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~ The C&C Guild Staff

0 Ke-Ni & Ke-Ho Variants

Posted by Mig Eater on April 2, 2015 in D-Day News

Continuing from the Type 95 Ha-Go based vehicles seen in the last news post. This news post shows some of the vehicles designed to replace it as the as the war in the pacific intensified. Because of the destruction of Japan's industrial capabilities it wasn't possible to put any of them into mass production & the Ha-Go was left to fight with ever decreasing effectiveness until the end of the war.

Type 98B Ke-Ni Otsu
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At the same time Hino Motors were developing the Type 98 Ke-Ni Mitsubishi started work an alternative design using four large road wheels attached to coil springs in a similar layout to the Christie suspension system used by the Russians and British. During testing Hino Motor's Ke-Ni with Bell crank suspension proved to be superior and work on the Ke-Ni Otsu was stopped.

Type 98 Ke-Ni Kai
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A proposed upgrade of Type 98 Ke-Ni changing the turret for the one used on the Type 97 Chi-Ha "Shinhoto". This design didn't leave the drawing board and remained only a proposal. This design is often mistaken as an early or alternative version of the Type 5 Ke-Ho but they are separate projects.

Type 2 Ke-To
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The Type 2 Ke-To was an upgrade of the Type 98 Ke-Ni, replacing the turret with a new taller version & changing the main cannon from a Type 100 37mm to the newer Type 1 37mm. Even thought it was originally designed in 1941 production didn't start until 1944, only 29 were eventually built before the end of the war and none where used in combat.

Type 5 Ke-Ho
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With the failure of the Type 98 Ke-Ni to fully replace the aging Type 95 Ha-Go work started in 1942 on a completely new light tank design to counter the growing allied threat. At the time there was more interest in developing new medium tanks, the navy also had priority for steel so the project was put on hold. By 1945 the Ha-Go was now gravely obsolete and suffering heavy losses, with no available replacement production of the Ke-Ho was finally authorized. With japans industrial infrastructure destroyed and severe shortages of materials it was impossible to start mass production though. It is believed that a single prototype was completed before the end of the war but no photographic evidence has been found.

Type 5 Ku-Se
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The Ku-Se was a proposal to modify the Type 5 Ke-Ho by removing the turret and replacing it with a fixed structure equip with a 75mm Type 99 gun, creating a fast and agile light support vehicle. The war ended before a prototype of the Ke-Ho and in turn the Ku-Se was completed.

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1 Rise of the Reds 1.85 Released! Celebrating with a Livestream!

Posted by Hecthor Doomhammer on April 1, 2015 in C&C Guild News

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The wait is over. No longer will you have to idly sit by and watch as the beta testers en development staff show you all the new features.
Your burning desire to play Rise of the Reds version 1.85 has finally been extinguished.

But with that, a new desire should be burning in your soul: The desire to take the spotlight on stream and show off your skills to the public!
and if not, my friend the Shenlong will MAKE that desire burn. or perhaps even more.

Tonight at 18:00 GMT The Hunter will join me as we present the first official release stream of Rise of the Reds on my channel on Twitch

Tell your friends. Tell your family. tell your neighbors and the town fool to follow my channel as from this moment on Rise of the Reds public streams will be the majority of my channel's content.

I present the countdown

And hope to see all of them, and all of you then!

 

Download link to Rise of the Reds version 1.85

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0 Ha-Go Variants

Posted by Mig Eater on March 31, 2015 in D-Day News

Following on from the last news post here are several new Japanese tanks based on the Type 95 Ha-Go.


Type 3 Ke-Ri
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The Type 3 Ke-Ri was a upgrade of the Type 95 Ha-Go replacing the Type 98 37mm with a Type 97 57mm. During testing the larger 57mm cannon proved difficult to use in the Ke-Ri's small turret so work on the design was canceled.

Note:
There is some confusion about what turret the Type 3 Ke-Ri used, some sources state that it used the standard Type 95 Ha-Go turret and others show something similar to the turret of the Type 98 Ke-Ni. For now I've used the later design for ease of recognition but it might be changed in the future once a more reliable source has been found.

Type 4 Ke-Nu
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Near the end of the war several programs were launched to upgrade or replace the aging Type 95 Ha-Go in an effort to combat the growing allied armour threat. One of these was the Type 4 Ke-Nu which replaced the standard Ha-Go turret with the turret from the Type 97 Chi-Ha which became surplus after it was upgraded to the Type 97 Shinhoto. One hundred were converted before the end of the war with the majority of them stationed of the home islands, a few were used in Korea & Manchukuo were they fought Soviet troops in 1945, one of them was captured and now resides in Kubinka Tank Museum.

Type 4 Ho-To
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The Type 4 Ho-To was an experimental self propelled gun based on the Type 95 Ha-Go, the turret was removed and replaced with an open structure fitted with a Type 38 120mm Howitzer. A single prototype was built in 1944 and tested but the results of the testing or the prototype's fate after the war is unknown.

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0 Early Japanese light tanks.

Posted by Mig Eater on March 26, 2015 in D-Day News

I haven't posted any new D-day news in three months, during that time I've been slowly working to finish all of the Japanese ground units. I'm nearing the end of this task and currently have over 30 new units to show, I hope to post them all in the coming weeks and to start things off here are some of Japan's first tanks.

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


Ko-Gata Sensha
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Like many countries Japan's first tank was the Renault FT which they bought 13 of from France in 1919 and named Ko-Gata Sensha, which means tank model A. They were initially given to the cavalry who were very impressed a requested more, however in 1922 the Imperial Japanese Army decided that only the infantry units will be allowed tanks so they were all transferred. In 1929 several of them were sent to Manchuria were they successfully participated in several clashes with Chinese forces. By 1932 they were becoming outdated and gradually replaced with new designs, so all of the remaining vehicles were given to the IJA tank school where they were used for driver training until they were worn out.

Otsu-Gata Sensha
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After the success of the Ko-Gata Sensha the Japanese sought to buy more modern designs from France, however the French were unwilling to sell there latest designs to another country, especially when they were all needed to equip their own army. Renault however was working on a new version of the FT17 called the NC1, which the French Army had rejected so they were eager to sell to Japan. After going through trials back in Japan the engine was found to be underpowered so it was replaced with a more powerful Mitsubishi diesel engine, the armour was also upgraded and the weapons changed to indigenous Japanese designs. They served in Manchuria and China along with the Ko-Gata during the 1930's, by 1940 they were still in active service but were soon replaced with new tanks.

Type 92
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The Type 92 was Japan's first indigenous tankette, designed in 1931 for recon and infantry support with the cavalry. During that time though tanks were controlled by the infantry, to get round this restriction it was classified as an heavy armored car. exactly the same type of "reclassification" was also used in America with the M1 Combat Car. The Type 92 proved successful in China but tended to throw its tracks in high speed turns, to solve this problem the suspension and wheels were changed in later production models.

Type 97 Te-Ke
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Following the development of the Type 94 TK Hino Motors started work on an improved diesel powered version with a larger weapon. Initial trials of the prototype did not go well so Hino Motors went back to the drawing board and designed a larger version of the Type 94 TK with the diesel engine moved from the front to the rear and the turret moved to the middle. Production of the Type 97 Te-Ke started in 1939 and soon replaced the Type 94 TK on the assembly line.

Type 98 So-Da
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The Type 98 So-Da was an ammunition & personnel carrier based on the Type 97 Te-Ke, it could carry 10 infantry or 1 ton of cargo.

Type 100 Te-Re
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The Type 100 Te-Re was a artillery observation vehicle based on the Type 98 So-Da, the rear compartment that was usually used for storing cargo or troops was instead fitted with a large radio and observation equipment. Using these it would find and relay targets to artillery positions, then observe were the shells hit and give corrections.

Ingame the Te-Re works as a scout that can call in artillery strikes from off map.

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24 Mental Omega News Bulletin #14 (23/03/2015)

Posted by Speeder on March 22, 2015 in Mental Omega APYR News

Today we've got quite a bunch of new interesting assets to show to you with neccessary replacements taking the lead. Before we get into what's new for Mental Omega, let me start with the news that Volume 5 of the Twisted Insurrection Soundtrack is slowly taking shape with the addition of my new track called "Reaper Raid", which you can now listen to here before it hits the mod in the next update. 

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Back in the early days of Red Alert 2 Yuri's Revenge modding, it was a common practice to repurpose an already existing in-game object for something different. This was done to match the modder's vision on what that thing should have been in the first place or simply due to a lack of available graphics. With a solid team behind Mental Omega and its continuous growth, it's high time to stop recycling old assets.

A common complaint in regards to the previous releases, both 2.0 and 3.0, was that the Psychic Tower had been repurposed into an offensive beam weapon which might have been confusing to new players. Expecting a mind control weapon, they got a railgun that added to the confusion related to repurposing and renaming of already established elements in the game. Thanks to Nooze we could now fix this. 

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This is the new Inferno Tower, a T2 defense which is Epsilon's equivalent to the Tesla Coil and Prism Tower. It will use a weapon very similar to the Antares' concentrated thermal energy, more useful for hitting single objects instead of groups of enemy units. The fate of the Risen Railgun support power has not been decided yet, but it will most likely simply include the Inferno Tower.

The replacement of the Railgun Tower hails the return of Yuri's Psychic Tower, which will now become a unique T3 defense structure for the PsiCorps subfaction. The Psychic Tower will drain more power compared to the original and will also have to charge before taking control over an enemy unit. It will cost $1500, as compared to $1200 of T2 hi-tech defenses.

With the re-addition of the Psychic Tower to the PsiCorps arsenal, the Mind Reader is now available for all Epsilon subfactions. More additions to PsiCorps will soon follow. 

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The Coordnode, a new defense structure that will replace the Comet Fence as a unique armory addition for the Euro Alliance, has been given a new look by Nooze. The Coordnode will increase the firepower of all defensive structures in its vicinity by 10%. The effect does not stack, so placing two of them near the same position will not grant your defenses a bigger boost. 

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Among the new building artwork created by Nooze is the new Missile Bunker. This new visual was created in order to make it more consistent with the artist's style for the tech buildings, which you can read more about here. The missile built at this capturable silo is a powerful addition to your arsenal, able to level War Factories and Shipyards with ease. 

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A replacement long overdue, the Tigr Truck is the successor to the Russian Tsivil. After receiving feedback from beta testers before 3.0's release, the Tsivil was hastily implemented to function as a medium-armored T1 AA unit to work in unison with the Wolfhound, much like the Euro Alliance has the Archon and Thor Gunship. With a few stat tweaks and a visual overhaul, the Tigr Truck should perform better within its designated role. When it's difficult to rely on flying anti-aircraft units, ground support might just be the key to taking down an enemy airforce. 

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The voxel for Tigr was created by Moder.U and touched up by mevitar to match Azri_Apoc's style for the Soviets. The unit will be voiced by Comrade Crimson.
 

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Map Preview #41: (3) Norio's Dojo (temperate; standard map pool) by Toveena
Map Preview #42: (8) Siegfried's Techzentrum (urban; standard map pool) by Toveena

Two large map additions today, both part of the series of maps dedicated to the heroes of Mental Omega. Following Tanya's, Rahn's and Morales' footsteps, Norio and Siegfried receive their own battlefields for others to fight on, both created by Toveena, '(3) Norio's Dojo' is the largest 3-player map to date while '(8) Siegfried's Techzentrum' forces a 4v4 team game in a complicated battlefield.

Tanya's Training Grounds, Rahn's Dungeon, Morales' Sanctuary, Norio's Dojo & Siegfried's Techzentrum. What kind of locations could the other heroes possibly get? Share your ideas with us!
 

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We are still looking for someone experienced with UVW maps and texturing 3D models who can help with finishing the work on a set of new buildings within the aesthetic style of the game. We already have plenty of finished models to work with, be it in 3DS Max or Blender.

For more information write an e-mail to mental.omega.apyr@gmail.com

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We are also looking for additional Voice Actors for new units and missions as well as Red Alert 2/Yuri's Revenge Mission Scripters to help with the ambitious campaign project we are working on as a part of Mental Omega. Singular contributions are also welcome. Use the e-mail address listed above.
 

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8 Mental Omega News Bulletin #13 (9/03/2015)

Posted by Speeder on March 9, 2015 in Mental Omega APYR News

First of all, good news! CnCNet now officially supports Red Alert 2 Yuri's Revenge multiplayer!
With their new client you can easily play online with other players, even up to 8 in a single match. 

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What does this mean for Mental Omega? You can still play 3.0 on CnCNet4, while we will start internal tests of the mod on CnCNet5 to see how well it behaves on the new service. After seeing the differences in performance for Yuri's Revenge I have really high hopes for this.
 

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The news bulletins usually appear once a week or two, depending on various factors, but if you want to get more frequent, smaller updates, you can follow me on Twitter

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If you already do, you are probably aware of the big addition that's coming, or rather - returning, to the Epsilon arsenal. That's right, Yuri's army will get additional units for their air force and a new shiny Aerodome to go with it. The artwork for the Aerodome was created by Nooze, more information about the new aircraft Epsilon gets will be available as soon as their artwork is finished. 

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With the addition of the Epsilon Aerodome come more changes to the requirements for certain units. To build the Invader, you will now require both Epsilon War Factory and the Aerodome. To build the Basilisk, you will need to have a factory, the Aerodome and an unupgraded Research Junction. There will be more tech tree changes like these for all sides.
 

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Will there be a Moon mission? Yes, there will be a moon mission.

"What are we going to do on the Moon, Yuri?"
"Build gigantic space bases for everyone to destroy enjoy!"

Operation: Earthrise

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As you can probably guess by looking at these pictures, Yuri has quite a large settlement on the Moon with all kinds of weird and advanced technology. This is a late Act Two Soviet mission in which they will attempt to not only destroy Yuri's quite significant base but discover several secrets behind his motives as well. Additionally, Chitzkoi will become the first dog to land on the Moon, at least in this universe.
 

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Map Preview #39: (4) Clash in America (temperate; "Fortress" map pool) by Moder.U
Map Preview #40: (8) Blood Paint (new-urban; standard map pool) by mir4d0r & Cesare

'(4) Clash in America' is yet another addition to our growing "Fortress" map pool. This one was made by Moder.U hailing from China, who is also helping us with graphics for several new units which will be revealed in the future. It's a uniquely shaped map where an assault from the air might turn out to be the biggest issue for the defending player, while he's busy keeping an eye on the three well-defended ground entrances to his base.
The addition of the Tech Defense Bureau will make all the defenses which are given to the defender at the start fully upgraded. This structure will be given to the defenders on maps where they have to fight at least 3 players. '(8) Blood Paint' is an extension of the popular 4-player map which I always thought was necessary. '(4) War Paint' is a great 2v2 map and so it has been "doubled" to cover 4v4 games.
 

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We are still looking for someone experienced with UVW maps and texturing 3D models who can help with finishing the work on a set of new buildings within the aesthetic style of the game. We already have plenty of finished models to work with, be it in 3DS Max or Blender.

For more information write an e-mail to mental.omega.apyr@gmail.com

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We are also looking for additional Voice Actors for new units and missions as well as Red Alert 2/Yuri's Revenge Mission Scripters to help with the ambitious campaign project we are working on as a part of Mental Omega. Singular contributions are also welcome. Use the e-mail address listed above.
 

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1 Mental Omega News Bulletin #12 (24/02/2015)

Posted by Speeder on February 24, 2015 in Mental Omega APYR News

There is much more to the development of the next Mental Omega than we can let you all in on for now. Not only are we working on fixing the issues reported in Mental Omega 3.0 and adding new units, new missions and cooperative maps for Act Two, but we're also looking forward to the return of the most needed feature for Mental Omega, which was unavailable so far for technical reasons. We're also awaiting full CnCNet 5 support for Yuri's Revenge in order to solve a lot of grievances with online play and make it work with our mod as well.

As with many big mod developments, everything relies on voluntary contributions from various people which require time. When all pieces are in place, all will be revealed and the balance of power will shift once more. When? Time will tell, sooner or later. Until then, you can help Yuri rise to power if you haven't already, or you can consider contributing to the mod to help speed up the release. 

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Due to our current texture artist being unavailable, we are looking for someone experienced with UVW maps and texturing 3D models who can help with finishing the work on a set of new buildings within the aesthetic style of the game. We already have plenty of finished models to work with, be it in 3ds Max or Blender.

For more information write an e-mail to mental.omega.apyr@gmail.com

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We are also looking for additional Voice Actors for new units and missions as well as Red Alert 2/Yuri's Revenge Mission Scripters to help with the ambitious campaign project we are working on as a part of Mental Omega. Singular contributions are also welcome. Use the e-mail address listed above.
 

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Map Preview #35: (2) Action Reaction (urban; standard map pool) by Toveena
Map Preview #36: (2) Artificial Ice (snow; standard map pool) by Speeder
Map Preview #37: (4) Morales' Sanctuary (new-urban; standard map pool) by Toveena
Map Preview #38: (4) Tournament Island (temperate; standard map pool) by Speeder
 

The goal to reach the magic number of 400 quality skirmish/multiplayer maps becomes more of a reality every day. Hell, it's bound to happen as we are counting at 372 maps right now, so it's going to be a jump of ~100 new maps compared to the previous release. The above are 4 latest additions to the standard map pool, two from me, two from Toveena.

"(2) Action Reaction" and "(2) Artificial Ice" are two unique duel maps designed to force the players to make the most of various terrain features, choke points and neutral tech buildings in order to gain the advantage over the opponent. Additional paths for amphibious units, bridges and water zones created by the breakers form a maze open to many twists and turns. "(2) Artificial Ice" follows the style of the maps "(2) Bay War" and "(6) Bay of Pigs" with a simple urban angular layout, only this one is covered in snow. The urban elements of this map are parts of the enhancement to the snow terrain.

"(4) Morales' Sanctuary" is an addition to the long-planned set of maps dedicated to heroes of Mental Omega. We already had "(4) Tanya's Training Grounds" from the vanilla Red Alert 2 and "(5) Rahn's Dungeon", now Morales joins the ranks of heroes with a unique map named after them. "(4) Morales' Sanctuary" is loosely based on a popular map from Kane's Wrath where fighting for the center is something you must consider in your war plans.

"(4) Tournament Island" is a remake of a well-known Command & Conquer map, where battles are fast-paced and short, navy deals a lot of pain and resources are limited. Be careful for amphibious and flying units when constructing defenses around your zone! The Artillery Bunkers will not protect you forever, but might become useful tools to taking control over the gems in the center.
 

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Now, this is something we're working on although the firepower and presentation might vary in the final release. The chaos logic will be used for something different, so we want to give these cute little creatures a new, better purpose. What better purpose is there than blowing stuff up?

 

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Oh hey, I used to play online too, some months ago. I don't as much anymore, at least until the next release, so if you see a Speeder on CnCNet4, you can be sure that is not me. ;)

UprisingJC & Speeder vs AdmiralPit & Ordos
on '(4) Heartland'

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1 Mental Omega News Bulletin #11 (16/02/2015)

Posted by Speeder on February 14, 2015 in Mental Omega APYR News

Great news for Red Alert 2 & Yuri's Revenge modders! Ares 0.9 has been released! AlexB delivers more superweapon customization including better AI support, inhibitors, and multiple SWs on a single building or upgrade, more than 8 facings for SHP based units and weapon muzzle flashes, as well as animated rotating projectiles. So my only question is: why aren't you modding the game yet?

I do not recommend upgrading from Ares 0.4 to any newer version for Mental Omega 3.0 BR1, especially if you are planning to continue playing multiplayer. Some tags for the Ares features have changed in the meantime and of course using a different Ares version than other players online will result in a desynchronization. A new Ares version will be officially supported with the next release.

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It seems a Mental Omega fan has started a TVTropes page for the mod and several more have already contributed. If you are familiar with the tropes, feel free to expand the article for others to read. I must say I am surprised at how accurate and spot-on the information is in all of the sections available so far, and that's including the YMMV one.

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Now before you give the Mental Omega page a (long) read I suggest you take a look at what we've been working on recently.
 

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So at the beginning of post-BR1 development I thought we wouldn't have too many new cooperative missions for the next release but Sandman is proving me wrong as he has prepared his third cooperative map so far and there are several others coming from other mission scripters. Perhaps I'll have a go at another coop myself in the near future. If there's anything you'd like to see in a cooperative mission be sure to leave us a comment!
 

Co-op Mission: Balance of Power

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The amount of Battleships under Allied control during the war with the Soviets was limited, but enhanced production of these powerful units has been started in order to dominate the Soviets in naval combat. Unfortunately, the Soviets managed to gain the upper hand and drive the Euro Alliance to the British Isles before the plan was fully realized.

Furthermore, the Soviets were able to capture one of the Allied ports where more Battleships were being produced and commandeered the local units. With Battleships supporting their Dreadnoughts, they might just be able to break through the Allied defenses surrounding the Great Britain. It's up to you and a fellow Allied commander to make sure those Battleships don't stay in Soviet hands.

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 So as you might have noticed in the last news bulletin that there was a new structure on the '(2)' Steadfast' map preview and today's '(8) Icy Trinity'. That new building is the Tech Nuclear Plant created by Nooze, which provides 1000 power units on capture but explodes almost just as violently as the Soviet Nuclear Reactor. 

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Map Preview #32: (2) Dune Patrol II (desert; standard map pool) by Toveena
Map Preview #33: (4) Double Patrol (desert; standard map pool) by Toveena
Map Preview #34: (8) Icy Trinity (snow; standard map pool) by Toveena

So Toveena kept insisting that '(2) Dune Patrol' is still possibly one of the most popular maps in Mental Omega 3.0 so he got the bright idea to adjust its "axis" by 90 degrees and also make a double version of it afterwards as well. '(2) Dune Patrol II' and '(4) Double Patrol' are both extensions of the well-executed idea from the vanilla game and we have high expectations for these maps to also become popular among players who strive to play Mental Omega in a more competitive manner.

Looking at the list of maps we have previewed, it appears that '(8) Icy Trinity' is actually the first new 8-player map we're showing. It is a large map with plenty of neutral tech structures and resources at locations tricky to hold and defend. As you can see, harvesters at any of the ore or gem fields are vulnerable to fire from the cliffs above so better be careful and make sure those cliffs are under your control. There's also several Tech Base Expansion Posts for players to fight for.
 

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Here's a nice team game on one of the most popular maps in MO, '(4) Double Malice'.

UprisingJC & Ultra7 vs ShadowE & LibraPalm

on '(4) Double Malice'

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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
Right now we're in need of additional Voxel Artists, 3D Artists, Mission Scripters and Voice Actors.
Single contributions are welcome. 

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0 Mental Omega News Bulletin #10 (2/02/2015)

Posted by Speeder on February 2, 2015 in Mental Omega APYR News

There's been a lot of development in the shadows, the results of which we continue to reveal to you piece by piece. Defeated but not done for, the Allies continue to arm up!

There is a new late-game addition coming to all Allied subfactions - the Experimental Warpshop. This unique structure, of which you will only be ableto have one at a time, will provide you with additional support powers based on chronoshifting technology. These support powers will be revealed in a short video in the future. Additionally, it will grant the Allies access to the teleporting troops which form the Chrono Legion, a key piece to their plan for victory in Act Two. The expansion of chrono technology might just give the Allies the technological edge they need to break free from the London Fortress, their bastion and prison, and seek revenge on their enemies. The artwork for it was created by Nooze.

The Gun Turret has received a long overdue makeover, also by Nooze.

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Allied Experimental Warpshop & new Gun Turret


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We are improving the old cooperative missions and creating new ones as well to cover the side stories of the campaign. Unlike the single player campaign, there is no set amount of new cooperative missions we will be adding in the next release.

After receiving feedback on the experimental first set of 18 cooperative missions in the first release, we've decided to reduce the playtime of cooperative maps to approximately 30 minutes max because of the lack of save/load capabilities in multiplayer modes and potential disconnection issues. We will also define the objectives more clearly and give hints for both players in the next version. If you have any additional thoughts regarding the cooperative missions do let us know.

Co-op Mission: Downfall

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As the Soviet victory in Europe seems inevitable, it is up to two Allied commanders to delay their advance towards the English Channel. A defensive perimeter is set up in the northern France to prevent a significant enemy taskforce from reaching the shore.
While the downfall of France is just a matter of time, if the Soviets were to gather enough firepower in the English Channel, their attack on the Gladius System might succeed resulting in no protection against the MIDAS bombs and failure of Operation Sunlight. This co-op was created by Sandman.
 

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Map Preview #29: (2) Steadfast (temperate; standard map pool) by Toveena
Map Preview #30: (4) Overcome (temperate; standard map pool) by Mevitar
Map Preview #31: (6) Perseverance (temperate; "Fortress" map pool) by Toveena

First, '(6) Perseverance' came to be, the first real 4vs2 'Fortress' map and it was grand and great. So grand and great, the island alone could have worked as an interesting 2-player map and so '(2) Steadfast' happened. The Mental Omega map pool grows every week, heading straight for the 400 map count. With the addition of Toveena's '(6) Perseverance' the unwritten rule I've had that 'Fortress' maps should always pit many players against one has been broken, adding more variety to the mode. More maps with different team setups might follow.

'(4) Overcome' is the first new map in a while from Mevitar and it is loosely based on a battlefield from one of his favourite RTS games that are not Command & Conquer. In Mental Omega it serves as a strict 2-on-2 map with many potential base expansion points which might be vital to your victory, considering the limited amount of resources available at the starting positions. The map has lots of choke points formed by the unique cliff formations and encourages creating strong defensive settlements.
 

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Not familiar with Mental Omega multiplayer? Starting from this week I'll be spotlighting interesting matches from Mental Omega which have been recorded and uploaded on YouTube.

UprisingJC vs ShadowE on '(2) Dune Patrol'

See many more of UprisingJC's multiplayer matches on his YouTube channel.
You can also watch ShadowE play and commentate on Mental Omega 3.0 on his Twitch channel.

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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
Right now we're in need of additional Voxel Artists, 3D Artists, Mission Scripters and Voice Actors.
Single contributions are welcome. 

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0 Mental Omega News Bulletin #9 (19/01/2015)

Posted by Speeder on January 19, 2015 in Mental Omega APYR News

Welcome back, Proselytes. It is time to reveal the next weekly news bulletin to you.
The development of Act Two continues.
 

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An unindentified object has entered the Earth's atmosphere. Its estimated destination has been determined by the Chinese navy who patrols the Pacific Ocean. Whatever it is, it's heading straight towards a location which turns out to be a PsiCorps fortress on the Exillian Island. The object is of utmost importance to Yuri's cause so the PsiCorps prepares for defense. The further direction of the Mental Omega War will be decided in.. 

Operation: Dance of Blood

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By revisiting the iconic location from the Yuri's Revenge campaign, Operation: Dance of Blood gives us an opportunity to create an even more interesting reversal, in a very literal sense. The player is now controlling the PsiCorps forces who reside on the island, while the Soviet attackers strike from all sides and will establish bases at three locations which you could choose between in the original mission. The reversal does not end here, as instead of launching the space shuttle, PsiCorps will now try to land one. What exactly is the cargo Yuri is having sent from space? No one knows yet, but the Chinese might be the first to learn. Whatever it is, it will heavily weigh in on the outcome of this war.
 

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Map Preview #25: (2) Flood (temperate; "Islands" map pool) by Speeder
Map Preview #26: (3) Unfair Advantage (new-urban; "Fortress" map pool) by Toveena
Map Preview #27: (6) Loaded Dice (desert; "Islands" map pool) by Speeder
Map Preview #28: (6) Stronghold Prime (new-urban; "Fortress" map pool) by Toveena


It's a special modes map special! We have not forgotten about the additional game modes and we're continuously expanding their map pools with additional entries. New "Islands" mode map '(2) Flood' is the answer to a question nobody asked: what would happen if '(2) Drought' was filled with water? There would be water everywhere! Oh, and additional cliffed elevations would appear.. for no reason. Plus, of course, the players would escape from the lower area to the elevated one to avoid the flooding of their bases. Sticking to your starting location for the entirety of the match might not be the best idea considering the amount of valuable resources and other goods located on the smaller islands.

'(3) Unfair Advantage' is a remake of the Tiberium Wars map and a new addition to the Fortress game mode which has been revamped and all of the clones of standard maps have been replaced with new unique entries. Additionally, the amount of resources, defenses and freebie tech buildings given to the defender has been normalized in all of the maps in this mode, although with the rising amount of players the defenders might get additional special boons which vary from map to map.

'(6) Loaded Dice' is another new "Islands" map with a unique design that puts emphasis on defending the choke points in both water and land areas. The naval fights will take place out in the open, however the deciding factor will be the ability to break through a side's defenses. The possibilities to attack from the ground are limited, however you can be sure land units will be used to fight for the additional resources.

'(6) Stronghold Prime' is the ultimate "Fortress" map which pits 5 players against one poor defender who has to rely on a specific construction of his location and the bonuses he receives at the very beginning. With the initial upgrade to his defender, the defender might want to create more turrets than in any other "Fortress" maps and the possibility to place them on the concrete cliffs is another reason why he should do so.
 

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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
Right now we're in need of additional Voxel Artists, 3D Artists, Mission Scripters and Voice Actors.
Single contributions are welcome. 

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