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#1 lefthand

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Posted 19 August 2008 - 08:48 PM

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Collective Countries/Subfactions
Solidarity of Collective States
- China
- India
- Russia
- Ukraine
Red Liberation Front
- Angola
- Cuba
- Iraq
- Libya

Collective Buildings
N/A
Collective Armory
N/A
Collective Infantry
N/A
Collective Units
Finished
Collective Aircraft
N/A


Alliance Countries/Subfactions
League of Colonial Powers
- Germany
- France
- Japan
- United Kingdom
United Democratic Nations
- Australia
- Canada
- South Korea
- United States of America

Alliance Buildings
N/A
Alliance Armory
Finished
Alliance Infantry
N/A
Alliance Units/Aircraft
In Progress


Einstein’s further meddling with the space and time continuum produces another alternate yet sinister universe. As the player, you have the choice to either uphold the global hierarchy of the elitist Alliance or the seemingly benevolent yet autocratic Collective

Following the events after Yuri’s failed psychic domination, the victors inherit a devastated planet. Allied and Soviet infrastructure has been left mangled and scarred by the Third Great War. The human and environmental toll is more then what some countries can bear and a number of them fall into collapse; radioactive residue, abnormal weather patterns and genetic mutations critically mutilates the planet. A fifth of the world’s population quickly succumbs to inconsumable food and water. Anarchy ravages the fragile post-war world as once stable governments crumple from within and civil disorder spreads hastily like a curse. The governments from Washington to Moscow all chaotically declare a state of emergency, close their boarders and quickly convert to politically fascist and controlled societies. Displaced refugees throughout the world soon become the new face of a devastated and disturbing human civilization. Without access to fresh food, clean water nor medical aid they perish. Despite the Allies and Soviet’s previous unity over Yuri, their scattered forces around the world now wage pitiful wars over what remaining and unspoiled resources that are left to be command and conquered. The post-war future now looks bleak and black with humanity close to collaspe.
However a solution reigns, a slim one at best, a hope of salvation for humanity. Einstein, a man of great genius, secretly uses his newly created time machine to travel back into the past to right a wrong; he dispatches Yuri. Without the psychic menace and his legion ever existing he creates a new universe that is virgin to the effects of the Third Great War. Although his intentions are noble at the root of its foundation it unexpectedly alters the fabric of the time continuum into another, darker future.
With Yuri eradicated from the timeline, the Soviet Union is never capable of creating it’s horrific psychic weapons to such a grand scale. However, Einstein overlooked one detail. Despite the modification in events, it fails to alter the Soviet Union’s ambitions for retribution and contempt against the Allies. And instead of channeling their energy into exotic psychic weaponry they establish a multi-international collective to dethrone the western alliance. A new war begins.

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ALLIANCE
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COLLECTIVE
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CREDITS
spider-man_2099 - Chinook
WeeRaby2K - Inferno Tank

Edited by lefthand, 29 November 2008 - 02:59 AM.

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#2 FallenDwarf

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Posted 19 August 2008 - 11:49 PM

:ohmy: Excellent work buddy.
Can you show ingame picture of your new voxels?
:p ^_^
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#3 AprilWar

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Posted 20 August 2008 - 02:02 AM

Great Work.
China + India + USSR pwns all.
This looks very promising. Are you considering campaign?
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#4 Romanul

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Posted 20 August 2008 - 05:45 AM

Finally,lefthand posts info about his mod :p

Really good work there,LH. ^_^

#5 Shine On

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Posted 20 August 2008 - 07:30 AM

Now thats some impressive shit lefthand! ^_^

I'm loving the boxwork too :p
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#6 some_weirdGuy

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Posted 20 August 2008 - 07:36 AM

nice :p


whoa, that boxart has me feeling a bit psychedelic... all those funky purples and blues (also, why did you make box art? seen as your mod is never really going to have a 'box'?)
also with that map, whats with the different colour red and blues, and the blackpurple colour?


again, very nice... and lol@ Neo Hacker cameo

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#7 Mig Eater

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Posted 20 August 2008 - 09:15 AM

Best mod intro I've seen in a long time :p


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#8 OmegaBolt

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Posted 20 August 2008 - 01:21 PM

Nice. My only complaint is at the cameo bevel / glass effect.

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#9 Martinoz

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Posted 20 August 2008 - 03:03 PM

I can help you with balance issues (cause I love your gfx) - I played a lot Starcraft on multiplayer, and Red Alert 3 currently.

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#10 partyzanPaulZy

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Posted 20 August 2008 - 09:35 PM

Awesome!!! :thumbsupsmiley:
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"Soviet Union was a superpower and each superpower needs at least 1 war at 5 years to keep army in a good condition." ... my grandpa. USA create wars more frequently.

#11 lefthand

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Posted 21 August 2008 - 01:24 AM

Thank you for the criticism and compliments. I will try my best to complete this mod and update it weekly.

Can you show ingame picture of your new voxels?


In the future but I want to spend more time fleshing out details as opposed to just ordinary screenshots. None the less, I plan to explain the mod more in visuals as opposed to words. Also I am not completely finished remodeling some of the voxels in BA yet. When a good portion of them are finished I will.


Are you considering campaign?



I lack the personnel and passion to make unique campaigns for each side. It would just be too consuming in my time and would take much longer to finish the modification. However there are plans, although in it’s infancy, to redesign some of the current campaigns in Yuri’s Revenge. Just like in Tiberian Sun I would like to see maps become more developed in objectives and offer environmental challenges within it.


why did you make box art?


Promotional. I would rather have an image then text to promote this mod.


also with that map, whats with the different colour red and blues, and the blackpurple colour?


Not sure if you are familiar with CNC3 but they are similar to how the Earth was divided in Tiberian Wars; blue, yellow and red zones. In this instance it represents a combination of political influence and civil unrest. The deepness of red or blue upon a specific country designates their realm of influence; red being Collective and blue being Alliance. When the two colors collide they form a dark purple representing anything from civil or proxy war.
Lastly, a good look at the map will give you an idea what countries will be playable in the mod.


Nice. My only complaint is at the cameo bevel / glass effect


Thank you but I think that is mostly due to the fact that I am not very good with cameos and I increased the contrast of the entire image on PS. The imperfection could lie somewhere in between that.


I can help you with balance issues (cause I love your gfx) - I played a lot Starcraft on multiplayer, and Red Alert 3 currently.



I’ll consider it but I have deeply considered“balance issues…at least in theory. I want to return this modification back to Red Alert where there were more defined differences between the two factions. Trying not to repeat some units and not make any of them redundant or one hit wonders. Although I doubt I could ever make everyone happy but I’ll consider your offer in the future when the time comes.
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#12 Apollo

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Posted 30 August 2008 - 08:11 AM

ingames!!! editor views hardly impress me and box art is nice but i think tad over saturated to my liking. ;)
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-APOC

#13 Romanul

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Posted 30 August 2008 - 08:23 AM

another thing:Why the -stans are belonging to the USSR and Ukraine,Moldova,Belarus etc. are not?

#14 OmegaBolt

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Posted 30 August 2008 - 09:12 AM

If you look at the colouring it shows they are heavily effected by Soviet influence.

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#15 lefthand

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Posted 30 August 2008 - 04:05 PM

another thing:Why the -stans are belonging to the USSR and Ukraine,Moldova,Belarus etc. are not?


Because there were no -stans on the map template. I wasn't wild about using this map but the size, form and etc. worked better then the previous one I made. None the less, the -stans are absorbed into the Russian federation for now.
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#16 Romanul

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Posted 30 August 2008 - 04:13 PM

ah,ok then.

#17 lefthand

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Posted 03 September 2008 - 01:06 AM

Collective Units

Tier 1

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Elephant Tank
Classification - Heavy Assault Tank
Strength - Armor/Structure
Weakness - Infantry/Aircraft

Made from the relics of the Second Great War, the elephant tank is the end product of stitching the leftover pieces of mass produced mammoth and heavy tanks together. Although this piece of armor really belongs within a museum’s display it still finds relevance on the battlefield where it can still survive in one on one slugging matches with any of the Alliance’s conventional tanks. Despite it’s dual imposing 105mm cannons and heavy armor the elephant lacks in speed, agility in turret rotations. It stands vulnerable to anti-tank infantry and aircraft. There has been rumors circulating that some elephant tanks are now being acquired with a dated yet functional tusk missile system.

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Terror Drone
Classification - Vehicle Sabotage
Strength - Armor/Infantry
Weakness - Structure/Aircraft

Advancements in Soviet drone technology have created this unique weapon; the terror drone. Although made from an inexpensive aluminum exterior and crude circuiting, the terror drone can be a cheap and rapid response to exploit vulnerabilities in infantry and armor; it will seek out the signatures of enemy vehicles, attach to them and begin shredding them from the inside. Infantry on the other hand receive a quicker fate with it’s cutting and ripping tools. At first terror drones were deployed in the Mexican civil war as a low cost mean to disorient poorly organized nationalist armor divisions during the siege of Hidalgo but their application soon spread to anti-personnel and miner operations.
However terror drones can be surgical “removed” from a vehicle by any nearby repair pad or repair vehicle.

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Half Track
Classification - Anti-Aircraft Transport
Strength - Aircraft/Infantry
Weakness - Structure/Vehicle

The Russian made and highly exported, the “Crocodile” half track has been a popular tool used in operations ranging from suppressing civil disorder to leading frontline insertions in a hot zone to suppressing air raids. The crocodile's popularity is in it's weaponry, speed and ability to transfer five infantry units to any part of the battlefield it can get to. It's specially built armor make it invulnerable to chemical/biological/nuclear residue and capable of sustaining repeated enemy fire. However it cannot sustain itself against higher-caliber weapons for long.

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Tier 2

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War Machine
Classification - Mobilized War Factory
Strength - N/A
Weakness - N/A

With the socialist and solidarity revolution quickly spreading throughout the world, the Collective has sometimes found it difficult to ship armaments or construct war factories in nations who’s people yearn to oust the yoke of Western oppression. Diligent and shrewd Collective engineers have made this creation; the war machine. Basically a mobilized war factory, the war machine can bring liberation to the most remote parts of the battlefield or behind enemy lines…just as long as it can deploy upon a nice flat patch of Earth. Once completed, the host can construct vehicles in no time.

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Horrid Gunship
Classification - Close Air/Ground Support
Strength - Groups of infantry/vehicles
Weakness - Individual AA infantry/vehicle or AA batteries

After careful examination why superior Russian made tanks lost to their noticeably inferior Western counterparts, Collective scientists and military strategists found out it was quantity over quality. They needed a unit that could respond to groups of armor yet was mobile enough to quickly support divisions of elephants when the time came. Enter the Ka-31 “Horrid”, an easily built and quickly assembled close air support gunship that is armed with six 57mm high-explosive rocket pods. Against a single target, the gunship’s role isn’t fully acquired but when targeting groups the horrid can dish out massive splash damage as it hurdles rockets. The Horrid’s armaments has also proven to be effective against buildings and experienced gunship pilots can position their aircraft carefully enough to successfully attack aircraft. However the horrid is very much vulnerable to anti-aircraft and will succumb easily from a few well placed base defenses.

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SCUD Launcher
Classification - Tactical Ballistic Missiles Platform
Strength - Structures/Stationary Units
Weakness - Aircraft/Mobile Units

Another relic of the Second Great War, the USSR’s aging Frog-7 divisions have been rendered back into service. The scud launcher can release long range, high-explosive missiles from a relatively safe, distant place. It works wondrous against structures and unwary units who have remain stationary but be warned; the SCUD is slow and highly vulnerable to enemy attacks it cannot take much of a beating and needs to be escorted by an assortment of elephants and half tracks.

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Tier 3

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Siege Chopper
Classification - Close Air/Ground Support
Strength - Structures
Weakness - Vehicles/Aircraft/Infantry

Combining the Collective’s love for artillery and helicopters came the creation of the this hybrid. The siege chopper brings mobility and artillery support on two rotors. In the air, the Siege Chopper uses its machine gun to harass enemy units. The real fun begins when it lands, however. It's then that the Siege Chopper literally breaks out the big guns, deploying a 155 mm cannon that is excellent for pounding away at heavily fortified enemy installations. A must-have for any assault force, as long as it's well escorted.

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Kirov Airship
Classification - Aerial Bombardment
Strength - Structures
Weakness - Vehicles/Aircraft/Infantry

Named for its maiden launch over Kirov oblast, the airship was an experimental heavy bomber developed during the pre-Collective Soviet Union era while Russia was still barred from building militarized aircraft. Collective nations have been skeptical at first to even produce this rather dated airship but it’s role became cemented in the modern Collective arsenal when a small squad was used to level an Alliance position in Bydgoszcz, securing Poland from Western expansionism.
Although abysmally slow, the Kirov airship has enough armor and iron cased bombs to slowly makes it’s way to a target.

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Tsar Tank
Classification - Super Heavy Tank
Strength - Vehicle/Aircraft/Infantry/Structure
Weakness - Hit and Run

First witnessed by British spies during the Chinese pacification of Nepal, it verified it’s existence and widespread deployment in all high ranking member nations of the Collective. This super heavy tank can stand it’s ground against any other tank in a slugging match with it’s triple cannons, improved anti-air missile system and has onboard engineers giving it a definite advantage in most tank exchanges. However it’s heavy and thick armor plating keeps the tank moving at a relatively slow pace and is vulnerable to hit and run attacks.

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Hauler Helicopter
Classification - Experimental Mobilized Molecule Resonator
Strength - N/A
Weakness - Anti-Air Units

Sometimes even the most superior armor battalions needs some aid. The hauler is equipped with carrying an experimental molecule resonance device; an underpowered and experimental form of iron curtain technology. However the advantage is that it can be mobilized and mass produced on the battlefield where as the iron curtain device was issued one per commander and had a long recharge time. Unfortunately, the device cannot make vehicles invincible but instead make tanks within a surrounding territory partially invulnerable until either the resonance fades or when the vehicle moves out of the range it‘s residue. It is also imperative that infantry stay away from the corrosive residue.

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Tier 4
All Tier 4 units have a negative build limit and can only be purchased when superweapons are on.


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Autocrat
Classification - Capital Unit
Strength - Anything
Weakness - N/A

The very climax of the Collective’s armor fetish, this large experimental tank is the Collective’s final solution. This super tank is armed with quadruple, auto-loaded, Teala charged cannons that can easily obliterate single to grouped units with sustainable concentrations of cannon fire and to deal with air borne threats the autocrat carries a personal Tesla orb that can impair any air units and thus hurtling them to the Earth. Not to mention that the giant has engineers onboard to repair the tank when needed. Despite of this the autocrat’s only known weakness is that all commanders, due to the unit’s experimental nature and expense, can only be built three times. If any of them are to be destroyed the vehicle cannot be recovered. Complicating things more is the fact that the autocrat cannot be transferred via hovercraft since there are no sea borne vehicles large enough to transfer this metal monster across water.


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Other Tier

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Collective Mobile Defense Vehicle (MDV)
Classification - MDV
Strength - N/A
Weakness - N/A

The MDV is the Collective’s mobile defense vehicle. It is a supply truck that carries three turret pods. It can only deploy these turrets three times anywhere upon suitable ground. No refills and once done the supply truck disappears. More on the nature of the MDV and it's pods will be explained when Collective defenses are finally revealed.

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Edited by lefthand, 13 September 2008 - 08:07 PM.

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#18 OmegaBolt

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Posted 03 September 2008 - 01:50 AM

Nice. The Half Track looks nice and armoured though Heavy Tanks turret feels a bit too far forward for some reason.

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#19 True Lord of Chaos

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Posted 03 September 2008 - 03:36 AM

The heavy tank looks like the Apoc.

Hello everyone. I am back.


#20 some_weirdGuy

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Posted 03 September 2008 - 09:05 AM

that might be because an apoc tank is a type of heavy tank?

heavy tank-->mammoth--->apoc

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