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. Enhanced with the powerful Ares DLL, Mental Omega 3.0 strives to bring new features to Command & Conquer Red Alert 2 Yuri’s Revenge while maintaining a strong sense of gameplay balance. Mental Omega 3.0 continues where the first Red Alert left off and branches out into an expanded universe with brand new missions for all three factions.
Mental Omega 3.0 requires a working installation of Red Alert 2 & Yuri's Revenge to be played. All releases (original 2001 release, The First Decade, The Ultimate Collection etc.) are compatible with it.
It's been a busy month for Colony Wars... For those not in the know, Colony Wars is a Partial Conversion Mod for Yuri's Revenge which adds in new units for the original 3 Sides and adds in the Giant Ants now known as the "Colony" as a new side.
So to start things off lets start with a new but old Soviet Unit the Rhino Heavy Tank.
If they look familiar then your eyes aren't fooling you. The Rhino Tank is based on the PreRelease 'Heavy Tank' from Red Alert 2. The Rhino Tank is armed with 2 120mm barrels that gives it a powerful attack and is the MBT of the Soviet Army Faction.
Another familiar unit is the V3 Launcher.
The V3 Launcher has been tweaked slightly that they launch their rockets much faster. The V3 Launcher is the unique Siege Unit for the Soviet Army Faction.
Last but not least for the Soviets is a cousin of everyone's favorite robotic spider. The Jolt Drone
Jolt Drones exchange their cutting tools for a mini tesla reactor that gives them a host of new powers like an electric bolt that short-circuits enemy units. Granting them immunity to EMP and giving them a small EM Pulse Deploy Weapon.
Continuing, We move onto the allied toys.
The Nighthawk has finally gotten its long awaited Voxel Remake.
Aside from the new voxel the Nighthawk has received a slight boost in health.
A new but familiar aircraft (for those who played Tiberian Dawn) joins the Allies in the form of the A-10 Thunderbolt, more commonly known as the "Warthog". The Warthog is unique to the Eagle Command being their dedicated Tier 3 Aircraft.
Introducing a new unit that rivals the Kirov Airship is the Allied Athena Gunship.
Bestowing her own justice with her Glaucus Prism Cannon the Athena Cannon could be considered a flying prism tank. Which she is, however she has a secondary ability called the Athena Beacon. The Beacon allows the Athena to double her range and fire off burning rainbow beams of destruction from an even further distance.
Tanya now has unique snow & desert specific graphics.
The most overly used Unit design also joins Colony Wars.
The Abrams Tank is a Tier 2 (Radar) Tank that is armed with a Machine Gun against infantry and a Cannon against Vehicles & Buildings.
Last but not least is Yuri...
The Grinder had unused animations which were supposed to play. The building now properly plays this and I've also optimized some animations on the Building.
One of Yuri's Stolen Tech Infantry, the Enlightened.
Enlightened are psychics in Yuri's Army who volunteer to have their legs removed and replaced with robotic spider legs similar to the Terror Drone and other cybernetic implants. This gives them improved speed as well increasing their durability. This does come at a price as they also are now vulnerable to EMP Weaponry.
4StarGeneral has been busy working on remaking the Gatling Cannon as well. Wish him luck everyone.
Credits go to their respective authors. And until then.
Hello everyone! We've recently introduced Red Alert 1 into our list of games in the left menu of the site. Now you are able to browse its editing forums, download SHPs (which you may need to convert to SHP(TD) format) and... the big bonus here: download the game straight from our servers. We plan to add more resources for it later, specially links to official and community used patches and tutorials that may work for RA1 modders.
Talking about Downloads, we've also added C&C 95 here. Both Red Alert 1 and Command & Conquer 95 were released as freeware by EA during the celebrations of the 12th and 13th anniversary of these games. You can download their both CDs straight from our servers. However, bear in mind that these ISO files are huge and we need to make sure that bots won't download them, otherwise they'll consume all our bandwidth and make the server become very slow. In order to prevent bots from downloading them, we've placed a protection for unregistered users only. You'll need to play a flash game captcha in order to download them as guest... or just login to the site. Then, downloading these files become a very trivial task.
Use these games (or Tiberian Sun and Red Alert 2) in order to participate from the Grand Campaign Competition and get games like Crysis 2 Maximum Edition, Dead Space 3, Medal of Honor (2010), Mirror's Edge
Sims 3 Starter Pack, Batman: Arkham Asylum (Game of the Year) and The Lord of the Rings: War in the North.
And finally, once we confirm that this anti-bot download protection is successful, we may add more big files for download. And in the next days, we'll increment the content for most games in our left menu as well. Keep browsing PPM and stay tuned for more news.
TL:DR version: CnCNet 5 is awesome! Took a long time to make and test! TS and RA2 not supported yet! Download here!
After over a year of work and testing CnCNet 5 has finally been deemed stable enough for an official release!
Compared to CnCNet 4, CnCNet 5 is coded from scratch and takes advantage of the online systems Westwood implemented into the games. CnCNet 5 has a external lobby system which gets rid of the old and buggy LAN lobby. No more games disappearing or glitches related to kicking people from the game. You can also say good bye to lag caused by the LAN netcode as previously hinted to CnCNet 5 makes use of the WOL netcode making games go smooth.
CnCNet 5 works perfectly despite closed ports due to the improved tunnelling system which also lets multiple people in the same household play with people online.
The CnCNet 5 lobby uses an IRC server which allows you to send private messages, make passworded lobbies game and to communicate with players. You can connect using a normal IRC client as well, but you won't have any game functionality.
Currently CnCNet 5 supports Command & Conquer and Command & Conquer: Red Alert. Support for Command & Conquer: Tiberian Sun is in the works as is other Westwood Online enabled games, maybe even a game where you fight over a certain "waterless world".
Below are a list of changes to the individual games:
Command & Conquer
- Over 160 maps to choose from by default.
- New option: Auto Crush Infantry
- New option: MCV Undeploy
- Automatic transfer of custom maps
- No limit on starting money
Command & Conquer: Red Alert
- Over 430 maps to choose from by default.
- Automatic transfer of custom maps
- Choose starting location
- Choose alliance
- New option: Fix Formation Exploit
- New option: Fix Range Exploit
- 12 other new game options
- Automatic transfer of custom maps
- No limit on starting money
Command & Conquer: Tiberian Sun
- Not yet supported, use CnCNet 4 in the mean time.
- Iran is working on it with help from CCHyper!
It's been a long time since the last update. My latest news post was 16 months ago, and that's way too long of silence in my opinion. During the time we've mostly posted new maps, and we've also had some breaks when we haven't posted anything for multiple months; maybe some of you have even thought of DTA being dead. Well, that's far from true.
In the meanwhile, we've actually made quite a few discoveries about the engine in addition to adding more maps into the game. Implementing these discoveries has taken a bit of time - but we believe they're certainly worth it. You'll see some of those below.
Graphically, one of the more important changes is what you see in the pictures above. That's right, we've converted TD's water animations for the TS engine. That includes not only the basic water animation, but also all other water-related things like water cliffs, shores and rivers.
For gameplay, there's a lot of improvements as well. Units with overlapping roles have been tweaked, the AI isn't that insanely difficult on Medium (AKA AI Level 1) anymore offering a much more balanced experience for most players, while the Level 2 AI has again been made stronger providing a very nice challenge for the most experienced players (especially on Comp Stomp -- getting slaughtered together with your friends is much more fun than getting slaughtered alone!). Talking about the AI, I might as well add that the AI is now also able to use ships (click on the image to view it in its usual size):
The teleporter system in Comp Stomp maps has also been replaced with a completely new system, leaving no dependence on the player manually entering their MCV into the teleporter. Instead, there are no teleporters; right in the start of a Comp Stomp game your MCV will automatically fly into your real starting location (engine wise, this is done with some scripting on friendly invisible carryalls). We have also added text triggers for convenience to people who haven't played DTA or Tiberian Sun before and as such don't know the hotkeys. See the image below for a demonstration.
There's also a very large surprise incoming with 1.12 which we won't reveal yet. It has actually taken most of the development time for 1.12, and with the long development time, you can expect it to be something fairly big. I can only say that 1.12 will really extend the game - in an awesome way
The release isn't far away anymore. We won't discuss strict release dates, but expect 1.12 to be here soon. In the meanwhile, we will continue posting updates like maps and other content changes until we are ready for unleashing the next major version of DTA. Before that, you can still enjoy the very polished 1.11 which offers plenty of fun and which has been downloaded about 20,000 times as an estimate during its almost two-year long lifetime.
I've decided to give myself a birthday present in advance (november, 15th) and the Menu Builder application from PPM that synchronizes the menu of the main site and the graveyardmobile site was updated to support subsections. With this change, the left menu has been reorganized making each category be a single game. The CnC Editing Tools category has lost the CnC prefix and it should cover every game.
This change is now allowing us to cover more games in our sites. For this reason, we've added C&C: Tiberian Dawn, OpenRA, Starcraft 1 and 2, Fallout 3 and Warcraft 3. We'll eventually add more games soon, although, we'll have to do another upgrade at the Menu Builder script to start supporting subsites after a certain moment.
In order to see the content of these games, click at them and the menu will expand with all its sections, subsections and links for the game you desire.
We'll also mirror basic content and download for these games in the next days, so you'll be able to download patches, mod SDKs or the game itself from the game submenu.
I'm pleased to announce that PPM is hosting its first EVER multi-C&C mapping competition! Create your best singleplayer map in ANY of the classic Command & Conquer games for a chance to win some PC games!
Click on the banner to view the topic, and official rules. The deadline for this contest has been set for New Year's GMT, so get crackin'!
Anyway, OpenRA uses several .yaml files as a way to determine the rules of the game (units, several settings, AI, etc). They are english friendly files, quite easy to understand and editable with any text editor. The way these files are organized is quite intuitive, at least if you check the RA mod for instance.
The main limitation lies in the way AI behaves. You can edit part of it at system.yaml (inside OpenRA/mods/yourmod/rules/). You may determine which units and buildings it constructs, AI build limit for structures and the expected percentage of these units and structures at AI's army.
However, bear in mind that OpenRA is under constant expansion and it will become more friendly over the years. Your support and your interest here and at OpenRA official channels can help that to happen.
So, are you interested in creating a mod for OpenRA? Do you need any help with that? Participate of our OpenRA Editing Forums and let's get modding. Make sure you read the stickied topics there, as it may contain tips and locations of the official chanels. Head to OpenRA's website to download the game and its included map editor and get modding.
"Oibles!" is a random trademark from Project Perfect Mod and Kane.
"He who loves the game, mods the game. He who mods the game, lives the game" is also a random trademark from Project Perfect Mod.
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