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~ The C&C Guild Staff

1 AGSA Promotional Video

Posted by Allied General on October 24, 2014 in AG Bunker News

Promotional Video for Allied General's Shattered Alliance (AGSA) - a CNC YR modification
btn_yt.png btn_fb.png btn_moddb.png

  • Music - The Empty World - Dark Post Apocalyptic Piano - Walid Feghali 
  • Public domain footage
  • Stock footage Shutterstock
  • Video Editing - Omegabolt
  • Logo - Aro

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0 Japanese Anti-Aircraft Guns.

Posted by Mig Eater on October 18, 2014 in D-Day News

Following on from the last news post here are the Japanese Anti-Air defences, which range from one of the smallest to the biggest AA gun ever used.

To see more information and photos of these guns click on the images to go to their Wiki pages.

Type 96 25mm
In 1935 the Japanese were looking for a new light naval anti-aircraft weapon to replace their Vickers 40mm guns. A group of officers & engineers traveled to France to inspect the 25mm Hotchkiss design, several were bought back to Japan & tested at Yokosuka Navy Yard as the Type 94/95. Soon after a license was agreed & mass production started in Japan as the Type 96. It became the standard Japanese light anti-aircraft weapon with nearly 33,000 built by the end of the war.

Type 99 88mm
Following the battle of Nanking in December 1937 the Japanese captured several German 88mm SK c/30 anti-Air guns that had been bought by the Chinese Kuomintang army. After examining them they realized that they were superior to their own anti-Air guns so work stared on reverse engineering the design & in 1939 a copy of it was put into production as the Type 99. Because of their superiority most were kept on the Japanese home islands to defend vital areas against the Allied air raids.

Type 5 150mm
The Type 5 15cm is the largest anti-aircraft gun ever deployed in combat. Developed from the earlier Type 3 12cm which was designed specifically to counter the Boeing B-29 Superfortress, however it was soon found that the B-29 could fly even higher then the Type 3's effective range so an even bigger gun was needed. Development proceeded quickly & a prototype was soon ready but with Japan's infrastructure destroyed & limited resources only two were built before the end of the war. The two guns were deployed to Kugayama in the outskirts of Tokyo, in their first engagement on 1 August 1945 they successfully shot down two B-29s. Seeing the threat from these new weapons the USAF avoided flying near Kugayama for the rest of the war, so even though they were only used once they still defended Tokyo as an effective deterrence.

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0 Mental Omega #ControlMOre

Posted by Speeder on October 16, 2014 in Mental Omega APYR News

We're alive. We're designing. We want you to #ControlMOre. Here's a teaser of what's to come.

Follow our YouTube channel to be notified about upcoming intel updates.

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0 Tiberian History: Release 6

Posted by Madin on October 13, 2014 in Tiberian History News

Tiberian History is a small mod that adds a small number of units from previous C&C games.
This release features a couple of extra artillery pieces from Tiberian dawn for you to enjoy has well has the Nod Banshee.


Lets have a brief look at some of Release 6 new additions:




The Renegade Harvester for GDI!





A merciless surface-to-surface missile launcher for Nod!





An area saturation artillery for GDI!





A remarkable multi role aircraft!





An anti-artillery base defence!











Give it a go! https://www.dropbox....toryVI.zip?dl=0

Leave feedback if you feel like it!

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0 Japanese Anti-Tank guns

Posted by Mig Eater on September 23, 2014 in D-Day News

Today's news post focuses on Japanese Anti-Tank defences, which range from the inadequate, the opportunistic and the mighty.   

To see more information and photos of these guns click on the images to go to their Wiki pages.

Type 1 47mm

Work on Japan's first indigenous anti-tank gun design started in 1937 with several experimental prototypes built, none were put into production though because of inadequate performance. Following the defeat of Japanese forces to the Soviets During the Nomonhan Incident in 1939 interest in a new anti-tank gun resurfaced. Work on the design continued over the next few years and was finally completed in 1941 and standardised as the Type 1 47mm, production started in 1942 and it was deployed into service during 1943. By then the Allies had introduced newer tank designs witch the Type 1 was unable to effectively defeat, however with no other anti-tank guns available it continued to be used until the end of the war.

Available Pre & Early war.

Type 90 75mm

Designed in 1930 the Type 90 75mm was a field gun based on a French Schneider cannon, the design was an effective weapon but expensive and very complex to build and maintain. It was originally designed as a field gun/light artillery but during the later stages of the war the Type 90 was also successfully used as an anti-tank gun, being one of the few weapons that could effectively defeat the newer Allied tanks. In light of this the weapon was modified and used in the Ho-Ni and Chi-Nu tanks.

Available Mid & Late war.

Type 5 105mm

The Type 5 was an experimental anti-tank gun developed in 1945 during the closing stages of WW2, the Japanese had planned to use this weapon in the Type 5 Ho-Ri tank destroyer but the war ended before a prototype of the Ho-Ri was built.

Available Post war.

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8 Autumn Update

Posted by predator_bg on September 1, 2014 in Contra News (eng)

Welcome back to Contra. It's been a long time. Some people thought we are dead, others thought we are having a super nice vacation. Unfortunately, we were not on a vacation, but fortunately we are alive. That's enough about us. You came here to hear about Contra, right?

First, we'll start off with some new models. Dcesarec presents you the new US drones pack.
From left to right: Zodiac Drone, Stinger Drone, Battle Mechanic, Jet Sniper Drone, Scout Drone and Hellfire Drone.


Second, we have fixed Observer interface. Coordinates now properly match the new interface, which was introduced in 008 beta. Generals' icons are now displayed instead of vanilla faction icons.


The general's portrait can be seen when a player is selected.


Third, we have a new launcher for Contra. Contra now works in conjunction with other mods. But that's not all. You can switch between new and vanilla soundtracks, new and vanilla unit voices. Language and start options are easily selectable too. Made by Predator_BG.


And finally, a new trailer for the upcoming 008 final (big thanks to SmokeMelvin)!


We have recently started testing Contra online to find any bugs and imbalanced stuff. Challenge maps are also being tested. We hope you enjoyed this update. We are not dead.

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0 Contra 008 Beta 2 released!

Posted by predator_bg on September 1, 2014 in Contra News (eng)

Originally posted on ModDB by ThePredatorBG on Jan 1st, 2014


Happy New Year to all of you!!! We are happy to inform you that Contra 008 Beta II release is ready!



Greetings fans! After turbulent last few months, we have made this release for all of you. As posted before, we guess you all know what is happening with our team, and with Contra mod.

Still, we have raisen from dust and put a lot of effort to make this true... and probably even better.

As it is stated in credits (if you watch them in-game), you will see a special section with credits for people who made this version happen.

We'll say once again:

- Anubis_theDark
- Zeke_Dlyoung
- VectorIV
- Javellin Cos
- Anto111ka
- Kris (moddingrocks)

And of course our former members which contributed a lot for 008:

- Andrey [Creator] Pestryakov (mod author)
- Gundamwen
- Lil Tasman
- Casojin
- S_P_R
- EvGamer
- Annihillator

And now, current team which holds this project not to fade away, and who decided to take everything in their own hands:

- dcesarec
- Predator_BG (a.k.a. ThePredatorBG on Mod DB)

We both made almost everything new, that you will see and enjoy. We both had to learn many new things, spent many days and nights to make this come true. It has been almost a year since the first Beta. That's because we (dcesarec and predator) decided to continue over the official release about 1-2 months ago.

Now, download, play, have fun. This version is made for enjoying multiplayer, playing challenge and skirmish
Also, post feedback, so we can quickly fix things which we missed. And so we can make a decent story and release FULL version sooner.

We still take offers for help and get in team... because Contra will live!

Some art and sounds were taken from:
Warhammer 40,000: Dawn of War – Dark Crusade
Total Annihilation
Men of War: Condemned Heroes

We suggest using GenTool v6.2 for better experience.
Note: We are not the makers of this software.


These are all changes, ranging from 008 Beta to 008 Beta 2.
Russian translation: Redsys.ru

Bugs fixed:

- Tech buildings block projectiles. Fixed.
- Saturn and Nemesis did not have hero signs on mini-map. Fixed.
- Yan Wang could not attack helicopters. Fixed.
- Music was not playing. Fixed.
- Flame general Artillery Training cameo had wrong coordinates. Fixed.
- China Bunkers had missing cameos. Fixed.
- Tank Hunters fire missiles from their feet. Fixed.
- USA Missile Defender had a visual glitch with feet. Fixed.
- Some maps were not available in multiplayer. Fixed.
- Some GLA units use English voices. Fixed.
- Some GLA voices were missing. Fixed.
- Some GLA voices were delayed after unit action. Fixed.
- Medic Droid was affected by Exoskeletons, but upgrade icon was missing. Fixed.
- Nuclear Battlemaster was affected by Nuclear Tanks, but upgrade icon was missing. Fixed.
- Cyborg uses Ranger voice for building capturing. Fixed.
- Terminator uses Burton voice when planting charges. Fixed.
- Raven uses Comanche voices when destroyed. Fixed.
- Internet Centers use Command Center preview sound. Fixed.
- Omega Cannon could be attacked by light weapons. Fixed.
- GLA Worker had selection glitch. Fixed.


- Power production at game start removed.
All USA:
- Command Centers have more health and are limited to one at a time.
SW general:
- Dozer moves 20% faster.
- Security Systems upgrade added.
- Hybrid Engine upgrade moved to Command Center.
- Tomahawk Storm has +20% more firepower.
- Web Defense System removed.
- Heavy Construction Dozer requires Strategy Center and rank 3.
- Saturn is now a unit built at War Factory in order to eliminate all bugs.
- Blackout Missile System is built by Dozer only (was Saturn only).
- Garrisoned infantry in Fire Base and SSM Site auto-heal. The point of auto-heal was to give infantry inside those defenses a chance to survive since they get killed by everything in Contra. Don't try to kill infantry with anti-personnel weapons. Focus your fire on the building.
- Cyclone range increased.
AF general:
- Dozer moves 20% faster.
- Security Systems upgrade added.
- Hybrid Engine upgrade moved to Command Center.
- Hydra (EMP Artillery) removed.
- Colossus was changed. Sparrowhawk flies around Colossus and fires missiles at enemies around it. There is a designation effect on the targeted unit.
- F16XL firepower increased slightly.
Laser general
- Dozer moves 20% faster.
- Security Systems upgrade added.
- Hybrid Engine upgrade moved to Command Center.
Cyber general:
- Cyborgs move as fast as other infantry from the start. After Exoskeletons upgrade, they move +50% faster.
- Cyborgs are resistant to toxins and radiation. They take damage very slowly.
- Drone Controllers' drones have 50% less life time.
- Nemesis has less speed, more health and more firepower
- Pegasus is armed with one bomb. Firepower and particle effect from Contra 007 have been returned.
- Cepheus shoots one shell with double firepower and double reload time.
- Cyborg Drop, Missile Cyborg Drop and Medic Drop have been removed.
- Cylon firepower increased, armor decreased.
All China:
- Command Centers have more health and are limited to one at a time.
- Airfield is available at rank 3.
Nuclear general:
- Radioactive Shells and Chain Guns upgrades moved from Internet Center to War Factory.
- Nuclear Battlemaster health was decreased by 10% and the chance to fire a nuclear shell has been returned (all the same as in 007).
Infantry general:
- Minigun upgrade moved from Internet Center to Barracks.
- Chain Guns upgrade moved from Internet Center to War Factory.
- Sniper is now stealth while moving.
- Troop Crawlers move 10% faster.
- Mongoose removed.
- Dragon Tank range is now the same as other Dragon Tanks (was less). It also fires continuously now.
- J-10 costs $1100 (was $1750), but also has 30% less health
Flame general:
- Fire Wall and Thermite Shells upgrades moved from Internet Center to War Factory.
- J-10 removed.
- MiGs have 2 missiles instead of 4. Missiles don't spread anymore.
- Artillery Barrage has a slight flame effect, not for destruction, but for possible fuel ignition.
Tank general:
- Fire Wall, Black Napalm and Improved Autocannon Shells upgrades moved from Internet Center to War Factory.
- J-10 costs $1500 (was $1750), but also has 30% less health. A strike of 4 J-10s creates a firestorm (was 6).
All GLA:
- All Bomb Trucks are stealth while standing still and moving.
- All Angry Mobs are as usual. Cost returned, build time reduced, built at Barracks.
Demolition general:
- Efreet is stealth while standing still and moving.
- Airfield holds 3 planes instead of 4.
- Cockroach jump/boost into suicide action was removed.
Stealth general:
- Hazael damage increased by 30%.
Toxin general:
- Bomb Truck removed.
- Default Toxin Rebel's firepower was lowered to match other generals' infantry. Also, he doesn't clear buildings anymore.
- Toxin Rebel gains the ability to clear buildings with Anthrax Gamma (Difosgen) upgrade.
- Toxin Pump upgrade was moved from Black Market to Barracks.
Assault general:
- Katyusha was moved at rank 3.
- Dana was moved at rank 1.
- Sneak Attack general's power was moved at rank 3.


- USA Thor 3D model inserted.
- USA Laser Turret 3D model was changed.
- USA Annihilator 3D model was changed.
- USA Cyborg 3D model was changed.
- USA Super Weapon Burton (Splinter Cell) 3D model inserted.
- USA Air Force Burton (Duke Nukem) 3D model inserted.
- USA Seraphim 3D model inserted.
- USA Nemesis 3D model size increased.
- USA Phobos 3D model inserted.
- USA Cepheus 3D model inserted.
- USA Lancer 3D model inserted.
- USA Female Ranger 3D model inserted (for SW general).
- USA Comanche texture was improved.
- USA Robo Raptor texture was improved.
- USA Drop Pod texture was improved.

- China infantry textures improved.
- China Sniper 3D model was changed.
- China Flamethrower Turret 3D model was changed.
- China Flame Battlemaster 3D model was changed.
- China Nuclear Battlemaster 3D model was changed.
- China Bunker's garrisoned version is easily recognizable now.

- GLA Rebels 3D models inserted.
- GLA Airfield 3D model inserted.

- New trees inserted.
- Bushes enabled.
- Ice objects added.
- Coconut objects added.

- Rocks objects' textures improved.
- Some textures in vanilla Generals have higher resolution than these in Zero Hour. Some of them were added in Contra (DrainPipe, DrainPipeFlowing, CargoLoadingCranes, damaged Chinese Command Center, damaged Chinese War Factory and some others).
- Snow version of supplies fully inserted now.
- Some Contra terrain textures were replaced with better ones.
- Some vanilla Generals and Contra terrain textures improved.

- Many cameos have been improved.
- Inserted Fixed Cameo Pack by n5p29 (thanks for making this public)

Challenge mode:

- Challenge mode enabled.
- Assault and Cybernetic challenge maps added.
- Infantry challenge map removed.
- All Challenge maps were updated. Bug fixes, balance changes, visual enhancements.


- All maps have a new depth of field (fog) effect.
- All maps have new realistic water effects.
- Some unblended tiles (terrain textures) were blended.
- Long Range Radar tech building and new Civilian Bunker were added on some maps.
Notable changes on most played maps:
- Defcon and Tournament Island were completely overhauled visually. New terrain textures used.
- Tournament Island has wider entrances now.
- You couldn't capture USA and China dozers on Europe Raptor map. Fixed.
Hostile Dawn:
- The Artillery Platforms in the middle were removed.
- The Oil Refinery in the middle was replaced with a Long Range Radar.
- There are two Reinforcement Pads now (was one Reinforcement Pad and one Repair Bay).

Other changes:

- Added new select/preview sounds for Cepheus, Azarakhsh, Communications Center, GLA Airfield, Cyborg Factory, Chemical Bunker.
- Added new voices for Saturn, Heavy Construction Dozer and Female Ranger.
- Inserted new sounds for Jihad Warrior's shotgun, Huang Zhong and Aladdin's guns.
- Many text changes. Misspellings, wrong information and conflicting hotkeys fixed.
- Shellmap from Contra 007 was returned with some changes.
- Main menu interface was updated.
- New music plays on shellmap and menus.
- GLA announcer speaks English again.

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0 Awaken!

Posted by predator_bg on September 1, 2014 in Contra News (eng)

Originally posted on ModDB by dcesarec on Nov 23rd, 2013



You see it right, we are back on track, and this time, we are making things even faster.

- I won't lie, we are having the most difficult time than ever before. Our team leader and Contra founder, Andrey Pestryakov A.K.A. Creator, is offline... both from our forums and our personal networks. He is offline for a longer period. We don't know what happened to him. But before he went offline, he told us he will start working on NeoAxis engine. To make Contra limitless... and he is planning to invest in that project too. He also gave us permission to finish Contra 008 on SAGE engine.

So now, the only remaining project team members, PredatorBG and I, are working every day in order to finish this release, to import everything. We are learning new things, and we make progress.

Our goal is to finish 008 on Christmas or New Year. It will be either second beta or full 008.
This release will be visually the best Contra version so far, and with gameplay it will be very similar to 007.

We also have great help from other people, people like: VectorIV, Zeke, Kris, Anubis, and Anto111ka. We shared some resources with them (resources which I personally made), and we share our "experience".
So, thanks to them, we are able to make huge progress!

But, we still appreciate any help. Anyone who has experience in coding is welcome in our team. We don't know how progress will flow in the next month... but we will give our best.

Now, I will show you some in-game pics... so you can judge by yourself what we have done in only a few days:









Noticed new water, ground, bushes, flowers, trees and units?? This all is awaiting for YOU!

Not only this... new menu interface is completely inserted, new infantry models which are now easily recognized...

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0 Summer Update

Posted by predator_bg on September 1, 2014 in Contra News (eng)

Originally posted on ModDB by dcesarec on Jul 3rd, 2013


After a first 008 beta release, we continued our work on many mod aspects. Such as improving graphics, fixing bugs and adding some new models. Lately, team is busy with RL problems, but we will show you some of the work that has been done. Work will continue in order to give full 008 release which will be playable and enjoyable as 007 is, even better, with less possible bugs, with best graphics we can give.

What all is in progress now?

There are still bugs left to be fixed, and there are still graphics to be improved. Some models, vegetation, and new lighting environment. Also, new menu interface was not inserted in first 008 beta release properly, so you can expect full new menu interface.

So when can we expect full 008 release?

Not sure at the moment. I personally think it could be done by the end of this year, because not many things left to be done. Even next beta release could be considered as full release. This all depends on our free time and things we can achieve in this summer.

So, when, and will be second beta then?

Again, not sure, I hope in autumn or at the end of summer. But that is just my personal opinion, please note that!!!


I also have an announcement for all Contra fans.

Maybe some of you are familiar with this... but lately, Contra project team is discussing about Contra future. And, the conclusion is...

that we don't see a bright future for Contra mod anymore...........

on this old engine!!! :)


What does this mean???

This means that we want to move Contra mod on a better engine. We are sick and tired of old generals engine limitations (we can't insert all units we want), graphics (we are limited with polygons and textures size), bugs (unfixable engine bugs), lags (without a reason), mismatch, cheating players (those are the worst, I meet them very often) and such....
So, we are nesting, we are searching for a better host. So far, some of the engines are considered as hosts. RA3 engine, NeoAxis engine, and some others. We know it will be hard work and long project which has its own risks. It could turn out great, or it could turn out bad. But we will give it a try. We see Contra as an awesome game in future because we have skills and will to do that. Perhaps we will expand our team too, so stay tuned if we post that we need more people!
Don't worry, before we start doing that, we will give you 008 version finished.


Please note that all those things which I have posted now can be changed in any time. Anything can happen with our members because we all are struggling for better life.


But, enough of text now. Let me give you some pictures.


First, we have improved old Battlemasters. I love those tanks, but they had old texture. So, this is Flame general's Battlemaster:



If we improve Flame general's Battlemaster, it's only fair then to improve Nuke Battlemaster too:



Next, my favorite improvement is Cyborg unit, still under question. Like it to see it in Contra :D



My first rebels for Contra were not so great job. With time I improved my skills, so I have made new rebels too. Now they match to their cameos. From left to the right you see Demo Rebel armed with grenades, normal Rebel armed with machine gun and Toxin Rebel armed with a toxin gun and protected with gas mask.



We didn't show you new USA ranger before, right? He also has new machine gun too. They will have some variants in order to be better recognized on maps.



New GLA Airfield is made too. Old GLA Airfield was not so great model.



And, here are some screens with new vegetation too, you can see new water too. On most played maps in multiplayer games:








With this, I am ending this summer update. For all of you who don't know where to play Contra online, use Tunngle. Both 007 and 008 versions are played there in their rooms. So, join us!

I hope that soon will be one new update too which will show you new bushes, new lighting environment, new ground textures and few models that left to be done!

So, until next update, enjoy Contra and CYA! ;)

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0 Ground Textures Demonstration.

Posted by The Splat on August 26, 2014 in Sail 7 Seas News

The video below will demonstrate a beta version of the textures used within this modification for detailing the ground maps.

Some of the images / textures will be replaced and it is not a "final version" with zero bugs.
Demonstrates some of the work already completed and hopefully encourages people to know this mod may indeed see release.


Sail 7 Seas Modification Ground Texture big file
Please note some of the textures shown here may not show up in the final version.
Modification of the game Command and Conquer tiberian wars.

Music heard in this demo is from the sound crew ,ryan scully and nickolas baschfire who donated to this project some work in 2012-2013 .

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