mental Omega Loading Screen Template

Mental Omega Loading Screen Template

GUIs 5 comments

Mental Omega Mission Loading Screen Template in PSD format. Useful for those who make their own Mental Omega missions. By Nooze. For mappers and modders...

Comments  (0 - 10 of 5,670)
teztez
teztez

will you consider adding new factions just for skirmish?No story or lore needed.No multiplayer.Just one or two new faction(without any sub faction).Maybe the Mutants from Tiberium sun?Or scrin from Tiberium war?
I have some idea,like give those mutants multiple unique heroes,but they wont have super weapon(or maybe a weak super weapon).And they use civilian vehicles as weapons.And they have mutated creatures as unit.

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BarakYisrael
BarakYisrael

is there access to the rules ini at all? i would have enjoyed doing my own personal edits to some units for private use. or is that totally encrypted?

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ButtersCooper
ButtersCooper

Hello, Deer speeder! I made a new game mode on the MO platform by using the existing units and materials of it. First of all, I understand that MO don’t allowed to modify the copyright requirements of ini and release it without permission. Therefore, after completing this mode, I only played a few games with my close friends in a very small range (which achieved very good results). I will never make any profit or tranfer this into aMOD away from MO. As long as you give the corresponding reply, I am willing to give you all the copyright of this mode map free of charge.
With the help of some rules of Ares and Phobos, MO's grand escape draws on some elements from the popular SLG self-propelled chess in recent years, some elements with heroes as the core in MOBA games, and the security zone reduction mechanism of PUBG to form a game mode similar to "no base" and "bounty hunt". Everything in it has no impact on MO's world outlook and plot trend. I think, If it is logged into MO, it can gain the love of many players even more than “land grab”.
① In the early stage of the game in this mode, the core concern of all players is how to ban out the strategic nodes that may threaten their advantageous tactics in advance, and how to select the first-hand strategic nodes? How to select the next two strategic nodes according to the enemy's ban and pick? Did you run out of ban bits at the beginning? Is it to use one engineer to achieve a perfect combo, or leave the engineer to choose according to the situation in the subsequent game? These different "strategic nodes" provide different types of buffs for their own side or cause different types of debuffs for the enemy. Through PVP ban & pick, they form their own card group in thinking and compromise. Even the hand disabled players can strive for the overall advantage for themselves through reasonable BP at this stage, which has rich game interest.

② The middle stage is the reduction stage of the security zone. At this stage, the security zone narrows from the outermost part of the map to the center of the map. Players who could have been in a corner are forced to start more and more fierce friction and fighting. In order to promote the mobility of players, the map has a large number of random toolboxes and supplies that play different roles to encourage players to flow and fight in the map. This stage is particularly similar to a popular game pubg a few years ago.

③ Pre-final circle & Final circle stage. In the later stage, we will shift from incremental competition to stock competition. At this stage, we rely more on leaders and less on conventional units than before. Leader is the core unit in this mode. Each player has only one leader. If he loses it, he will directly determine that the game fails.

This stage is also the most similar part to MOBA games. Through the switching of different skills and weapons of the boss (relying on the upgraded deformation logic of the Ares platform or the skills of the leader), you can control the intake of experience values, so as to control your own form and flexibly deal with the changing war situation. It is as interesting as Libra of EP23.


The leader who can survive to the end will become the only winner in the end - of course, in addition to FFA, you can also form a team for 2v2 and 3v3, and rely on teamwork to get richer strategic node collocation, so as to win.

I think this playing method is the superior substitute of "no base" mode, and there is a high probability that many people will like to play it. Therefore, I'd like to ask you whether it is possible to be adopted as a MO mode or map. I just realized the automatic control of ini level from the beginning to the end of this set of play. If you may ask, you would have my full cooperation on this mode’s modification into MO. If this mode cannot be included in the list of intentions you are considering, I want to apply to you for permission to modify the end of mind ini. I will limit the degree of using MO client to play online after modifying the ini to only friends who know each other. I would follow any rules you may give me on this. I will never recommend or send it to ordinary players who do not have relevant knowledge, and I will never try to level up my position or make profits in any form. (Recently, my modification of Mo's ini was opposed by some players in other forums, but I didn't know the scale and details of your regulations, so I asked.)

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Djordjeee3real
Djordjeee3real

None of that is doable within the RA2 engine, not even with Phobos or Ares or anything, sorry.

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ButtersCooper
ButtersCooper

There are lots of rather complex logic combined and enormous details that I have solved on how to make all these features all in together to function without contradiction. I shouldn't leave any file download link here, but if you are interested, you could leave a E-mail address.

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ButtersCooper
ButtersCooper

About how to B&P strategic nodes?
①Even one has limited times of "Ban"——a generic warhead SW that can destroy the node from being captured by other people's engineers.
②Even one has limited times of "Pick"——a unit delivery SW that gives engineers to capture these un-desytoryed nodes.
③Even one has a defender that by rotation give one's captured nodes iron curtain so that they wouldn't be re-captured.

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ButtersCooper
ButtersCooper

Just click this (If you don't trust it, open as many kill virus software as you can): https://www.bilibili.com/read/cv16191877

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ButtersCooper
ButtersCooper

I did use phobos, but mainly ares. For example , I realized auto-shrinking safe circle feature by a damage-heal system. This is the Chinese blog about how I realized it, you could try translate it into English.

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ButtersCooper
ButtersCooper

Sorry, I do realize it perfectly, I can send you a file (but most tips are chinese) . You can try it out on your own.

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ButtersCooper
ButtersCooper

Even if you say no to all my proposes, I still wouldn't do any separate project (or in anther way of saying this, too lazy to establish a new MOD only to copy it way of playing to the original RA2/YURI platform, which would cost my enormous meaningless time on finding materials. There is already lots of items from MO that I have used and they matches super fit. I don't even want to have any connection to the name "material thief")

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