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Speeder

Member Since 04 Jul 2004
Offline Last Active Yesterday, 09:07 AM

#1018501 Mental Omega Playthrough - Act One Finales!

Posted by Speeder on 12 November 2015 - 11:59 AM

It is done, the series of Mental Omega Act One playthroughs on Mental has come to an end and so we're halfway through our mod's story. The upload of last Yuri mission took a while but it required some modifications so that I could say that it's been improved for the next release. Only news and new content now, also on our channel to which you should totally subscribe right now if you want to receive notifications on the latest video updates.
 

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Yuri's Epsilon Mission 12: Moonlight has undergone several changes, including the addition of Soviet MCV reinforcements which allow you to rebuild the factories. You no longer have to worry about losing the only factory you capture in the first Launchpad outpost, however this MCV arrives only after you successfully extract contents of the first station. The pacing of this mission has been improved, it takes less times for the Drillers to transport the neccessary parts away. You will now also be able to build the Iron Curtain in case you need it for something, it might be useful for protecting the captured Launchpads for a short period of time too.
 

Soviet Mission 12: Dragonstorm's most important change is.. a spoiler so either you'll have to play it for yourself or just watch the video above. There is a modification to how the mission works in the later stage after a certain reveal. There are more attacks on your base, however if you prepare your defenses properly you shouldn't have bigger issues dealing with enemy units. This Act One finale is most likely the easiest of the three.
 

Allied Mission 12: Sunlight did not receive too many changes. It is still a challenging finale, especially on the Mental difficulty which is full of surprises like a Nuke Silo threatening your Gladius Defense Systems or Dreadnoughts protected with the Iron Curtain. At certain point you will probably have to expand to the other side with resources and choosing the right time to attack the island might be the most important decision to make during this mission. This, and when to use the Force Shield you can prepare in this mission. As always, use more Thors. 

Check the website back on MOnday for the return of News Bulletins. Stay tuned!
 


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#1014948 MO3.0 Feedback // SUGGESTIONS

Posted by Speeder on 25 September 2015 - 10:13 AM

Just press space when you hear that a unit was lost.




#1013859 Beta Revision 2: Proposed Changelog

Posted by Speeder on 10 September 2015 - 11:01 PM

Having better methods of storing their aircraft is an Allies' advantage. Other sides will not be getting Runways.

 

---

 

No.




#1013436 copying R:ROTC

Posted by Speeder on 03 September 2015 - 08:37 PM

Almost 10 years later it turns out Mental Omega is 'THE 4th side mod'.

Who's laughing now?

I am.

So evil.


#1012087 We're looking for an infantry artist!

Posted by Speeder on 20 August 2015 - 06:47 AM

Greetings to you all! As you might be already aware, some time ago we've announced development of Side 4 for our mod for Yuri's Revenge, Mental Omega: Almost Perfect Yuri's Revenge.
 

 
While we are doing very well to complete our goal of creating a huge 72-mission campaign and designing new vehicles, aircraft & buildings for this new side plus some additional new features for the vanilla sides, we are looking for someone who'd be able to help us make new infantry units. ImP_RuLz has been working them for 3.0 Beta Revision 1 but nowadays he is MiA. 
 

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We'll probably only need a few infantry units done in the nearest future, so single contributions are also welcome. If you are working on some Red Alert 2 / Tiberian Sun modding project, we could try and help you with it in some way in exchange.
 
You'll also receive access to the currently ongoing internal beta version of Mental Omega.
 
Please PM me or write to mental.omega.apyr@gmail.com if you're interested.




#1010151 Mental Omega Playthrough - Soviet 03, Yuri 03, Allies 04

Posted by Speeder on 31 July 2015 - 11:41 AM

Yeah, I will eventually.


#1009455 Mental Omega Playthrough - Soviet 03, Yuri 03, Allies 04

Posted by Speeder on 24 July 2015 - 11:23 AM

The Developer Playthrough for Mental Omega missions on Mental, stage three. As such, three new videos have been uploaded to our YouTube channel presenting the next missions of Act One.
We're 1/4th done.  

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Not that many changes were done to Soviet Mission 03: Happy Birthday except for the standard 'making things easier on Easy & Normal' and additional reinforcements to make the mission go faster, especially in the base vs base stage. There are still many surprises waiting for Morales on Mental so keep watch and make sure he isn't ambushed by the enemy.
 

Yuri's Epsilon Mission 03: Scrapyard has been somewhat modified - there are less explosive barrels and traps in the oil fields which make the risk of blowing up all Oil Derricks too soon a smaller one, as you can even see in this video. The barrels around one of the Oil Derricks explode violently but don't destroy the Oil Derrick. Acquiring $10000 on Mental in a reasonable amount of time is still tricky.

Allied Mission 04: Heaven and Hell has been updated heavily. The most important change is a bugfix: the mission will now end properly once you eliminate the primary structures in the Soviet base after you're done with all other objectives. Tanya replaces the Navy SEALs and there's a Medic with Engineer joining her at the very beginning of the mission.

Placement of some obstacles has been modified to create a challenge for laser-powered Tanya, including Buratinos that you should probably not approach with her but take out with your Rocketeers. A safe passage through the enemy territory for the Rocketeers will be revealed by a Stormchild so that you don't have to guess where enemy anti-aircraft defenses are anymore.

Subscribe to out channel if you want to be notified about the new Playthrough uploads.

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#1008407 MO3.0 // Mental Omega on Mental (Developer Playthrough) [ACT ONE]

Posted by Speeder on 10 July 2015 - 07:10 PM

logo_allied.pngALLIED ACT ONE


Allied Mission 01: Red Dawn Rising


Allied Mission 02: Eagle Fly Free


Allied Mission 03: Road Trippin'


Allied Mission 04: Heaven and Hell


Allied Mission 05: Bad Apple


Allied Mission 06: Beautiful Mind


Allied Mission 07: Hammer to Fall


Allied Mission 08: Wrong Side


Allied Mission 09: Zero Signal


Allied Mission 10: The Gardener


Allied Mission 11: Panic Cycle


Allied Mission 12: Sunlight




#1007466 Mental Omega News Bulletin #17 (29/06/2015)

Posted by Speeder on 29 June 2015 - 03:33 PM

It's happening. Mental Omega is finally expanding with the addition of a brand new side.
  

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Finding out about Red Alert 2 having its expansion pack back in 2001 was a big deal for me. It was a time when access to the internet for me in my country was limited and the press wasn't all that keen on keeping up with the announcement so it wasn't until I checked price tags for various games in one of the PC gaming shops that I learned of Yuri's Revenge existence. By chance I had the opportunity to enter a well-equipped shop a few days after and I found a copy of it on the shelf.

When I put my hands on the Yuri's Revenge mission disc back then I realized I still had a day or two before I'd actually be able to install the game and play the thing since the shop wasn't at my hometown but in one of the bigger cities in the country. I spent some time carefully reading the manual included with the game, all translated in a weird way with some of the unit names localized in a hilarious way ("Czołg Rębajło"). Right after I was done reading I took a piece of paper and thought I'd come up with a faction of my own, inspired by the addition of Yuri's side to the game. You don't want to know what kind of a faction idea it was though. Well, maybe you do but I'm not telling, it was that silly.

This goes back further to when I was a Command & Conquer player. With the battle between GDI and Nod going on, I had the idea of introducing new sides with weird-sounding acronym-ish names like FIX or ZAP, the first having a tornado on a diamond as its logo, a grey/purple color scheme and air manipulation technology, while the second one's logo was WinAmp and was all about electricity and lightning, obviously. I had weird ideas as a kid but that was long before I even tried modding. Later on there was also a stage when I almost added Axis as a new side to Mental Omega 2.0.

Now, the 4th side is actually happening. My first idea for the game is taking shape.
 


Behind the #ControlMOre hashtag hides this new and large part of the project - a fully functional new side with its own subfactions, units, heroes and superweapons. Its own bases, airforce, navy, Engineers (surprise!), soundtrack and story. Your choice of arsenal grows from the 9 subfactions you are already familiar with to 12. While Mental Omega may not be the first to add a new side, it'll be done in a way you probably haven't seen before in Yuri's Revenge modding, for a simple reason - it will actually be done and released. For you.

The introduction of the new side will shine a different light on what you might have expected from Act Two so expect surprises in the campaign. I have seen that you are already trying to figure out the fourth faction's identity and origins, something that has already been hinted in Act One since the idea has always been there. Popular guesses so far have been: Aliens, Atlantis, "side from a different dimension", GDI/Nod, FutureTech beta, GDI or Nod. For some reason some of these always come up when there's discussion about adding potential new factions to Red Alert 2, I wonder why?

As we continue working on Mental Omega, we will reveal the features of Side 4 bit by bit.
Stay tuned for MOre MOnday News Bulletins and pre-release streams to follow.

If you want to post your ideas or share what you'd like to see for side 4, you can do it in this thread.
 

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#1006040 Mental Omega News Bulletin #16 (15/06/2015)

Posted by Speeder on 14 June 2015 - 04:56 PM

Volume 5 of the Twisted Insurrection Soundtrack grows larger with the latest additions from various artists. I've recently finished work on my newest track called "Nod Thrash". It is a heavy-stomper which I think works well when you are sending your troops into battle against the GDI dogs. More (hopefully) to come! This marks my 5th creation for Twisted Insurrection, if you'd like to listen to the rest you should check this playlist out.
 


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What's this? The Russians and the Chinese are setting their differences aside?

Operation: Juggernaut

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The Russian and Chinese leaders sit down at the table to discuss their plans for the world. Once enemies, now side by side, intend to stop Yuri's invasion at all costs. What will the end result be? You'll have to wait and see how the negotiations end, however the wait but not go as uninterrupted as you'd think.. Make sure your outpost is operational and ready for combat when the time comes.
 

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Operation: Juggernaut is yet another display of Sandman's advanced skills in creating highly detailed environments in Red Alert 2 Yuri's Revenge and complicated scripts which result in interesting missions with many surprises for the player. Take a look at the pictures above and see how pretty Singapore looks in Mental Omega. Yeah, yeah, Singapore by Red Alert 2 "city accuracy standards".

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We revealed the Epsilon Aerodome some time ago, now it's time to reveal the first aircraft to go with it. After some thought, I've decided to give the Epsilon a "series" of aircraft, much like Orca was the primary "brand" of the GDI aircraft in the classic Command & Conquer games from the Tiberian saga. With the already existing Dybbuk-Interceptor deployed from the PsiCorps' Gehenna Platform, now comes the Dybbuk-Attacker which is the Epsilon anti-armor attack jet. Compared to the standard Allied and Soviet jets, this one comes with an interesting gimmick that might just place it above the rest - it has infinite ammo - the ARO projectile.
 

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There will be at least one more aircraft in the "Dybbuk" series to appear in the future.

A bit short today, since I have to script Operation: Meltdown and start preparing for the grand reveal of.. something. See you next time when things become.. grand.

 

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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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#1005392 Mental Omega News Bulletin #15 (8/06/15) - We're back!

Posted by Speeder on 08 June 2015 - 02:15 PM

You thought the mod was over? Well, you thought wrong. Apologies for the silence, but now we're back with another news bulletin and more news to come. First of all, a quick status update which should answer some of the inevitable questions regarding current state of the mod.
 

CnCNet5 Online Support: Not there yet
Ares with Save/Load Function: Not there yet
Act Two Campaign: 22/36 (61%)
Side Project: Internal Beta Soon (56%)

 
The plan is to release the next version to the public once there is full support for CnCNet5 online services and a working save/load function because I can't imagine there'd be many willing to go through our rather difficult 72-mission long campaign without a function to save your progress. If you want to see the working save/load function sooner than later, you should definitely give your support and appreciation to AlexB, who is currently the only person working on Ares Expansion DLL and is making all the fantastic features that are yet to come with the next version of Mental Omega. If you are a modder and you are already using Ares, the more feedback you send the better.
 
What can you do to support Mental Omega itself? You can either contribute or spread the word about the mod. There are many Red Alert 2 players still returning to the game who are unaware of Mental Omega for obvious reasons - we have little to no advertising power and the word is spread mainly thanks to our fans. Link others to our website, to our YouTube channel, show them the mod and that there is finally a campaign for Yuri which so many people missed in Yuri's Revenge.

Your word keeps our project alive.
 

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You'd think there's been plenty of new features designed throughout the weeks we skipped the news bulletins. You'd be correct, but this is just a portion of those features. Let's start with a trivia: the current artwork for the Chinese Science Lab has been a subject of debate in the modding community ever since the pre-release screenshots of Red Alert 2 have been released. That particular building artwork was seen on the Soviet side in the infamous promotional picture, however it's been considered by many to be the pre-release artwork for the final Allied Battle Lab due to many similarities in its design. According to the same people, it did not fit the Soviet architecture too well.
 

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I've been a fan of this design ever since version 1.0 of Mental Omega where this structure has also appeared as the Soviet Lab. In the first beta revision of 3.0 it has been used as the Chinese Science Lab, a high tech building unique to one Soviet subfaction that went well with the other two. However after much thought I've given the subject, we've decided to replace it in the next version. The new design fits its subfaction's theme better and has been given an additional bonus to go with it. Here's the Atomheart, created by Nooze.
 

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The Atomheart gives the Chinese player access to the advanced nuclear and EMP technologies, but also two new Chinese support powers - the Wallbuster, a missile designed specifically to destroy enemy walls and defenses, and Irradiation which, when used on your vehicles, will generate a radiation effect similar to the one the Eradicator has around himself constantly. Contrary to the other two Soviet laboratory buildings, the Atomheart consumes little power as it is able to fulfill most of its requirements with a reactor of its own.

Out goes the Cryofield, in goes the Hummingbird. Now listen carefully and listen well, because this aircraft can slow down time. After you construct the Airforce Command HQ and the Experimental Warpshop, you'll get access to this new advanced aircraft. 
 

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The Hummingbird is a unit designed for support of all Allied subfactions. It is capable of creating a field in which units will move slower, making them more vulnerable to enemy attacks and unable to escape from other jets like the Stormchild or Harrier. The slowest units will suffer from this debuff attack the most. The artwork for this jet was created by Moder.U and the unit has been voiced by Seoras.
 

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Rahn makes his first appearance in the mission with a very subtle codename..

Operation: Huehuecoyotl

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Even though Yuri's Proselytes have successfully infiltrated the Russian network and eliminated traces of Yuri's prototypes and technology schematics, the Latin Confederation is still in possession of 4 Cloning Vats in Spain, now occupied by their forces shortly before the final attack on the Gladius Defense System. Your objective is to infiltrate the Cloning Vats network and infect them with a genetic virus that will turn the tide against the Confederation's forces in Europe. From the dust will emerge a super soldier who will help Yuri destroy the Soviet dominion in the eastern part of the continent. The mission comes from lovalmidas, most famous for the Singularity mission in Act One.

The Latin Confederation is quick to react to Yuri's attacks around the world. Yuri is targeting and eliminating many important people in command or working for the Soviet armies, one of them being Colonel José Arcadio Morales who has infiltrated Brazil to acquire important intel on Yuri's movements. His extraction from Rio de Janeiro is an important task for the Soviet Commander in Act Two.
 

Operation: Exist to Exit

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Yuri's forces are quick to establish two outposts around Morales' location in the city, shortly after the Soviets deploy their forces. Morales must be protected until it is possible to extract him and the important information on Yuri's plans that he carries.
 

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Map Preview #43: (4) Vanilla Ice Cream (snow; "Islands" map pool) by Speeder
Map Preview #44: (4) Libra's Playground (desert; standard map pool) by Toveena
Map Preview #45: (6) Malver's Sandbox (desert; standard map pool) by Toveena

So there it is, Libra gets her own playground and Malver gets a box of sand. At least there's some vanilla ice cream to sweeten things up. In all seriousness though, these are some of the recent additions to the Mental Omega map pool, which is now dangerously close to hitting the 400 maps mark. While we're not showing all of the new additions, only the ones unique to the mod, I can definitely tell you there are plenty of battlefields to choose from. Every map will have their own unique characteristics and they'll all be available in the next release.

"(4) Vanilla Ice Cream" is a new map for the "Island" game mode on which each of the teams gets unique bonuses for their bases. There are two ore fields, a gem field, and bonus defenses for each player, but only two have the gems as their first resource. A Missile Bunker and the last ore field are on a separate island. With a Tech Base Expansion Post near the Bunker, it might be easier to defend it against attacks from the air. The Concrete Fortresses will make it more difficult to deploy amphibious and ground units nearby.

"(4) Libra's Playground" is a map designed for 2v2 team games in which each of the players has its own role to play. The lakes next to the bases don't allow naval combat, but the use of amphibious units might prove very useful to gain an advantage over your enemies. A desolate Tech Academy awaits in the center and will provide veteran training for all the infantry of the player who captures it. There are plenty of gems in the middle, so it might be a good idea to expand quickly.

"(6) Malver's Sandbox" is an island where Malver used to lurk when he was seeking isolation. This isolation was violently disturbed when 6 armies deployed their forces here. You'll have an important decision to make regarding the time going towards the gem fields on the sides near the Tech Base Expansion Posts. The 6 Oil Derricks out in the open will require special attention as they could be the first to go down when your enemies attack and resources are scarce.
 

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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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#998484 Mental Omega News Bulletin #14 (23/03/2015)

Posted by Speeder on 22 March 2015 - 09:38 PM

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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#997688 Can anybady rls the rulesmd.ini file?

Posted by Speeder on 15 March 2015 - 12:31 AM

#SickBurn

#JustModdersThings


#997011 Mental Omega News Bulletin #13 (9/03/2015)

Posted by Speeder on 09 March 2015 - 12:46 PM

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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#996648 MO3.0 Feedback // SUGGESTIONS

Posted by Speeder on 04 March 2015 - 11:41 AM

For Spies and heroes, yes, but after seeing that post I spent few minutes to adding something similar to Medics and Engineers as well.