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The time has come once again, the new version of Mental Omega is finally here. Furthering the Red Alert 2 legacy, Mental Omega builds on what was established by Westwood Studios and expands upon the conflict between the Allies, Soviets, and Yuri's Epsilon, while introducing a completely new faction to the play - the Foehn Revolt - complete with its own 3 subfaction, structures, units, support powers and heroes.

Enhanced with the powerful Ares DLL, a project headed by AlexB to push Yuri's Revenge engine to its limits, Mental Omega 3.3 strives to bring new features to the game while maintaining a strong sense of gameplay balance. Mental Omega 3.3 continues where the first Red Alert left off and branches out into an expanded universe with brand new missions for all factions, with missions for the Foehn Revolt planned for the future.

Mental Omega 3.3 requires files from a working installation of Red Alert 2 & Yuri's Revenge patched to 1.001 to be played. Follow the instructions presented here to get the mod to work properly with your game.

This release includes:

  • A complete new faction: The Foehn Revolt
  • CnCNet5 compatibility for multiplayer services
  • 12 new subfactions with their own unique sets of units
  • 52 new single player missions, including a campaign for Yuri
  • 28 new cooperative maps for 2 players
  • new skirmish/multiplayer maps, around 500 total
  • new skirmish/multiplayer game modes, 14 total
  • updated visuals & audio
  • a new soundtrack, unique for each side (separate download)

Watch footage of a Foehn Revolt subfaction skirmish gameplay to quickly get introduced to the new side:


You can also listen to one of 20 tracks composed by World Beyond as a part of the Foehn Soundtrack here:

Stay tuned for more updates! The ride is not over!

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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...

Mental Omega News Bulletin #24

Mental Omega News Bulletin #24

News 20 comments

We've been posting AI-only skirmish videos on our YouTube channel this week, now it's time to talk about some changes and additions shown in these videos...

Mental Omega News Bulletin #23

Mental Omega News Bulletin #23

News 9 comments

Work on the next Mental Omega release continues, as we're adding and finishing new units of the Foehn Revolt.

RSS Files
Mental Omega 3.3.0

Mental Omega 3.3.0

Full Version 238 comments

Release Date: December 16, 2016 --- READ THE INSTRUCTIONS! Remember to download soundtrack separately.

Mental Omega Loading Screen Template

Mental Omega Loading Screen Template

GUIs 3 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.

Mental Omega 3.3.4 Patch (Manual Update)

Mental Omega 3.3.4 Patch (Manual Update)

Patch 32 comments

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 to where your Mental...

Soundtrack for Mental Omega 3.3

Soundtrack for Mental Omega 3.3

Music 12 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...

Comments  (0 - 10 of 4,902)
assaaddib
assaaddib

Hi, where I'm supposed to extract the mod and patch files to work?

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Kevin.Pdn
Kevin.Pdn

I have some Question,in Game Mental Omega There No hotkeys Hold Position,when i Used 2 Iron guard For Defensive Main Base,Why It's no hotkeys Of that???,(I used in Fan mission Solar Eclipse),please i have to know,i am confuse how to do it???

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Dr.Octavia-Pus
Dr.Octavia-Pus

Just wanted to say that i noticed something, are mental omega subfactions per a faction are considered classes?

-1st subfactions: USA, Russia, PsiCorps, Haihead
-2nd subfactions: Euro Alliance, Confederation, Scorpion Cell, Coronia
-3rd subfactions: Pacific Front, China, Epsilon HQ, Last Bastion

1st subfactions are lacking more types of defense (except scud, athena cannon, and the madman) and siege units and structures, but they have better offensive units like the warhawk, abrams, wolfhound, tesla crusier and diverbee.

2nd subfactions have special types of support powers, and combines between offense and defense.

3rd subfactions, they are the best for defending, they lack number of unit types that are used for offense like the battle fortress, nuwa cannon, colossus (deployed) and the mastodon, these 4 monster tanks are the best for defending your base.

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DagoWolfrider
DagoWolfrider

I always use tons of wolfhounds to defend my base. Best vehicle in MO.

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Kevin.Pdn
Kevin.Pdn

Why not To Combine it,Wolfhound and Thor Gunship,It's Might be good for Defensive Unit

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NikCaputnic
NikCaputnic

A remaster of C&C is going to be real.

Jim Vessella (a former EA producer who was a part of TibWars and RA3 development, and now takes part in Rivals dev.team, and possibly in future remastering projects) confirmed what was told in the last October.

Reddit.com

What is already known:
1. The grand plan is to remaster several games of the franchise.
2. The first one will be "Tiberian Dawn". The second one is planned to be the first "Red Alert".
3. Development will be taking place in cooperation with Petroglyph (some former Westwood staff still working there) and Lemon Sky Studios (the one which took part in remastering Blizzard's games like Starcraft and the upcoming Warcraft 3 reforged).
4. It is still unknown if Joseph David Kucan (don't think Tiberium Prophet needs any introduction \../_ ) will take part in the project.
5. Frank Klepacki is going to be responsible for musical accompaniment of the remaster.

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Dr.Octavia-Pus
Dr.Octavia-Pus

Thank you for using the edited infector tank cameo that was originated from mine! :D

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NikCaputnic
NikCaputnic

Found an issue in the 11th allied mission of act 1 "Panic cycle": after MCV is deployed, you are able to build epsilon PsyCorps tech tree, including barracks, naval yard, WF and refinery, lasher tanks and other respected tier 1 units. (Don't know if that matters, but my MCV had a half of its health before deploying)

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Worrall2735
Worrall2735

same for me. It has already being reported. :))

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AggronMx
AggronMx

I saw one of the most cancerous things while I was playing Hard AI with mental boost on. Russia apparently has the ability to spawn two heroes at the same time. Same goes for Last Bastion. And USA if I am not mistaken. I only play one map a 3v3 map on Offensive Tactics. I get the idea that mental boost as the name implies is supposed to be mental. But two heroes at the same time is a bit too much. With the settings I play at, it's crazy enough as it is. I don't want to fight off two Uragans, or chitzkois, Vulkovs or whatever else at the same time. I'm assuming this is not intended for mental AI boost. If so, please fix as soon as you are able.

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talles398
talles398

Mental boost its cheat mode for AI. If they have two war factories they produce double units of all types for example.

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AggronMx
AggronMx

I thought it was just double war factory. And early rushes. Opposed to no boost. Well, it's not like I didn't eat the AI with mental boost on the same map before. Just sad to think some factions are more viable than others. It was a breeze as Russia and China.

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NikCaputnic
NikCaputnic

It is intended for all factions and goes for heroes and epic units alike. It hadn't changed during 4 previous versions, and doubtfully will change in the future.
There are reasons it is called "mental" after all (BTW, if I remember correctly, it used to be even harder somewhere in 3.0)

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AggronMx
AggronMx

Cancer is here to stay, huh? I honestly think it's a step too far. But again I am intentionally playing 3v3 at that setting. Will have to micro harder, I suppose. thx for the quick response.

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9.3

767 votes submitted.

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Highest Rated (66 agree) 9/10

Easily one of the best, most professional "YR+" mods around. MO is genuinely produced as a "YR expansion", continuing the game's theme and storyline with a whole brand new campaign for all three factions.

While bringing in a few new ideas and a lot of new units for the games houses (without being overcrowded), MO doesn't depart too much from the original games atmosphere - a great mod for anyone who wants 'a little bit more YR'.

Nov 19 2010 by OmegaBolt

Twitter

Latest tweets from @speeder_mo

New Challenge in the making: Judgement. #RedAlert2 #MentalOmega

Nov 15 2018

RT @pcgamer: This awesome Red Alert 2 mod is basically a big unofficial expansion. Buff.ly T.co

Nov 7 2018

RT @P_Cat_P: T.co

Oct 20 2018

RT @P_Cat_P: T.co

Oct 18 2018

An interesting video, which tells a short history of #RedAlert2 in China and how it became popular there. Youtu.be

Oct 18 2018

Since it was requested, #MentalOmega 3.3.4 changelog has been updated with some of the previously unlisted changes.

Oct 17 2018

RT @P_Cat_P: T.co

Oct 16 2018

Now this is cool. Artstation.com #RedAlert2 #CommandAndConquer

Oct 16 2018

Skirmish map submissions are open again for the next #MentalOmega update. Send them at the usual e-mail address: --… T.co

Oct 11 2018

#MentalOmega has been featured in PC Gamer issue #323, a nice 2-page article. Give it a read, if you haven't alread… T.co

Oct 10 2018

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