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1946. Mankind has just suffered one of the most brutal wars it ever faced. While the rest of the world is still rebuilding, a scientist of unmatched genius by the name of Albert Einstein decides to act. With a device he was engineering at a secret research center in Trinity, New Mexico, he travels back in time to kill the person who he sees as the root of all misery: Adolf Hitler. He catches up with Hitler in 1926 and disposes of him without thoroughly considering the consequences, as time will soon tell.

It's now the 1950s. World War II never happened -- at least, not yet. Germany remains a peace-loving country with close ties to other European nations, now facing increased tensions with Russia under Josef Stalin's rule. In order to realize the glorious Marxist dream he has envisioned, Stalin mobilizes the forces of the USSR. His goal? The conquest of Europe. The nations under threat form the Alliance that seeks to put an end to this madman's nightmare before he can see to its completion. The Great World War II has begun.

  • Steamroll over Europe with the high-powered arsenal of the Soviets or repel the invasion with the technological superiority and cunning of the Allied Forces in a team-based FPS inspired by Westwood Studios' hit real-time strategy game, C&C Red Alert.
  • Wage warfare on the land and in air with units ranging from Mammoth Tanks and Chinooks to Phase Tanks and Longbows.
  • Pacifist? Repair your base as an Engineer, support the war effort as a Medic or Mechanic, or infiltrate the enemy stronghold and steal intelligence or assets with Spies and Thieves.
  • Timed and tuned Tech Levels unlock progressively more powerful weapons and vehicles as the match progresses. Early infantry skirmishes give way to full combined-arms conflict, with high-tech war vehicles including the stealthy Phase Tank, nuclear Demolition Truck, and high-voltage Tesla Tank!



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1 comment by Chronojam on Apr 25th, 2013

We recently had a little staff get-together to start to put together a bit of a new to-do list. It's pretty long, but that's not surprising considering all the things we've got planned. Also, you might have noticed our main site and forum have been updated so that the APB theme OWA made is available to everybody. It's a bit of a classic look based on the old grey theme we once had. The style makes a lot of things easier to read, but people who use certain exotic colors to post on our forum might still have unreadable text. Speaking of that, the player count displays on the forum and front page are all fixed up as well, and no longer have the eye-searing yellow background!

Building Changes

It's not a whole new set of buildings or anything, but a few changes are being made to the existing buildings by ChopBam for some usability enhancements. We actually didn't have most of the building interiors available in a "modern" format, so it's always a challenge to convert things back to a 3ds Max file to make these changes. One of the updates is some simple "you are here" indicators for Missile Silo elevators.

 

See that picture? That's right, you can actually target and shoot the large doors present on most buildings. Took us long enough :) The elevator honestly was not the biggest problem the Missile Silo had. The more glaring issue that people more or less get used to is the fact you can't damage it by shooting the large silo door on top, which is perhaps even more evident with the War Factory garage doors, or just doors in general.

That was one of the bigger issues on our to-do list, and importing/converting our older models into a more modern format was one requirement for these fixes. They used to be largely in GMax formats that are not supported by modern tools, and are not particularly easy to convert. In a few cases we simply did not have the original models on hand, either. ChopBam's got that under control now.

Explosion Changes

We've already talked about the changes for infantry taking damage from tanks. Here's what it looks like in practice. Note that the damage and infantry health levels aren't final, but this should give you a good feeling for how it will work. You might want to view the first video on YouTube with annotations enabled for an explanation of what's going on.

As you can see, direct hits from a tank are more lethal than before, and tank shells travel faster, although the rate of fire is lower and there is a slight arc to each shot which can make aiming with the Heavy Tank in particular a bit trickier. Splash damage is pretty much a minor threat to infantry who still have armor even for shells landing at their feet, but once gone (at about 75% health) a soldier will take high damage even from explosions that are several meters away.

A few people who've been hanging out in our TeamSpeak channel have had a chance to see us working on this, since we periodically will do live streaming of tinkering around with settings. We're still adjusting a lot of these changes, but the second video demonstrates the current extent of the ballistic drop for the two main tanks. While it's harder to land shots, hits do a lot more damage.

One of the other changes proposed is the ability to control explosion wall penetration for each weapon. This way, things like grenades, flamethrowers, or light rockets won't be much of a threat if you've got some cover to hide behind, and taking cover behind a barricade of some sort will be even more useful if you're fighting against a tank on foot. However, heavy weaponry such as the V2 Rocket or especially the Demolition Truck will be less impacted. Saberhawk's working on that change, and it's now in place.

That should give us additional options for explosive weaponry, like perhaps making the Mammoth Tank's rockets once again damage buildings (but not penetrate walls). Originally they were made unable to harm buildings simply because it was too easy to damage the building and kill every player inside at the same time.

Stay tuned for more updates.

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Mapping & Mod SDK v2 - RA:APB Gamma

Mapping & Mod SDK v2 - RA:APB Gamma

Jan 1, 2013 SDK 0 comments

Updated for RA:APB 2.1.2 content. Art source files, mapping tools, compile/decompile utilities, and documentation to get you started on creating your...

v 2.1.2 Mac Full Client - RA:APB Gamma

v 2.1.2 Mac Full Client - RA:APB Gamma

Sep 25, 2012 Full Version 0 comments

(OS X) For Mac gamers, this is the RA:APB 2.1.2 full game client Wineskin. Thanks for Darklord42 once again for preparing this special wrapper for our...

v 2.1.2 Full Client - RA:APB Gamma

v 2.1.2 Full Client - RA:APB Gamma

Sep 24, 2012 Full Version 14 comments

(Windows) Latest client version for RA:APB, enabling you to connect to a server and play the game. Included are all game data files, stock maps, and frontend/launcher...

Obsolete - v 2.1.1 Mac Full Client - RA:APB Gamma

Obsolete - v 2.1.1 Mac Full Client - RA:APB Gamma

Apr 20, 2012 Full Version 0 comments

----------------------------------- This is an old version of RA: APB. It is incompatible with the current public versions. Please download the latest...

Obsolete - v 2.1.1 Full Client - RA:APB Gamma

Obsolete - v 2.1.1 Full Client - RA:APB Gamma

Mar 20, 2012 Full Version 6 comments

----------------------------------- This is an old version of RA: APB. It is incompatible with the current public versions. Please download the latest...

Obsolete - RA:APB 2.1 Client

Obsolete - RA:APB 2.1 Client

Nov 20, 2011 Full Version 21 comments

----------------------------------- This is an old version of RA: APB. It is incompatible with the current public versions. Please download the latest...

Post comment Comments  (0 - 10 of 1,720)
Guest
Guest May 16 2013, 1:42pm says:

This comment is currently awaiting admin approval, join now to view.

APB_ICE
APB_ICE May 20 2013, 1:03pm replied:

Just wait until the next version. It's going to be even better. :D

Also, check out TS Reborn! If you like Tiberian Sun, you'll love this.

+1 vote     reply to comment
NoSoldier
NoSoldier May 16 2013, 7:21am says:

Bluehellproductions.com is actually declared as unsafe in firefox.

+1 vote     reply to comment
Chronojam
Chronojam May 18 2013, 6:39pm replied:

It was probably warning you since our HTTPS certificate had expired a few days ago, although we already have a new one.

+1 vote     reply to comment
Turpow
Turpow May 8 2013, 12:26pm says:

Help! I've got this error: - The instruction at "0x2111222f" referenced memory at "0x01835f98". The memory could not be "read". Click on OK to terminate the program -.

+1 vote     reply to comment
Chronojam
Chronojam May 18 2013, 6:38pm replied:

Please swing by our forum for technical help

+1 vote     reply to comment
Albin_Ollofson
Albin_Ollofson Apr 23 2013, 9:04am says:

are you planning to make a Singleplayer\Campaign mode for your mod

+2 votes     reply to comment
Chronojam
Chronojam Apr 25 2013, 4:30pm replied:

Probably not

+1 vote     reply to comment
Guest
Guest Apr 22 2013, 2:37pm says:

This comment is currently awaiting admin approval, join now to view.

Chronojam
Chronojam Apr 25 2013, 4:30pm replied:

Please visit our forum for technical support, but a possible cause is a bad resolution or shader support while trying to play fullscreen; attempt to play in a window. But, swing by our forum for more detailed help.

+1 vote     reply to comment
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Red Alert: A Path Beyond
Platforms
Windows, Mac
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Official Page
Bluehellproductions.com
Release Date
Released Apr 7, 2011
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Highest Rated (8 agree) 10/10

i haven't even played it yet, but i still give 10!

Mar 14 2011, 11:18pm by BionicleManFanatic

Style
Genre
First Person Shooter
Theme
War
Players
Multiplayer
Project
Indie
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Sequels
Red Alert 2: Apocalypse Rising, TBD
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Red Alert: A Path Beyond, Released Apr 7, 2011
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Version 2 of the APB SDK is available now, download it or Chronojam will whip me again :( Download it here: T.co

Jan 4 2013, 10:18pm

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