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Red Alert: FPS


zunnie

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This game is all about Command and Conquer: Red Alert suited in an FPS environment running on the Renegade W3D Engine.

We will work out all units, buildings and assets as much as we can to make it ejoyable and fun for everyone.

Play with the technician as your spawn character in the buildings of the Red Alert universe where you can purchase more advanced units after your first Ore Truck deposit.

On our server suitable for 50 players work as a team and organize rushes, through tactics and lead your team to victory with a broad range of units such as the Allied Light Tank, Allied Medium Tank, Soviet V2, Soviet Heavy Tank and the Soviet Mammoth Tank.

Also available are the Demolition Trucks and the Superweapon Atomic Bombs for those big explosions getting rid of any enemy unit or structure in a blast.

The game will have dynamics such as 'tied to structure purchase options' meaning you lose purchase items as buildings are destroyed, and of course the always fun 'manual ore harvesting' we all love to do.

Choose your character, drive, fly or glide your vehicle/aircraft/boat and conquer your enemy Red Alert style :)

Thanks for reading! :)

//Greetz MPF RA:FPS Dev Team

Some promotional renders of things we are working on:

War_Factory_Render_01.png

Power_Plant_Early_Render_01.png

Tesla_Coil_WIP_01.png

allied_gap_generator_render_400.jpg

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We will mimic Red Alert as much as possible in Red Alert FPS.

We just want to make something we like better than whats already out there.

It will get shaped up as we go on with the project.

For example, we will attempt to make the game play simular to Red Alert where units get killed quite fast,

we will attempt to make it so it takes just as much effort to kill a unit in this FPS game as it would take in the RTS.

Damage scaling is one of the things we look into very precisely.

The tech level system in some other mods are either not present at all or quite messed up.

I will code a Tech level system which exactly mimics the one in Red Alert. So if you lose your Radar Dome you can no longer purchase V2 Rockets for example.

Also, the other mods that we know of don't have some key structures ingame such as the Tech Center and Chronosphere.

We will get those ingame too and tie them into the tech level system.

We want the guy you spawn with as a Technician (as seen when you blowup buildings in Red Alert). Technicians are the building-keepers so to speak.

Although fictional they are inside the buildings in Red Alert, so that will be our spawn character.

Unlike other mods where they choose to have the Rifle Soldier as their main character. I mean: What about the Rifle soldier then? What will happen to that? It cost 100 in Red Alert and in the mod you get it for free? :/ Doesn't make sense.

The Technician will have a repairgun that can slowly repair buildings only and a pistol.

Certain characters will not be allowed to drive vehicles, like Tanya and/or the Spy and Thief(unsure about this one since its quite hard to make it useful arleady)...

They can however always enter a vehicle as a passenger though.

We plan to have working naval transports that can transport both infantry and vehicles, 5 at a time. Most mods have ditched the Naval system completely for some reason.

Naval is one of the more important aspects of the gameplay and we want to implement this, which we will, although its gonna be hard.

Time will tell what we can do with this thing. We know there are other mods that do the same thing pretty much but they did not satisfy us to the point that we would continue to play that instead of creating something new. Which is what we will be doing.

The maps size and graphics fps lag on some maps is also one of the problems we faced in other mods. We don't want too big maps as they are plain boring pretty much in our opinions at least.

And here is a latest render of the to be Allied Anti Air defense by ImperialKaskins:

allied_antiair_300t.png

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  • 6 months later...
We will mimic Red Alert as much as possible in Red Alert FPS.

We just want to make something we like better than whats already out there.

It will get shaped up as we go on with the project.

For example, we will attempt to make the game play simular to Red Alert where units get killed quite fast,

we will attempt to make it so it takes just as much effort to kill a unit in this FPS game as it would take in the RTS.

Damage scaling is one of the things we look into very precisely.

The tech level system in some other mods are either not present at all or quite messed up.

I will code a Tech level system which exactly mimics the one in Red Alert. So if you lose your Radar Dome you can no longer purchase V2 Rockets for example.

Also, the other mods that we know of don't have some key structures ingame such as the Tech Center and Chronosphere.

We will get those ingame too and tie them into the tech level system.

We want the guy you spawn with as a Technician (as seen when you blowup buildings in Red Alert). Technicians are the building-keepers so to speak.

Although fictional they are inside the buildings in Red Alert, so that will be our spawn character.

Unlike other mods where they choose to have the Rifle Soldier as their main character. I mean: What about the Rifle soldier then? What will happen to that? It cost 100 in Red Alert and in the mod you get it for free? :/ Doesn't make sense.

The Technician will have a repairgun that can slowly repair buildings only and a pistol.

Certain characters will not be allowed to drive vehicles, like Tanya and/or the Spy and Thief(unsure about this one since its quite hard to make it useful arleady)...

They can however always enter a vehicle as a passenger though.

We plan to have working naval transports that can transport both infantry and vehicles, 5 at a time. Most mods have ditched the Naval system completely for some reason.

Naval is one of the more important aspects of the gameplay and we want to implement this, which we will, although its gonna be hard.

Time will tell what we can do with this thing. We know there are other mods that do the same thing pretty much but they did not satisfy us to the point that we would continue to play that instead of creating something new. Which is what we will be doing.

The maps size and graphics fps lag on some maps is also one of the problems we faced in other mods. We don't want too big maps as they are plain boring pretty much in our opinions at least.

And here is a latest render of the to be Allied Anti Air defense by ImperialKaskins:

allied_antiair_300t.png

It looks like a cross between: http://cnc.wikia.com/wiki/File:RA3_Sentry_Gun_Land.jpg

&

http://cnc.wikia.com/wiki/Multigunner_turret

Both are from RA3 - not RA2. In order for your mod to mimic RA2 as much as possible, shouldn't your defences look more like base defences from RA2?

Patriot missile: http://cnc.wikia.com/wiki/Patriot_missi ... (Red_Alert)

Or the Soviet flak Cannon: http://cnc.wikia.com/wiki/Flak_cannon_(Red_Alert_2)

Just my thoughts.

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  • 2 months later...

Ooooooh, niiice!

I was wondering if they'll make a "Red Alert X".

This could be just as good as Ren-X.

I could only imagine what C&C Tiberian Sun X, or Tiberium Wars X, or Red Alert 2 X, or even Red Alert 3 X would look and play like.

To be able to run around and inside buildings like Tech Labs, Laser turrets, Shredder turrets, Laser Fences, Tesla Coils...etc. to see all those rendered like that.

To run around with infantry like Tesla Troopers, Vipers, Tanyas (NO, not the blond, Jenny McCarthy version, eww, but the good ol' brunette.), Natashas, Archer Maidens!!! (Mmmm), Shinobis, Steel Ronins, Mirage Tanks, Harriers, even Kirov Airships, NOD Commando (Red-Head from C&C3), Shadows, Stealth Tanks (C&C3-style), Zone Troopers (with jump-jet booster rockets for jumps, that would take a while to reload) or Zone Raiders (those BABES), VENOM CRAFT (Mmmmmmm)

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I'm fairly confident that the project is as dead as this thread should be; you really shouldn't expect any news out of this (except maybe some random revival thread in a year or two when zunnie gets bored again).

If you do want to play a game exactly like this project aspired to be (except actually playable and having more than 1-2 people working on it), the guys at http://www.bluehellproductions.com/ made Red Alert: A Path Beyond, as well as Tiberian Sun: Reborn and Red Alert 2: Apocalypse Rising. Similar to the abandoned project in the OP, none of these use UE3 (what Renegade-X uses); all of the aforementioned games use the W3D engine which shipped with Renegade back in 2002.

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  • 3 months later...
  • Totem Arts Staff
I'm fairly confident that the project is as dead as this thread should be; you really shouldn't expect any news out of this (except maybe some random revival thread in a year or two when zunnie gets bored again).

If you do want to play a game exactly like this project aspired to be (except actually playable and having more than 1-2 people working on it), the guys at http://www.bluehellproductions.com/ made Red Alert: A Path Beyond, as well as Tiberian Sun: Reborn and Red Alert 2: Apocalypse Rising. Similar to the abandoned project in the OP, none of these use UE3 (what Renegade-X uses); all of the aforementioned games use the W3D engine which shipped with Renegade back in 2002.

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