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WoRmINaToR

Member Since 30 Oct 2008
Offline Last Active Dec 18 2008 01:49 AM

Topics I've Started

Red Alert 2: Chronostorm!

31 October 2008 - 03:42 PM

After nearly a month's delay, the first release of my new MOD is ready to go! Read below for more info.

First off, this is my current storyline. Since this is Beta and the campaign won't be finished for awhile this is subject to change, but I think that this will work for now. Anyways:

With the war over, and Yuri sealed away in time forever, it seems like mankind can once again rest in peace. The mutual alliance created between the Allies and Soviets has surprisingly held.
Now, in the aftermath of a devastating era of conflicts, there is finally a resting period where the world can recuperate and bring itself back to the way it was before the whole mess of the world wars happened.
However, The legacy of Yuri isn't completely dead just yet. Yuri had a special research and development team, who call themselves "Avengers", and they still have the weapons and the resources to fight.
Despite them being under Yuri's command, the Avengers are quite different than Yuri's own army. They have tons of 'otherworldly' technologies, but none consist of Yuri's psychics, mutagenics, kinetics, or the like. It is like a new faction entirely.
Nonetheless, after Yuri's defeat, they are bent on nothing more or less than the utter destruction of the nations that sealed Yuri away. The world must once again brace itself for a catastrophic conflict.
The Avengers also have timetravel technology. We're going to have to use our time machine to battle against thiers.

So as you can see, it is still a Red Alert game. It is very much like an expansion pack to Red Alert 2: Yuri's Revenge. What the mod focuses on gameplay-wise was really cleaning up the balance in the game; if you were a very experienced player like I was, you would agree that there were many gameplay issues. Another focus on the mod was adding new units wherever necessary. For instance, the soviets get a main airforce now (besides kirovs and choppers), both factions get an APC, brand new anti tank infantry (which really helps infantry equal tanks on the battlefield) and close range infantry that decimate other infantry at close ranges. Another addition to the mod was an extra tier of units. The Allies and the Soviets are both different in the new techs. The allies get very advanced aircraft, like the Laser Chopper and the EMP bomber (try attacking a large group of oncomming tanks!). The Soviets get new experimental weapons, like the Lightning Storm Tank, the Sonic disruptor (With the help of NPatch, it is almost exactly like the TS disruptor), and the stealthy Flame Wall Tank (Great for assaulting an undefended base or outpost).

However there is one thing in my mod that has never been done before in RA2/YR, and that is a working upgrade system. It works very similar to The Generals and the CNC3 upgrading system, except for one minor flaw (which is due to engine limits), and that is that a new upgrade only affects NEW units, not ones currently on the battlefield. Nonetheless, buying the upgrades will undoubtedly give you the upper hand on the battlefield, with upgrades like the Allied Augmented Shells upgrade, which increases the attack power of all grizzly and robot tanks, or the Apocalypse EMP shells upgrade, which grants the Apocalypse the ability to shut down any tank it attacks for a short time, making the tank even more fearsome (Did I mention that I gave it general upgrades to make it more useful?).

Finally, I would like to mention that I did give some attention to naval. Not onlu do all factions get an upgrade to one of thier naval units, the Soviets get a brand new ship, the heavy cruiser, which fills in the the gap of the soviet's naval. The last thing here is that I have introduced amphibious units. That's right; Shotgun APCs and Shredder APCs Are amphibious. The allied robot tank (Which got a buff to make it worth it) and the Soviet Ripper tank hover over water, and the Avenger's Splitter tank, Inferno tank, and Speeder all hover and can cross water. Please note that the amphibious tanks are slightly weaker than the land based variants to make up for thier much higher versatility.

Now, without futher ado, here are some pictures showcasing many of the new units in the mod:

Allied Shotgun APCs: Great Anti inf (and anti tank if you attack crazy ivans )
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Grizzly And robot tanks attacking with thier Laser Capacitors upgrade:
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Brand New Allied Oblivion Tanks attacking:
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New Allied Laser Harpies:
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New Prism Troopers and Grenadiers Cleaning up a soviet base:
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New Sidewinder Troopers assisting an Apocalypse assault:
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The Russian Tesla Fighter, a faction-specific variant of the Soviet Missile Fighter:
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One of the new soviet experimental units, the Lightning Storm Tank (No, that lightning bolt was not coincidental!):
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Another one of the soviet experimental tech units, the Disruptor from TS:
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And last, but certainly not least, a pretty good shot of what a late game Avenger's assault might look like:
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Also, a BIG note: This mod REQUIRES NPatch Autumn Edition to play! No Exceptions!

Alright, so now, without any futher ado, here is the link to the mod download site:

http://www.mediafire...php?nxtqmezynnj

When it loads, simply click on the 'click here to start download' button

And lastly, as I have no intention of claiming works that weren't mine, all art assets (excepting only the Lightning Storm Tank, which I made myself) were downloaded from the public at YR Argentina.