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Red Alert 2: Apocalypse Rising brings the exciting storyline and epic clashes from the classic Westwood Studios game, Command & Conquer: Red Alert 2 to realm of first person shooters, with a twist. We've remained loyal to the style and feel of the 2000 classic, while integrating content from its expansion Yuri's Revenge with a bit of updated history to add to the mix. Built off the W3D engine Westwood Studios built for classics such as Earth & Beyond and Command & Conquer: Renegade finished up in 2001, we help bring the fight to you as you play out your role as any one of a number of infantry classes participating in team-based combat that often involves land, sea, and air combined-arms clashes that just don't happen in any other game. Oh, and did we mention it's FREE?

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Welcome to this week's edition of the AR blog. All the stuff you really want to read is below this sentence. Renegade?? Thats right, we are now running our tests off a completely new build. Apocalypse Rising Test build 1. This basically means that we have taken out just about everything related

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Welcome to this week's edition of the AR blog. All the stuff you really want to read is below this sentence.

Renegade??

Thats right, we are now running our tests off a completely new build. Apocalypse Rising Test build 1. This basically means that we have taken out just about everything related to Renegade from the Always.dat archive (big credit to Spice), and rebuilt from the ground up. This makes our current build weigh in at around 80mb with scripts and such. All good stuff. Once I track down the Vengeance files from TheKGBSpy we may be able to start serious testing, this all depends on the volume of assets however.

Guess The Picture

Well, let me tell you straight. We have deployable GIs. As seen in the screen below. Now I remember a while back people were complaining about how the deployed GI would be too easy of a target for the soviets. The answer, spawn sandbags constricting movement but not as much as to let the player go too far. Kinda like the image below. (Although the sandbags will be smaller). Give us some feedback on this idea and how you think it would work better than a fixed position logic as we are quite interested on what you chaps think.

This was tested using our super new AR build, hence the lack of infantry textures.

What do you get when.....

What do you get when you cross a Sam Site, with a Light Tank and a Tesla Tank?
The answer is an IFV! (for comedy uses only, this will not appear ingame)

The IFV below is what we are using. Accept no imitations and no badly cobbled together mismatches. (Combo Mambo's, on the other hand, are win)

User Posted Image

End

Thats it for this week. Apart from random announcements.

I finish college on friday! Yay! I'm off to a house party on friday and should be back on saturday. If my internet problems don't clear out I'm going to have to attack someone. I have also offered to co-host a podcast with canadian anime lover Lord_Kane, interviewing Kushan about the Tiberian dawn mod. Expect that soon :D

Ric has been working away on the Harrier, hopefully we can show you some shots next week :)

danpaul88 has been working loads on the core design and scripting of AR, without him you probably wouldn't be getting a mod this quickly. You are awesome my friend :)

Casting will start for the Bluehell Group's first major production. Watch out for that one.

And finally, Mammutpanzer is working on german localisation for the mod, so expect a german version of AR, release candidate 1!

Thats about it, see you next week.

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