zunnie Posted September 27, 2013 Share Posted September 27, 2013 Website | IndieDB | Steam 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: Quote Link to comment Share on other sites More sharing options...
Goober Trooper Posted September 29, 2013 Share Posted September 29, 2013 I thought this already was a thing...? Quote Link to comment Share on other sites More sharing options...
zunnie Posted September 30, 2013 Author Share Posted September 30, 2013 Yes, however that game is not the way we envision how it should be. Quote Link to comment Share on other sites More sharing options...
Lomztein Posted October 1, 2013 Share Posted October 1, 2013 I've joined your Steam group, as I'm interested in seeing how this will turn out. Quote Link to comment Share on other sites More sharing options...
zunnie Posted October 2, 2013 Author Share Posted October 2, 2013 Thanks We are having progress every day but we are only a small group of devs so it will take a while before we REALLY have something to play. But when we do... hehe, i hope you will like it then Quote Link to comment Share on other sites More sharing options...
XD_ERROR_XD Posted October 2, 2013 Share Posted October 2, 2013 isn't there already another project like this going already? sounds very much like APB, but the only thing is that APB tends to be quite... odd with it's gameplay. are you planning to make it the same as APB or are you going to make something entirely on it's own? Quote Link to comment Share on other sites More sharing options...
zunnie Posted October 2, 2013 Author Share Posted October 2, 2013 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: Quote Link to comment Share on other sites More sharing options...
[TmX]Sean Posted April 18, 2014 Share Posted April 18, 2014 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: 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. Quote Link to comment Share on other sites More sharing options...
Agent Posted April 19, 2014 Share Posted April 19, 2014 Quite the powerful necromancer we have here... On a serious note: It's RA1, not RA2 (so basically the same thing as APB). Quote Link to comment Share on other sites More sharing options...
goztow Posted April 19, 2014 Share Posted April 19, 2014 Eta 2020? Quote Link to comment Share on other sites More sharing options...
MattHunX Posted June 25, 2014 Share Posted June 25, 2014 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) 1 Quote Link to comment Share on other sites More sharing options...
Agent Posted June 26, 2014 Share Posted June 26, 2014 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. 1 Quote Link to comment Share on other sites More sharing options...
RoundShades Posted June 29, 2014 Share Posted June 29, 2014 It was hopeful though. It always is depressing to see such vigour in a project, just to not kindle. If I had a nickel for every project I had like that... Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted September 30, 2014 Totem Arts Staff Share Posted September 30, 2014 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. Quote Link to comment Share on other sites More sharing options...
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