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Red Alert Redux Teaser Trailer & Gameplay Features
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Dec 03, 2022 7:14 pm    Post subject:  Red Alert Redux Teaser Trailer & Gameplay Features
Subject description: This mod will have a big boom in 5...4...3...2..1.... wait! It's not a C4 from Tania, OK?
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Howdy! Updates of Red Alert Redux has been shared recently by sgtmyers88. For those unaware, Red Alert Redux is a total conversion for Command & Conquer: Generals Zero Hour that brings the Red Alert 1 universe into it. Here are the official words about it:

Quote:




As C&C Red Alert Redux nears playable status for a public release in the next few months, enough art and coding work was done with both main factions assets to present a teaser trailer featuring the mods gameplay in action here today. Check it out!



Command & Conquer Red Alert Redux Gameplay Teaser - Mod DB


As done with C&C Tiberian Dawn Redux, the mod will bring back the majority of the units, themes, special abilities, and structures from the original Red Alert game, but with some twists and gameplay innovations to fit the C&C Generals Zero Hour SAGE engine. Campaigns are also in the works once the other issues are ironed out and the gameplay is stable.








Naval Assets are fully implemented. The Gunboat and Destroyer are both equipped with AA turrets to defend against aerial targets and also deploy sea mines (similar function to the GLA Demo Traps) to use against seaborne intruders. The primary weapon of the Gunboat is a cannon equal to the Allied Gun Turret defense while the Destroyer has a Surface To Surface Missile Battery that can cause considerable damage similar to the GDI Gunboat in Tiberian Dawn. Both also have a Sonar Pulse ability to detect enemy mines and submarines. The Cruiser is slow moving, long range devastation that can quickly level structures or take out other ships, but has no mine or submarine protection so Destroyers and Gunboats are needed.



Sonar Pulse Demo Clip - Mod DB


The Soviets have the Missile Sub and the Attack Sub. A skilled Commander will need to know how to deploy these. You can toggle a system in the GUI to prevent these units from automatically firing on enemy forces which will help them avoid revealing their position. (unless detected by enemy sonars) The Attack Sub uses torpedoes to attack other ships/submarines while the Missile Sub is best used for land based targets such as vehicles and enemy structures. Both also have a Sonar Pulse ability. (same as above)


Soviet Abilities and Unit Bonuses



A clever re-use of the China Horde Bonus ability from C&C Generals was made for the Soviet forces. Many infantry and vehicle units will benefit from this if you have 5 or more of them near each other. Other than re-using the cool red star decal, (which totally fits the Soviets style) it gives a 25% increase in Range/ROF.


Added Variety to Allied Vehicles



Also featured here are the various Allied tanks. These are rendered at random re-using the GLA Technical logic from Generals. The ones in camo are the Medium Tank variants for added visual distinction. The Medium Tanks will get an optional Machine Gun upgrade for added defense while the Light Tanks will benefit from having a faster firing rate with their main gun and of course better mobility to stand toe to toe with the double barreled and slower Soviet Heavy Tanks. This variation of vehicles also helps demonstrate how the Allies are a coalition of nations fighting against the Soviet aggressors.


Re-use of the Generals Sciences and Generals Powers Menu



Emergency Repair (both sides) (Rank 1)
Paratroopers (both sides) (Rank 3)

Badger Bomber Strike (Soviets) (Rank 3)
Artillery Strike (Allies) (Rank 3)
Chronosphere (Allies) (Rank 3)
Iron Curtain (Soviet) (Rank 5)
MAD Tank (Soviet) (Rank 5)
Shock Trooper (Soviet) (Rank 3)
Gap Generator (Allies) (Rank 3)
Phase Transport (Allies) (Rank 3)
Chrono Tank (Allies) (Rank 5)
Tesla Tank (Soviet) (Rank 3)

Missile Silo (both sides) (Rank 5)




Misc. Upgrades/Abilities

Hind Missile Pods (Soviet) -Added via Tech Center Upgrade
Mammoth Tusk Missiles (Soviet) -Added via Tech Center Upgrade
Advanced Armor Upgrade (Allies) -Added via Tech Center Upgrade
Armor Piercing Bullets Upgrade (Allies) -Added via Tech Center Upgrade
Flak Jackets Armor Upgrade (Allies) -Added via Tech Center Upgrade
Ship/Land Mines (Allies get both)Vehicle Flamethrower Upgrade -Added to Soviet Minelayer
GPS Satellite (Tech Center reveals entire map where enemy forces are located)
Radar Dome Scan (copy of Radar Van ability) -Added to Radar Dome via upgrade
Kennel -Exists as a Soviet Barracks upgrade
Camo Pillbox & Adv. Power Plant -Exist as structure upgrades
Soviet MiG Spy Plane -Launches via Soviet Airfield
The Badger Bomber Strike, Paradrop, & Artillery Strike, all deploy from their respective factions Tech Center




Allied & Soviet Vehicle Showcase




Mobile Gap Generator & Camo Pillbox In-Game




Chronosphere Test



Chronosphere Demo Clip - Mod DB


©2022 sgtmyers88 & the C&C Redux Development Team


If you are curious about Red Alert Redux, visit the ModDB Profile to obtain further information about it. And that's all regarding Red Alert Redux for now. Stay tuned at PPM for more news about Red Alert Redux!


Key Words: #News #Generals #ZeroHour #RedAlertRedux 

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