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5 Hecthor Doomhammer's OpenRA 1vs1 Tournament (tm)

Posted by on June 13, 2016 in

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From now on it's go time!
In this topic after this post we can discuss everything related to the tournament, but first, the Bracket!
 
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Note that this bracket is no longer up for change.
 
Tournament round rules:
 
Round 1: Cycle (bo3)
Players pick 3 different countries to play. Any, Any(Allies) and Any(Soviets) are not allowed. A player cannot pick a country he already played in this round.
 
Quarter Finals: Random (b03)
Players Pick ANY. not Any (Allies) or Any (Soviets) nor a specific country
 
Semi Finals: Stronk (b05)
Players pick 1 single country, preferably their strongest and stick wit that for the entire round. Any, Any(Allies) and Any(Soviets) are not allowed.
 
Bronze Match & Finals: Mirror (all 5 matches)
All 5 matches of this round will be played as Mirror Matches. Order of the country selection are:
France - Ukraine - England - Russia - Germany
While the winner of the round will be decided as B05, all 5 matches will be played
 
Timeframe:
 
- The Tournament will consist of 2 weekends starting July 2nd. Ending July 10th
 
- First match (Kwendy vs Anjew) will start on July 2nd at 10:00 AM GMT
 
- Match 1, 2, 3, 8 & 9 will be held on Saturday July 2nd starting at 10:00 AM GMT
 
- Match 4, 5, 6, 7, 10 & 11 will be held on Sunday July 3rd starting at 10 AM GMT
 
- Semi Finals will be held on Saturday July 9th, starting at 10:00 AM GMT
 
- Bronze Match & Finals will be held on Sunday July 10th starting at 10:00 GMT
 
Map pool
 
- The first player in the match up will decide the first map
- The other player will decide the 2nd map
- For B05, rinse and repeat for map 3&4
- The final map will be decided by me via Random Number Generator
 
The maps are:
- Behind The Veil
- Dual Cold Front
- Keep Off The Grass 2
- Man To Man
- Ore Lord
- Side Step
- Singles
- Warwind
- Winterstorm
 
- Should a 1vs1 Red Alert map out of the Mapmaking contest win, This map will be the 10th map in the pool.
 
Additional info:
 
- Tournament officials: Hecthor Doomhammer, FiveAces, SoScared, Ripsn, Jazz_KCS
 
- Commentators & Spectaors: Hecthor Doomhammer, FiveAces, SoScared. No other Spectators allowed!
 
- Mumbleserver: [64H] Multiplayer
 
- Technical support: Jazz_KCS (perhaps co-commentator, is allowed to spectate)
 
 

0 Fields of Battle

Posted by on June 6, 2016 in D-Day News

It's June 6th, D-day! This day also marks the 14th anniversary of the D-day mod. To celebrate I've created map sized screenshots of five new maps that will be included in D-day's next release, along with information about other maps in development.



Axis:
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Click to enlarge: 19mb

A four player tournament style map set in an urban harbour shaped like a swastika. This map served as a test bed for the new sets of urban cliffs & features multi-levelled areas & tunnels. Note: The use of a swastika layout might be somewhat controversial, however the shape creates a balanced yet interesting design & is currently my favourite map to play on.       
 

Allied:
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Click to enlarge: 30mb

A five player map in the shape of the Allied star & circle.

Mountain Guns: 6 player
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Click to enlarge: 29mb

Mountain Guns is a remake of my favourite C&C Generals map of the same name. This map served as a test bed for the new sets of rock cliffs & features multi-layers cliff faces. Note: The road & bridge graphics will be replaced in the near future.


River Valley: 6 player
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Click to enlarge: 30mb

A long six player map featuring a winding river through a valley. It also features a train line weaving in and out of the mountains along the edge of the map.


Island Roulette: 8 player
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Click to enlarge: 55mb

An extremely large eight player map of a circular island with separate areas for each player connected to a central mountain.  


I have several other maps in various stages of Development for D-day...

No Man's Land:
A World War 1 themed map with a large network of trenches, that players can occupy & fight over.

Train Duel: (wip name)
A two player map featuring buildable armoured trains & two loops of track that run parallel to each other in the center of the map.

World War:
A large map based on the world map.

Corregidor:
A large island map based on the US base on Corregidor in the Philippines.

Paris:
A large map of the French capitol, featuring the Eiffel tower at the center.

Washington DC:
Large map of the US capitol, featuring many famous landmarks & monuments.

Soviet:
Counterpart to the Axis & Allied maps. I haven't decided on an exact layout yet, but this will be the first snow map in D-day.


Lastly I would like to point out that all of these maps are subject to change. Some of the graphics will be replaced in the near future & new terrain that is currently in development will be added. So you can expect the maps to have more details when they are included in the next release.

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2 Heroes and Experimentals (PP News #1 | 4/6/2016)

Posted by on June 4, 2016 in Project Phantom News

First in series of (semi)regular media and progress updates, detailing progress as the mod moves towards it's eventual public release.

WEBSITE UPDATES
 
Coalition Structures page has been online for a while now. Further structure and unit descriptions will appear there as well over time, so keep an eye out for those.

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(Click for full size)
 
RETURN OF THE HERO INFANTRY
 
Hero infantry are something of a staple of Command & Conquer. While Project Phantom departs from C&C lore- & setting-wise, it still pays homage to it on several aspects. Hero infantry are one of those things, with each faction having their own - with a small twist. Each of the three factions has three heroes available, but only one can be present on the battlefield at a time under ownership of a single player. This introduces an element of choice where you need to make a decision on what type of infantry you want to use at any particular time. On a side note, computer opponents will quite happily disregard this one out of three rule and should you choose to let AI run it's course without restraints by enabling AI Cheats, will even somehow manage to bring in clones of the heroes.
 
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(Blue eye icon is an indicator icon for detector unit. Wave icon means amphibious movement)
 
Blastwave, Starfire and Soundburst | Khan, Tokamak and Sweeper | Pariah, Ontos and Poltergeist
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(Blastwave original model by ImP_RuLz and Starfire, Khan, Sweeper and Poltergeist by Holy_Master)
 
Backgrounds of the heroes (yes, they are characters despite the generic codenames) will be explored in future lore updates as well as the website faction infantry pages.
 
 
INTRODUCING EXPERIMENTAL UNITS A.K.A STOLEN TECHNOLOGY
 
Another element present in original Red Alert 2 and Yuri's Revenge that returns in Project Phantom is ability to spy enemy laboratory structures and acquire stolen technology which unlocks new units. In Project Phantom, these units are referred to as Experimental Units. These powerful units require you to acquire stolen technology from enemy laboratory structure and vehicle factory, as well as own your own factions' vehicle factory, laboratory and tier 4 support structure. These ludicrous requirements counterweigh the fact that experimental units are extremely powerful and can only be constructed in quantities of one of each at a time, and come with considerable price tags. They alone won't win games for you, but combining them with your other units gives you significant advantage over your enemies, especially considering each of these weapons has been designed keeping in mind the strengths and weaknesses of your faction as well as the one you stole the technology from.
 
For now, you can have a peek at three of the nine experimental units, all of which are acquired by stealing technology from Western Coalition.
 
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Durandal Satellite Laser | Typhoon Blast System | Helios Fusion Cannon
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(Durandal base by SaneDisruption, Typhoon body by Lefthand)
 
 
NEW TERRAIN DISCOVERED
 
Those who have followed the mod for a while might be aware that Project Phantom replaces the terrain graphics with new ones and also adds new terrain pieces to use on the map. Currently this includes three theaters, Temperate, Desert and Tundra. Recently, tiles in temperate and desert theaters have gotten some minor facelifting whilst tundra got a significant overhaul and brand new, bare & rocky aesthetic. Some of these terrain enhancements and additions can be seen in a large montage image provided below.
 
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(Click for full size)
 
 
FOLLOW PROJECT PHANTOM
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27 Mental Omega News Bulletin #24 (2/06/2016)

Posted by on June 2, 2016 in Mental Omega APYR News

This time we're keeping it short and sweet while we finish up details on the vanilla sides and almost approach the end of designing first batch of Foehn features.
 
I've recorded several videos recently, one promo which features all of Mental Omega Superweapons and three AI-only skirmish matches which involved all of the vanilla sides' subfactions in Mental Omega. Thanks to recent developments it is possible for me to become an observer of an AI-only game and with proper Mental AI Boosts an absolute mayhem has taken place. AI-only skirmishes are completely different than human ones, they're highly explosive and full of units and constant action, at least as soon as the War Factories are placed.
 


All Yuri's Epsilon subfactions & Confederation on '(4) Eternal Alliance'



All Soviet subfactions & Euro Alliance on '(4) Double Patrol'



All Allied subfactions on '(3) Mystery Town'


There are some new features, changes and details we haven't shown before in these videos. What needs to be addressed first, is that the economy booster buildings in Mental Omega (Ore Purifier, Industrial Plant and Cloning Vats) all function as a single Oil Derrick, which is a thing that was introduced back in the 2013 release. The only difference now is that thanks to Ares DLL the money those buildings provide is visually presented in the form of small animation. Foehn's economy booster building will have its unique function but also act as a single Oil Derrick as well.
Side-specific updates include the following:
 
THE ALLIED NATIONS
  • The Allied subfactions receive a unique Tier 3 infantry each. USA gets the Riot Trooper, Euro Alliance gets its Sniper back in skirmish and Pacific Front receives a redesigned Suppressor with new looks by Holy_Master who uses experimental chrono technology to reverse the damage of enemy units.
  • The Allied Cryocopter in action with its abilities to freeze and immobilize moving objects while also heavily decreasing the durability of any object under its influence. This freezing effect is not instant, it requires time to fully take effect and the size of its visual changes depending on the size of the target.
  • The Allied Hummingbird requires an Experimental Warpshop to be built and unlike Cryocopter, its effects are quick and instant. It is the fastest jet in the game and its time warp weapon, which halves both speed and firepower will affect all targets in a selected area, instead of a single object. It does not work against buildings though.
  • The Euro Alliance Coordnode, mentioned before, replaces the old Comet Fence and will increase firepower of defenses nearby by 10%.
  • The Pacific Front gets a new support power called Hunter-Seeker which essentially works like the GDI one in Tiberian Sun. If you construct 5 Robot Ops Control Centers, you can fire 5 Hunter Seekers at once for the same price. It is the maximum amount of H-S drones that you can release.
  • The Black Widow support power, available from the Tech Center, will release an unmanned stealth aircraft which will send jamming signals that decrease the effectiveness of enemy defenses and disrupts the signal of anti-aircraft defenses, making your aircraft nearby resist more damage, as shown by the small green circles around them. With a very strong armor, the Black Widow will also be able to tank in plenty of anti-aircraft fire before it is redirected at your other aircraft.
  • The Robot Tank will now use lasers against its targets, making it an early anti-infantry weapon on par with Terror Drones and Stingers.
  • New design for the Pacific Front's basic tank Kappa. Its strength & speed stats have been "swapped", it is now lighter but just as fast as the Robot Tanks and Tsurugis.
  • The redesigned USA Basswave becomes a Red Alert 3-styled Athena Cannon which connects to the Mercury Satellite to coordinate powerful orbital laser strikes with a short pre-delay. When a Mercury Strike support power is used nearby your Athena Cannons, it becomes easier to recalibrate the orbital weapon, which increases the unit's firepower for a short period of time.
  • As a sidenote, the Battle Fortress, being a unit of Pacific Front will lose its scottish accent.
THE SOVIET UNION
  • All Soviet subfactions receive a Tier 3 jet which can release smoke screen over its enemies, called the Dustdevil. The smoke screen will decrease the enemy accuracy, which will result in less damage being dealt to your units. The Latin Confederation still keeps its unique Smoke Bombs support power, the duration of which is much longer.
  • The Latin Confederation's new Fury Drone can be deployed to dig into the ground and become unseen to the enemies. When an enemy approaches, it will launch itself at it and explode violently, dealing plenty of damage to the target and anything nearby. It does not replace the Terror Drone.
  • The Latin Confederation also receives the Arsonist, which is a Tier 3 infiltrator who can set enemy buildings on fire and disguise as the enemy soldiers.
  • The Fury Drone and the Arsonist replace Latin Confederation's unique Drakuv and Hijacker. The Hijacker is no longer a Soviet unit, while the Drakuv becomes available to all Soviet subfactions. It is accessible through a support power that can only be accessed when both Field Bureau and a lab has been built.
  • Updated Drakuv Prison Vehicle can abduct enemy troops which have been wounded in battle and escort them to the Field Bureau. If the player sends them to the Field Bureau, he will get the ability to train the imprisoned soldier type. However, if a Spy infiltrates the Field Bureau, access to that technology will be lost.
  • The Saboteur's radiation field created upon his explosion has been removed to reduce its effectiveness in killing Dogs & Spooks.
  • China receives a new support power called the Wallbuster, which is an earthquake-generating missile fired from their unique laboratory, the Atomheart. The Wallbuster is extremely effective against enemy defenses and will destroy any walls it touches.
  • All Soviet subfactions receive the Iron Guard which is a small Iron Curtain that turns all vehicles nearby invulnerable with short delays where these units are suspectible to damage. Only two of these can be built at once, after you construct the Iron Curtain itself.
?THE EPSILON ARMY
  • The Epsilon Dog is replaced with the Spook, a terrifying creature which.. does everything a man's best friend can do.
  • The Epsilon Aerodome gives access to two jets, one of them being the Dybbuk-Attacker, which can continuously fire its A.R.O. projectiles at ground targets, however no longer without an ammo limit. It is a very fast jet which is effective against enemy armor. The other one, is a high tech Dybbuk-Evolver available after a Cloning Vats is built. It drops a series of bombs filled with gas, the particles of which trigger a mutation reaction on the soldiers killed in battle. It is also relatively effective against all other targets.
  • With the chaos gas tech for Epsilon no more, the Weaver has been repurposed into the Bloatick, which is a walking poisonous bomb, quite effective against all sorts of targets, especially in large groups. The Scorpion Cell's Molebomb support power has been replaced with the Bloatick Trap which deploys several of those anywhere on the battlefield.
  • A new support power for the PsiCorps, the Magnetic Beam is a weapon fired from.. the sky, I guess, which will trap and slow down all metallic units. It is active for a short period of time and can be moved around the battlefield just like any other unit, in a similar fashion to C&C Generals Particle Cannon.
  • Virus is no longer a stolen tech unit and is available to all Epsilon subfactions after they construct the Cloning Vats.
  • The Stalker loses its immobilizer weapon. It is replaced with a special projectile that upon firing at enemy infantry, will heal your troops around that specific soldier, which is especially effective when Brutes, Bloaticks or any other short range infantry is involved in the battle. The infantry immobilizer tech became a Foehn weapon.
  • The Invaders can now shut down the power plants again, however they will only be able to shut down a single power instead of the entire base power grid. Nuclear Reactor users beware!
  • Not exactly shown in these videos I think, Headquarters receive a new Tier 3 stealth mine, the Genomine which releases the mutating gas upon exploding.
  • Headquarters also receive a mobile stealth generator in the form of the Hazequad. Just like the Chimera Core, it can only turn units & infantry invisible.
  • The Rage Inductor support superweapon has been modified and will no longer kill your infantry. Instead, it will heal them rapidly and will work on a larger area.
Please keep in mind that, as usual, everything is a subject to change.

And here's the aforementioned Superweapons video, which includes Foehn's Blasticade and the Great Tempest. Nanofiber Sync and Harbinger are not superweapons, but they're shown here as well.



 

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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists, 3D & SHP Artists, Mission Scripters and Voice Actors.
Single contributions are also welcome and will speed up the development of the mod.
 

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1 Girls und Panzer units

Posted by on May 28, 2016 in D-Day News

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The tanks of Ooarai Girls High School storm into D-day with a new set of units from the hit anime series Girls und Panzer. These rare units can only be obtained by collecting the bonus crates that randomly appear on the battlefield. So hunt them down & take out your enemies in style!
 

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For those who are not familiar with Girls und Panzer here is the official trailer.

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0 Japanese GUI and buildings

Posted by on May 25, 2016 in D-Day News

The Japanese are back with a new sidebar and several new buildings, which when built give you access to new superweapons. Also in this screenshot is a new style of cameo, which replaces the monochromatic sepia coloured cameos previously used with full colour renders. Lastly this was taken on a new map that I will be posting more about in the coming weeks, along with several others.


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Click to enlarge


Jap_bark.jpg
This is a new more historically correct version of the barracks, based on a structure built by the Japanese on Saipan.


Jap_sru.jpg
The Special Research Unit is a chemical weapons lab that gives you the ability to build chemical spreading tanks and use the Contaminate superweapon. Which releases a large gas cloud that will slowly damage any units or buildings within it's area.

Note: I was reluctant to add this building/support weapon due to the sensitive nature of Japan's use and research of chemical/biological weapons. Because of the sensitive nature tho, Japan's use of such weapons during the war isn't widely known. I thought this might be a good way to raise awareness and possibly inspire players to research about it themselves.


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The Special Attack Unit gives you the ability to build kamikaze units, as well as accesses to the MXY7 Ohka superweapon, a specialised piloted rocket equipped with a large warhead.   
   

Jap_joc.jpg
The Joint Operations Centre Is used by the post-war Japanese Self Defence Force sub-faction to coordinate with their American allies and call in B-47 Stratojet airstrikes on enemy targets.

Note: The JSDF as it's name implies is a defensive force and as such doesn't have any large or long range offensive weaponry. They instead rely upon their American allies to support them if they enter into a war.

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1 Eiffel Tower

Posted by on May 24, 2016 in D-Day News

Continuing on with French theme from the last news post. I've started work on a new skirmish map of Paris, at it's center is the world famous Eiffel Tower.  

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Click to enlarge

The map is still a work in progress & I haven't started on the north-west side of the river Seine, which will feature the equally as big Palais de Chaillot.

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1 Generic Defences

Posted by on May 16, 2016 in D-Day News

Here is a set of generic defences that can be built by all sides in D-day: Barbed wire, sandbags, gates & trenches.

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Click to enlarge

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2 French Defences

Posted by on May 11, 2016 in D-Day News

I'm back with more D-day news and this time the French are getting some love with a completely new set of defences.

My main source of inspiration for these defences is the Maginot Line of bunkers along France's border with Germany and Italy. The Maginot Line was built in the 1930s when tensions in Europe started to rise. It was the largest defensive network ever created and much of it still stands today. In order to represent the Maginot Line and give France a unique gameplay feature, their defences can be placed near each other to create indestructible walls that can only be removed by destroying the defensive structures. This give a French player the ability to create complex and unique base fortifications.


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Click to enlarge

 

For animations, photographs and more information click on the images to visit their D-day wiki page.

 

GFM Cloche
Cloche.jpg


The GFM Cloche was a heavily armoured machine gun post used on the French Maginot Line of defences. Over a thousand of them were built and were used on the roofs of the every bunker along the defensive line.


75mm AC Mle.39
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The 75mm AC Mle.39 (aka 75mm TAZ 39) was an anti-tank weapon designed during the opening stages of world war 2, it was hoped that it would replace the ageing 75mm Mle.1897 field gun in the AT role but only a few prototypes where finished before the armistice and all development was stopped soon after. Like many AT weapons of that era it was a modification of an anti-aircraft weapon, the 75mm CA Mle.38. It was fitted on a new type of 3 legged carriage with the gun fitted on a rotating mount, giving it the ability to turn 360o without moving the carriage. The 75mm AC Mle.39 was also designed to take advantage of a new type of ammunition that was also being developed at that time by Edgar Brandt. This new round used a discarding sabot to fire a shell at increased speeds. As France began to fall Brandt evacuated to England where he continued his work, helping to develop an armour piercing discarding sabot round for the British 6pdr and 17pdr guns. Today the APDS round is used as the standard anti-tank round in all modern tanks.


SS.11
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The SS.11 was a French wire guided anti-tank missile designed in the early 1950s. It was a further development of the SS.10 which was a smaller missile primarily designed for use by infantry, the larger SS.11 was instead designed for use on tanks, aircraft and ships. It saw widespread use by NATO forces, as well as numerous other countries around the world and on many different vehicles. The most notable though is the Alouette II which with the SS.11 became the first ever anti-tank helicopter.


25mm CA Mle.40J
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During the early 1930's Hotchkiss developed a new 25mm light anti-aircraft weapon, their attempts to sell the design to the French Army and Navy failed though, they instead preferred a 37mm design being developed by Schneider. They managed to find some interest on the export market from Romanian and Spain, Japan also bought a licence to produced it as the Type 96 25mm. With Hotchkiss's success on the export market and the delay of Schneider's 37mm weapon the French Army and Navy decided to also order the 25mm CA. By the time of the German invasion of France in 1940 only a limited amount of the 25mm CA where available, most were taken from the production batch originally meant for Romania. After the armistice limited production continued under the Vichy French and Romania finally received its weapons in 1943.


75mm CA Mle.38
75ca38.jpg


The 75mm CA Mle.38 was a medium anti-aircraft weapon designed by Schneider. Work started in 1928 by modifying their famous 75mm Mle.1897 field gun on to an anti-aircraft mount, by the design was finished in 1932 and testing started. Schneider continued working on the design though and finish a new improved model in 1936, it entered service in 1938 and was used during the German invasion. The Swiss also bought several of them before the war, designated 75mm Flab Kan 38.


Bofors 40mm L/70
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I covered the history of the Bofors 40mm L/70 in the last news post with the Japanese version. I wont repeat myself so if you didn't read that post you can click on the link above to go to D-day wiki page.


135mm Mle.32
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The 135mm Mle.32 was the main heavy artillery weapon used in the French Maginot Line of fortifications. A pair of them were normally placed within an armoured retractable turret on top of an ouvrage, some where also used in fixed mounts within the forts. The German plan for the invasion of France bypassed the majority of the Maginot Line, some small battles did take place though. During which the 135mm Mle.32 proved to be an effective weapon at defending against the German's advance. Several ouvrages and their 135mm Mle.32 weapons have been restored and are open as museums.


155mm Mle.50
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155mm Mle.50 was a French artillery gun design in 1950, it served as the main artillery weapon of the French army for over 30 years. Originally designed as a towed weapon it was also mounted on various tanks to create self propelled guns. Several other nations bought the 155mm Mle.50, the main ones being Switzerland and Israel, Sweden also bought a licence to produce the gun as the 15.5cm haubits F. Most countries have replaced it newer weapons but a few are still being use in Syrian today.


Gate
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The Gate is used to allow allied units access to fortified areas while providing defence against enemies. The design is based on rolling anti-tank barriers used in the Maginot Line.

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1 Return from the Shadows

Posted by on April 20, 2016 in Project Phantom News

Project Phantom is officially back in the business. While never quite dead, it did have a lengthy development hiatus and even after that was over, not much noise was made until fairly recently when some people were alerted to the fact that it is alive, mostly on ModDB, Facebook and Twitter. Now it's time to convince the rest as well. First of all, let me represent this.
 


In 1952, a cataclysmic event of unexplainable origin caused appearance of new elements that shifted the course of history & science. These events cause NATO to reconstitute itself as Western Defense Coalition, and rise of a new superpower in form of Eurasian Dominion via aid of technology that can be used to control people's thoughts. War between the two nearly brought the world to the brink of ruin in 90's, and threatens to do so again when the unstable equilibrium is disturbed by an enigmatic organization known as the Phantom Project, that approaches Coalition leaders with a plan to defeat Dominion for once and for all. Project's intentions behind such an offer, however, might be worth questioning. Whatever the outcome might be, it will change the fate of the world, once more.

Yes, this does mean that Project Phantom is no longer set in same universe/timeline as any of the existing Command & Conquer games, something I was hinting towards in description of a promo image from while back posted on ModDB & Facebook. This gives more freedom to work with things, especially considering PP already strayed from things quite a bit. Some might find certain similarities to familiar aspects of Command & Conquer history, although not many of those are intentional.
 
On another note, new Project Phantom website is now properly online, although it does not have a lot of content available - yet. Keep your eyes open as information on structures and units of the three factions as well as neutral structures & vehicles as well as gamemodes etc. become available gradually in near future, which will be made known at least on Facebook and Twitter, potentially ModDB as well. And people who want to try and help with development of the modification, the recently refreshed Recruitment page could be something to check out.
 
Oh, and there won't be three years of silence again until you see another one of these. I promise.
 
 
FOLLOW PROJECT PHANTOM
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