Search the Community
Showing results for tags 'Apocalypse Rising'.
-
untilW3Dnesday
-
-
Hi everyone, It's been over two years since we last posted any formal updates to AR, so I wanted to just post and assure you all that development is back up and running and better than it has ever been. For the past two years, we were wholly distracted by the development of Tiberian Sun: Reborn, which ultimately had to be put on pause. However, putting TSR on pause allowed us to regroup a bit and take another look at AR and where we were at with the project. Coming up with a fairly solid development plan, we started working on the game again formally in August and have been rapidly iterating ever since. This leads us to where we are right now; running fortnightly tests where we're iterating on the balance and features within the game in order to create the definitive RA2-shooter experience. I just wanted to start by re-posting a link to the stream we did around 10 days ago on the current test build to kick things off again. Over the course of the next few weeks, we will be releasing updates on new features and content that have been going into the game along with images and videos about where we're at and what we're doing. We also want to start updating you guys a bit more often and also engaging you in our development process a bit more as time goes on, so if you guys have any ideas for stuff you'd like to see, whether it be feature-centric videos, development team AMAs, more streams, unit renders, regular content updates or anything else you can think of, let us know in the comments below! Cheers! @OWA & the AR Team [blurb]It's been over two years since we last posted any formal updates to AR, but now development is back up and well underway. Find out more here![/blurb][thumb]thumb_ar.1.png[/thumb]
-
Apocalypse Rising Prism Tank & Harrier Update!
Coolrock posted a topic in Red Alert 2: Apocalypse Rising
How’s it going everyone? You may have been asking, "Where is AR at the moment?" and through this video you can find out! We are happy to announce that we have hit Alpha! This means that the features that we wanted to include in the first release have made it ingame. Thanks to the efforts of the team over these past few months, we have cleared this milestone! Today we’re excited to showcase a few of these new features! In this video we have included the new HUD and UI, improvements to the Allied Prism Tank including an all-new refraction projectile, and a physics overhaul of the Allied Harrier! All this and more in this video update brought to you by OWA. Please feel free to comment below about anything you would like to see in a future video, and we would be happy to show it off for you!-
6
-
- Red Alert 2
- Prism Tank
-
(and 2 more)
Tagged with:
-
Hey everyone! It's been a while since we did one of these (also I hear it's Willy's birthday, so happy birthday man!) so I guess it's about time we updated you guys on the latest progress on the AR front! New Features & Allied Forces @OWA went in game earlier today and recorded a nice walkthrough of the Allied base, along with explaining some exciting new features that the AR team has been working on to improve the gameplay in general. Check it out below! As ever, if you guys have any questions about what was shown in the video, please feel free to post a reply or hit us up on Discord for a chat! Refinery Interior & Power Plant Exterior @moonsense715 has been working really hard on finishing off the final few base building interiors that we have left to design; the Allied Refinery! The major weakpoint for the Allied Refinery is the Furnace Heat Regulator! The minor weakpoint is the Chrono Miner itself. Check out some tasty images below! @moonsense715 has also altered the Allied Power Plant as well. We used to have tight spiral staircases leading down into the basement and the orange glow from RA2 wasn't there either. Now the building is much easier to access and looks the part! Check out the picture below! Allied Reinforcement Bay @moonsense715 has been really hard at work putting the finishing touches onto the Allied Reinforcement Bay. For those of you who aren't aware, the Reinforcement Bay is a building that is unique to Apocalypse Rising that allows players to buy infantry and vehicles at an elevated cost, when the Barracks and War Factory are destroyed (respectively). The Reinforcement Bay cannot be destroyed, therefore it does not count towards a victory via base destruction. Here is a picture of the new design! Weather Control Device @Romanov has completed the exterior model for the Allied Weather Control Device! This structure will allow the Allies to summon a powerful lightning storm to attack the Soviets with! Check out the render below! Random Corner Oh no! It's the Soviets! Recruitment ATTENTION all fans! We are looking for new staff members: LEVEL DESIGNERS! (if you can create terrain like this, or can complete the tutorial, please apply!) 2D/3D Artists for modelling/texturing civilian buildings and small props (Autodesk Maya, 3ds Max, AutoCad, Blender or Photoshop/Gimp) Character Artists (feel like modeling some simple soldiers, or maybe Premier Romanov? ) A person with free time who wants to get into map-making (we will help you) Programmers to enhance the game engine (more info about this here) To apply, just send @moonsense715 or @One Winged Angel a PM (Private Message) via the forums and let us know which position you wish to apply for. Note that you can include working here in your CV when applying for a job. A lot of W3D Hub Staff members got their current real jobs thanks to the experience gained here. No skills? Need a lesson/tutorial on something W3D? Ask! We can provide a lesson or create a written/video tutorial on how to model, texture, etc. You can find our current roster of tutorials here. Bye! Until next time! [thumb]thumb_ar.4.png[/thumb] [blurb]Check out the latest update fom the Apocalypse Rising Team! This time we're focusing on the Allies![/blurb]
-
Hey y'all! I'm one of the many people who check whether AR has been released now and then, and I believe most of us will agree that we have gotten used to always hearing "it's done when it's done, we'll release it then". At this point, my only guess is that the developers have internalized that sentence, and have never given a second thought throughout the years on when to release it. I noticed that in recent years, the forum's popularity has unfortunately decreased. Maybe it is time for the team to consider releasing the game? As I understand it, the reasoning behind this policy is that a bad release would leave a sour taste in people's mouths. On the contrary, I believe the long wait has caused much more people to dismiss the project over the years. So I do not think this reasoning is valid. As another point for a release happening, I have no doubt that the developers hearing fans enjoying the game would improve their motivation for the project, and make developing more fun! Just to be clear -- I'm not saying the developers are unmotivated, but that it would their motivation would benefit. Don't think I'm breaking forum rules by saying this -- I was a tester for a while a few years ago, and the game was very fun. I can only imagine it's getting better now! Of course, nothing against the developers and testers -- I heavily appreciate their work. I do not mean unwell on anyone. I would love to hear what the AR team thinks.
-
And Red Alert 2 again! Two-three days of work, but I have to say that wasn't too hard to remake this. Unfortunately, original vibe is gone, but kind of good experiment with guitar. http://download.ccassault.com/museum/music/solomusic/Grinder.mp3
- 1 reply
-
1
-
- Awesome
- Command & Conquer
-
(and 5 more)
Tagged with:
-
And Red Alert 2 again. I released new remake. More powerful than Motorized! It took from me almost one week to remake it and to change some things a bit. http://download.ccassault.com/museum/music/solomusic/Burn.mp3 INSANELY HARD WORK...
- 8 replies
-
8
-
- remake
- Apocalypse Rising
-
(and 4 more)
Tagged with:
-
http://download.ccassault.com/museum/music/solomusic/Motorized.mp3 I spent few full days on it... and I finally made it recently! Never did remakes of songs from C&C Red Alert 2 OST ("Destroy" from CnC 64 Memorial does not count, it was just an experiment). Still catchy, even simplified.
- 9 replies
-
3
-
- Command & Conquer
- C&C
-
(and 5 more)
Tagged with:
-
Iron Curtain The Iron Curtain is one of the soviet's superweapons. Using a powerful molecular resonator, it can give up to 9 vehicles a shield that can protect them from all kinds of damage. If a soldier is affected by the Iron Curtain, he will have a horrible death. And thanks to the scripts team, this superweapon will use our new targeting dialog! Model and Texture: @Romanov Soviet Repair Node The Soviet Repair Node is where Technicians and Engineers can repair buildings at a faster rate. Multiple of these are spread around across soviet building interiors, making sure the repairing personnel can reach one quickly. Concept: @Squid Empire Model and Texture: @Romanov Soviet Reinforcement Bay The Reinforcement Bay is a new structure that will help the teams in a number of ways. It provides a few free vehicles, occasional money crates, and a second place to buy vehicles and infantry at the expense of increased cost and build time. By design, this structure will be indestructible and therefore does not need to be killed for victory purposes. Concept: @Squid Empire Model (WIP): @moonsense715 [blurb]This Soviet Christmas update contains the Iron Curtain, the Repair Node, friend of the base maintenance personnel, and the first drafts of the Reinforcement Bay.[/blurb]
-
Allied Chronosphere In the Second World War against Stalin's war machine, the Chronosphere was an invaluable asset for the Allied Forces. Following the war's conclusion Albert Einstein continued to improve upon the Chronosphere from his Black Forest laboratory, effectively removing the drawbacks the previous iteration had. Chrono vortexes would no longer appear, nor would personnel inside vehicles become lost in the teleportation. Additionally, more units can now be teleported at once. The new and improved Chronosphere would not be ready for use until late in the Third World War, but once deployed it turned the tide in the Allies' favour, much as it did in the Second World War. Video by @FRAYDO Model by @Romanov "You are aware, ja, of my Chronosphere, a device which is capable of moving matter through time und through space!" - Professor Einstein Recruitment ATTENTION all fans! We are looking for new staff members: LEVEL DESIGNERS! (if you can create terrain like this, or can complete the tutorial, please apply!) 2D/3D Artists for modelling/texturing civilian buildings and small props (Autodesk Maya, 3ds Max, AutoCad, Blender or Photoshop/Gimp) Character Artists (feel like modeling some simple soldiers, or maybe Premier Romanov? ) A person with free time who wants to get into modeling/map-making (we will help you) An enthusiastic person who has a lot of free time, wants to help in development, can use a computer and speaks english (no skills needed!!!) To apply, just send @moonsense715 or @One Winged Angel a PM (Private Message) via the forums and let us know which position you wish to apply for. Note that you can include working here in your CV when applying for a job. A lot of W3D Hub Staff members got their current real jobs thanks to the experience gained here. No skills? Need a lesson/tutorial on something W3D? Ask! We can provide a lesson or create a written/video tutorial on how to model, texture, etc. You can find out current roster of tutorials here. Additionally, if there is a group of at least 3 people who want to get into modeling, map-making or learn about the W3D engine, we will launch an online training course. Any volunteers? [blurb]"You are aware, ja, of my Chronosphere, a device which is capable of moving matter through time und through space!" - Professor Einstein[/blurb]
-
Do you have any burning questions surrounding Red Alert 2: Apocalypse Rising that you are itching to know the answers to? Well now is your chance to get those answers with this incredibly awesome new thread! Simply ask a question and myself or moonsense715 will try and get back to you as swiftly as possible! It's that easy! There are no bad questions, so feel free to ask whatever you like as long as it relates to the project!
-
[blurb]It's been some time since the last update! This month is but a simple blog as the team continues to perfect Apocalypse Rising.[/blurb] It's been some time since the last update! This month is but a simple blog as the team continues to perfect Apocalypse Rising. The past weeks have seen numerous upgrades under the hood, the creation of several new effects that will be important for certain buildings, and patches based on tester feedback. moonsense715 has been quite busy between Refinery interior modeling, updating the Desolator with new scripts and effects, and adding Tesla Coil state change scripts. In addition to those, he has also implemented Romanov's objective markers and Soviet Purchase Terminals and has been diligent in fixing bugs as soon as they are reported. Expect to see more pertaining to this in a later update. Our latest test highlighted some blatant balance issues, most notably OP Tesla Tanks and underwhelming Prism Tanks. With our testers consistently providing feedback the dev team strives to refine balance for all units and clear that hurdle, bringing us one step closer to public release. Included in this blog are two videos while the team continues to develop Apocalypse Rising. This one shows off a popular early-game tactic among our testers. They won't see this one coming! Be on the lookout for the next update! You may be in awe of what's to come.
-
Apocalypse Rising AR: Blast from the past
moonsense715 posted a topic in Red Alert 2: Apocalypse Rising
Hello there people of W3D Hub! I think it is time I shared some good old videos of Apocalypse Rising that most of you probably have never seen before or are just really old. Time for a blast from the past! AR awakens When AR was launched, the developers were really enthusiastic about it and were pushing a development blog every week, containing a load of progress images and sometimes videos. There was not much to show, as the game was just shaping up from scratch, but One Winged Angel always collected enough content for a full blog. There was a huge fanbase of the game and a lot of people playing Renegade and RA:APB at those times who eagerly commented an average of 30 posts on every update. The first video is the most ancient that I know of, featuring an ancient map that has never seen the day of light probably since that old build: These were in times when AR was not a standalone game, but a Renegade mod. Here's another classic from OWA, with his "cheesy voiceover" The first standalone builds After getting persmission from Electronic Arts to be a standalone game, danpaul88 obviously started whipping up standalone installers for AR. Yes we always had to manually download the installers, in old times we had no launcher to auto-download and update our games! Here is a video that shows how the game looked like in those builds, which features content produced up until 2007 summer (but does not include any old buildings): You can clearly see that it was still a very early standalone build, with a lot of texure files that were forgotten to be included in it (hence the dozens of white/westwood logo textures everywhere). One Winged Angel has produced a Mirage Tank logic demonstration video at those times too, where you can see half an allied base too, as well as the first version of the War Miner: AR wins ModDb award At the end of 2008, AR has won the 3rd place in Player's Choice: Best Indie Game of the year category. This was the showcase video for it: (Link to the moddb post) After the trailer comes another walkthrough video by OWA. Actually we had a few updates since the ModDb trailer here, for example the new V3 Rocket Launcher. As you can see, we still had no proper base-setup and the list of units was still pretty thin, along with a load of placeholder models and missing textures. Contributing mods There is a long list of games/mods that contributed to Apocalypse Rising by donating their assets to us. For example, the Flak Track and the V3 Launcher in the moddb video above came from RA2: Vengeance. Here are a few more assets that we have gotten our hands on, some of them even made it into the internal test builds: Most of these donated assets either got upgraded or have been totally replaced by new models now. Old Dune Patrol and Rocky Pass in APB Beta Did you know that I tested all of the old maps in APB Beta and not in AR? I only had an APB Level Editor at the time when I modelled them (2007-2008), which is the reason of this. OMG the white buildings! It is no secret to people who have been following this game for a long time that AR has not had textured buildings until the internal Beta 1 build came out to testers in 2012 (and it had no buildings in the test builds at all until 2009). One Winged Angel created a developer-commentory video of the Alpha 6 build (2008) with really old buildings: Also, here's an old trailer of the internal Alpha 9 build (2010), featuring new, but still 100% white buildings that burn your eyes out and make you get lost inside (with the exception of the Barracks)! Garrisoning Battle Bunkers I was playing with Battle Bunkers back in the day in C&C Renegade, without the power of today's scripts in W3D. Basicly they were using keycards to let friendly people in/out, and there were constantly respawning hp/armor powerups at all the windows to keep the garrisoning people alive inside (we can make players not take damage now). Classic AR bugs You can now take another look at how AR looked like with all the partially complete models and placeholders. This was a motivator video for testers to find bugs that I collected together into a funny compilation to point out they were not reporting them Beta times With the introduction of the internal test build "Beta 1", the game was finally stable and fun to play. Of course there were balance issues but everything was textured and all the units were implemented into the game. A video from 2012 that Verti60 complied: Currently the game's version is Beta 4 Patch 1. The most recent updates include a move to "a new engine" (improved w3d) that is scripts 5.0 and now all the placeholder weapon rigs from C&C Renegade are gone. Release date?! So you are asking why AR has not been released yet. To be honest, it's not at all far from a public release. But here are a few things that are holding it back: The game lacks proper infantry models (hello character artists?) It lacks a level designer person who creates more maps The Terror Drone does not function properly I need to finish the Allied building interiors After these are crossed out, the game will be released through the launcher. End Well, that's it for the history lesson. Tell me what you think about all the sections, and I do also expect current and old devs feeling nostalgic and posting some of their feelings -
[blurb]Another month another Apocalypse Rising update! This update brings a closer look at the Navy SEAL C4, Soviet architecture, and Allied base defenses.[/blurb] Another month another Apocalypse Rising update! This update brings a closer look at the Navy SEAL C4, Soviet architecture, and Allied base defenses. Navy SEAL C4 Special delivery! After mowing down enemy infantry and clearing a path, the US Navy SEALs effortlessly dismantle enemy bases with their signature C4. Soviet maintenance personnel should be diligent in disarming any and all C4 planted as a single brick is packed with enough explosives to destroy a building. It is rumoured that Special Agent Tanya carries her own unique model of C4, although battlefield reports have yet to confirm this. Texture by @Romanov Soviet Doors Continuing with the renovation of internal infrastructure, the Soviet Engineer Corps have had every detail in mind from the purchase terminals right down to the doors. While it may not appear to be much to the average Conscript, the Soviet engineers are nonetheless proud to now have doors that are truly representative of the working class! Concept By @Squid Empire, Model by @Romanov Patriot Missiles To keep the skies clear of Conscript paratroopers, Soviet Siege Choppers and Kirovs, the Allies turn to the Patriot Missile System. Serving the role as the primary anti-air base defense, the Patriot utilises advanced targeting systems and detection equipment that allows it to even down enemy MiGs called in by Boris. Unable to defend itself against ground threats, Allied forces must be vigilant in keeping the Patriot Missile structures operational lest they be overwhelmed by Soviet air power. Model by @Romanov and @moonsense715. Recruitment We are always hiring new team members to speed up AR's release! If you believe that you can help us out, you are more than welcome to help! The following positions are open: 2 Artists for modeling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally Unwrapper) to help in texturing building interior objects If you wish to contribute to this project and believe you have the skills, give us a shout! If you would like to contribute to the game and believe you have the skills, don't hesitate to apply! If you don't know if you have the skills, send us a forum PM and we can chat. If you would like to help in areas not listed here, that is also more than welcome. To apply, just send @moonsense715 or @One Winged Angel a PM (Private Message) via the forums and let us know which position you wish to apply for. End Feel free to contact the team regarding testing applications for Apocalypse Rising and our other W3D projects and become an official W3D Hub Tester today!
- 1 reply
-
8
-
[thumb]thumb_ar.3.png[/thumb] [blurb]According to NORAD we've got updates coming at us from all directions and renders pushing up through Mexico. I don't know how they snuck in on us.[/blurb] Dioptic manifold clear! Unit ready! Electrodes ready! Welcome to the Apocalypse Rising May Update! This month's update features the Allied Prism Tank, the Soviet Purchase Terminal, and the Soviet Shock Trooper. Prism Tank It's Einstein's Prism tech on wheels. The boys at the lab call it a Prism Tank. Careful not to burn yourself! - Lt. Eva Deployed late into the war, the Prism Tank is yet another shining example of Allied technological superiority. Developed by Professor Albert Einstein, the Prism Tank operated as the Allies' anti-structure artillery unit. Utilising the same technology found in the Prism Tower base defenses, the Prism Tank is effective against enemy infantry and structures alike. Powerful as it may be, the Prism Tank is not without weaknesses. It's light armour and low rate of fire make it particularly ineffective against heavy armour. Coordination with Allied Grizzlies and IFVs in the field combined with its long-range beam offers more favourable engagements against Soviet Rhinos and Apocalypse Tanks. "Intensifying light trajectory!" Model by @Romanov Soviet Purchase Terminal In the previous war, Allied and Soviet structures shared many similarities from external appearances to internal terminals. As the opposing sides' architecture began to take on more unique motifs, so did the individual aspects that made up the internal infrastructure. Soviet engineers stayed true to the industrial element that is the working class and designed accordingly. Putting aside the sophisticated and sleek features that their Allied counterparts possessed, the Soviet Engineer Corps set about and designed a straightforward and reliable Purchase Terminal for use throughout friendly bases. Serving the same purpose as its previous war iteration, Soviet units may access these terminals and purchase infantry and vehicles from the Soviet arsenal. Depending on the country chosen (Russia, Iraq, Cuba, Libya), additional units may be authorised for purchase. "(56k modem dial-up sound)" Concept Art by @Squid Empire, Model by @Romanov and @moonsense715 Tesla Trooper Always striving towards the next step in Tesla technology, the Soviet Union has introduced a new class of soldiers into their ranks: the Tesla Trooper. First deployed during the occupation of Washington D.C., these shock troopers are highly effective on the front-lines. Armed with a Tesla Coil gauntlet, the Tesla Trooper is particularly devastating to enemy armour columns. Shockingly, the Tesla Trooper has proven to be equally effective against enemy infantry, due in part to the armour they wear that their Conscript and Flak Trooper counterparts lack. Wearing an insulated combat uniform that also houses the back-mounted Tesla Generator, the Tesla Trooper also cannot be crushed by enemy vehicles. It is this heavy armour and deadly weaponry that makes the Tesla Trooper a threat to all Allied units in the field. "Commencing shock therapy" Model by @Romanov Screenshots Recruitment We are always hiring new team members to speed up AR's release! If you believe that you can help us out, you are more than welcome to help! The following positions are open: 2 Artists for modeling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally Unwrapper) to help in texturing building interior objects If you wish to contribute to this project and believe you have the skills, give us a shout! If you would like to contribute to the game and believe you have the skills, don't hesitate to apply! If you don't know if you have the skills, send us a forum PM and we can chat. If you would like to help in areas not listed here, that is also more than welcome. To apply, just send @moonsense715 or @One Winged Angel a PM (Private Message) via the forums and let us know which position you wish to apply for. End Feel free to contact the team regarding testing applications for Apocalypse Rising and our other W3D projects and become an official W3D Hub Tester today!
- 23 replies
-
12
-
[blurb]Oh deer. It looks like Romanov has been talking to Jerad2142 a bit too much lately. We have venison galore in this meaty update![/blurb] So, it's finally 2017 and it's time for our first blog this year! GI Update The Allied attack deer is a very versatile unit. It’s ability to sustain itself for long periods of time by eating grass from the environment makes it exceedingly useful for extended deployments. "Oh deer..." Allied Sniper The allied sniper is a great threat to any soviet infantry. Equipped with his trustworthy AWP, he is capable of decimating the enemy with his quickscoping and 1080noscope tactics, pwning every n00b that crosses his way. "Noot Noot" Soviet Doge The soviet doge is well suited for extended cold missions; in addition, by being a doge it is able to trick families into thinking it’s just a loving pet, when really it’s a super secret spy. "Many bites. Such hat. Very deadly. Wow!" Recruitment We are always hiring new team members to speed up AR's release! If you believe that you can help us out, you are more than welcome to help! The following positions are open: 2 Artists for modeling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally Unwrapper) to help in texturing building interior objects If you wish to contribute to this project and believe you have the skills, give us a shout! If you would like to contribute to the game and believe you have the skills, don't hesitate to apply! If you don't know if you have the skills, send us a forum PM and we can chat. If you would like to help in areas not listed here, that is also more than welcome. To apply, just send @moonsense715 or @One Winged Angel a PM (Private Message) via the forums and let us know which position you wish to apply for. End Feel free to contact the team regarding testing applications for Apocalypse Rising and our other W3D projects and become an official W3D Hub Tester today!
- 6 replies
-
14
-
[blurb]AR December Update[/blurb] Welcome to the DecembAR update! New soldiers join our roster! Note: Click images for big. Allied G.I. Out with the old GDI Soldier placeholder, in with the new and complete Allied GI! Modeled, textured, and finally in-game, the Allied GI is ready for some action! Created by @One Winged Angel and @Romanov together, the GI makes up the core of the Allied infantry. For close quarters combat, GIs are armed with the MPK5. Taking a more defensive position, GIs may also deploy a protective ring of sandbags around them and open fire with the FN Minimi Para. The Allied GI marks another completion to the RA2:AR infantry roster, as well as a huge milestone for the team. It feels great in-game, it's fitting of the Red Alert 2 style, and just looks badass. "Squared away, sir!" Soviet Desolator Hailing from Soviet-aligned Iraq, the infamous Desolator makes his appearance! Equipped with the dangerous rad-cannon and protected by his radiation suit, the Desolator is a potent anti-infantry unit. Firing a concentrated beam of radiation from the shoulder-mounted rad-cannon, the Desolator can melt away enemy personnel and wipe out entire squads. Additionally, the Desolator can deploy his rad-cannon and make a toxic environment for the enemy. While having to be immobile to do so, a deployed Desolator offers area-of-denial, forcing the enemy to rethink their advances. Desolator model and rad-cannon model created by @Romanov. "There goes the neighborhood!" New Team Member! True to our word of always hiring new team members, @devilslayersbane has recently been hired onto our staff. Given the task to produce a new Portable Flak Cannon, devilslayersbane set out to do just that and presented our Soviet Flak Trooper with a new toy. Project Leads One Winged Angel and moonsense715 were thoroughly impressed and had to show us internally for opinions and thoughts. Needless to say, we absolutely approved of it and welcomed him aboard with open arms. Official joining as a Modeler, devilslayersbane will be a valuable addition to the Apocalypse Rising team and to our W3D Hub staff. "This gun's heavy." Allied War Factory Internal moonsense715 continues to work diligently on our buildings and has further improved the Allied War Factory, both internally and externally. It's but a few textures away from being complete, and yet moonsense has made amazing progress on this visually appealing structure. "Vehicle ready." Recruitment We are always hiring new team members to speed up AR's release! If you believe that you can help us out, you are more than welcome to help! The following positions are open: 2 Artists for modeling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally Unwrapper) to help in texturing building interior objects If you wish to contribute to this project and believe you have the skills, give us a shout! If you would like to contribute to the game and believe you have the skills, don't hesitate to apply! If you don't know if you have the skills, send us a forum PM and we can chat. If you would like to help in areas not listed here, that is also more than welcome. To apply, just send @moonsense715 or @One Winged Angel a PM (Private Message) via the forums and let us know which position you wish to apply for. Team Messages OWA is currently working on another game that you might just see in a Humble Bundle in January. moonsense715: *Tasks overload* Killing_You has been upgrading vehicle engine and weapon firing sounds. FRAYDO: Ready for the new year! 2017 will be grand! End Feel free to contact the team regarding testing applications for Apocalypse Rising and our other W3D projects and become an official W3D Hub Tester today!
-
[blurb]Come have a look at the new Apocalypse Rising November Update! Good things packed inside![/blurb] Welcome, comrades! As we near November we bring to you another Apocalypse Rising update! This month's update reveals the addition of a crucial structure, a weapon wielded by our dangerous Allied commando, and lastly, Deutschland's finest. Ore Purifier An advanced financial structure, the Ore Purifier refined ore and gems and increased the income of a Commander's base by 25%. This would allow the Commander additional funds with which to further build up their forces and train additional units. While originally an Allied structure, this economical advantage would break the balance between the Allied and Soviet teams. In Red Alert 2: Apocalypse Rising, the Ore Purifier will be a capturable neutral structure. Control of this structure is of great importance and can mean victory or defeat for your team! (The Industrial Plant may or may not also appear ingame as a capturable building, this is to be decided) Created by @Romanov. Sig Sauer The Sig Sauer, Special Agent Tanya's personal choice of sidearm. With a 15-clip magazine combined with her deadly precision, Tanya has mowed down entire enemy infantry battalions with this. We're trying our best to make this weapon dual wielded, but right now ingame it's a two hand-held pistol. Created by @Romanov. Dark metal is hard to pull off good but he nailed it again. Tank Destroyer Deutschland's finest. Available to Germany, the Tank Destroyer is an effective anti-armour unit. Armed with an advanced anti-tank cannon, the Allied Tank Destroyer can punch through Soviet armoured divisions with ease. However, its anti-armour specialisation makes it ineffective against enemy infantry and moderate against structures. Let's see who's tougher! Created by @Romanov. Recruitment We are always hiring new team members to speed up AR's release! If you believe that you can help us out, you are more than welcome to help! The following positions are open: 2 Artists for modelling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally Unwrapper) to help in texturing building interior objects If you wish to contribute to this project and believe you have the skills, give us a shout! If you would like to contribute to the game and believe you have the skills, don't hesitate to apply! If you don't know if you have the skills, send us a forum PM and we can chat. If you would like to help in areas not listed here, that is also more than welcome. To apply, just send @moonsense715 or @One Winged Angel a PM (Private Message) via the forums and let us know which position you wish to apply for. Team Messages OWA: I am crazy busy at work! D: moonsense715: My brain is completely fried thanks to 9000+ tasks everywhere (W3DHub + RL). Other than that, bots are fun and create laughable situations FRAYDO: We're always taking tester applications! Apply today and get your hands on AR! Your feedback would be greatly appreciated! Einstein: I swear to Premier Romanov that there is an AR bot named MPRA2 but nobody believes me... I guess when the tests are this crazy and fun, the crazy rubs off! End See you next time
-
Check out the October Update for Apocalypse Rising! Surprises found inside! Hello, everyone! It's time for another dev update, and is there much to cover! So much so, that we can't fit everything into one update. Progress has steamed ahead and each testing session has become more interesting than the last! With so much content being divided into equal parts, expect several updates as we catch up on our reveals! Today's update: Bots, Attack Dogs, and Spies! Bots In C&C Mode A wonderful feature we are proud to introduce into AR, bots now populate the maps and fight the good fight! Upon the start of each match, AI offensive modules and AI defensive modules are loaded in. Speaking generally, bots that attack and defend join the battle, meaning that players can play the game against the AI! Offensive bots immediately move out to engage and attack the enemy forces. Defensive bots, on the other hand, will remain at base to protect against trespassers. The offensive bots forces comprises your team's ground arsenal, from infantry to tanks. Infantry AI will support friendly tanks and engage enemy infantry. Additionally, they will infiltrate enemy buildings, and will even attack weakpoints within the enemy base! If the unit is armed with C4, they will stick it onto major weakpoints. A little C4 knocking at your door! Tank AI will prioritise enemy armour first before engaging enemy infantry. If properly supported by friendlies, they may even bring down a base defense or two, and then move on to shoot base buildings! Offensive bots battling for field control. The defensive bots forces comprises of basic infantry and engineers. Infantry will be stationed around the base and inside friendly buildings to ward off enemy advances, as well as chasing and killing enemy units that enter the buildings themselves. Engineers will be positioned at Repair Nodes to repair any damages caused to the base, but will leave the building they spawned at to run to other buildings when repair duty or C4 disarming tasks call. Naturally when attacking the enemy base, it would be viable to send soldiers inside to wipe out the repairing personnel. An Engineer bot taking care of a Repair Node. Bots are removed/added back to the game dynamically depending on the playercount (if enough players are ingame, all the bots are gone). This ensures the game is always full of action, even if there are only a few players online. A lot of time has been spent on this new feature by @moonsense715 that makes bots able to play classic C&C mode. In short, the AI learned how to destroy and repair bases. He'll be working on improving offline and online gaming experience in AR by making bots smarter. Soviet bots paradropping. Invasion confirmed! Attack Dogs Attack Dogs have made it ingame, and are purchasable from the Barracks. Both teams have their respective canine companions; the Soviets with the Siberian Husky and the Allies with the German Shepherd. An effective anti-infantry unit, Attack Dogs introduce a new element to close-quarters combat. Consider biting enemy infantry while inside a building! Allied and Soviet Attack Dogs, created by @Romanov, animations by @Jerad2142. Spy Tactical Espionage Action. Always with an affinity for subterfuge, the Allies again employ the use of Spies in the Third World War against the Soviet Union. Armed with his quick wits, a silenced Walther PPK, and a Disguise Kit, the Spy seeks to obtain intelligence and sow confusion among the enemy forces. The Spy's sidearm, the Walther PPK, created by @Romanov. With spotting scope in hand, a Spy may find an enemy infantry (or a driver of an enemy vehicle) to disguise as from a relatively safe distance. Once disguised, the Spy may then bypass enemy base defenses without worry. Moments later, the Soviet base finds itself without power! Fancy that! Secondly, with the same disguise ability, he can act as a decoy unit by targeting teammates. Imagine the soviets seeing 2 Tanyas approaching their base, but they don't know which one is the real threat! @FRAYDO demonstrating @Romanov's disguise scripts. For base infiltration, the Spy has a slowly respawning hacking device at his disposal. This ensures that the Spy cannot sprint from building to building shutting everything down. The mindful Spy will keep note of the cooldown timer of the hacking device, as well as soviet movements within their base while determining which building to infiltrate next. Recruitment We are always hiring new team members to speed up AR's release! If you believe that you can help us out, you are more than welcome to help! The following positions are open: 2 Artists for modelling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally Unwrapper) to help in texturing building interior objects If you wish to contribute to this project and believe you have the skills, give us a shout! If you would like to contribute to the game and believe you have the skills, don't hesitate to apply! If you don't know if you have the skills, send us a forum PM and we can chat. If you would like to help in areas not listed here, that is also more than welcome. To apply, just send me or One Winged Angel a PM (Private Message) via the forums and let us know which position you wish to apply for. Team Messages OWA: Work at Creative Assembly has been slowing down progress, but the G.I. should *finally* be in the game before the end of October. Also there is work to be done on vehicle cameras now that we have a multitude of new vehicles. Stay tuned for more updates. moonsense715: MEGA amount of dev progress in August and September! Building interiors are done and tons of new units were added to the game core. FRAYDO: Testing sessions have been crazy fun! If you haven't already applied to testership, what are you waiting for?! Romanov: TDBERR Killing You: *Creating lots of sound effects* End Any questions?
- 31 replies
-
12
-
Apocalypse Rising AR :: June 2016 Update
moonsense715 posted a topic in Red Alert 2: Apocalypse Rising
The June update for Red Alert 2: Apocalypse Rising has been released! Boris may or may not have arrived! Hi everyone, welcome to the latest AR development update! This month we have a big surprise for you in form of Boris; the Soviet's Hero unit! "Let the games begin!" Boris Field commander, elite commando, and Hero of the Soviet Union, Boris is a formidable force on the battlefield. Armed with his unique and specially modified AKM, Boris mows down enemy infantry with ease. At his highest veterancy status, he can even hold his own against anti-infantry and light vehicles. There is nothing that can stop Boris. Well, except for water. Unlike his Allied counterpart, Tanya, Boris cannot swim. Intelligence reports cannot indicate whether it is a simple refusal to swim or if he never learned how. With his extensive training and battlefield experience, Boris is a soldier without fear. In every mission, Boris will see to it that there is nothing less than victory for Mother Russia. "Russia's fate is with me." "Boris has arrived!" Model by @Romanov. MiG Aircraft After the conclusion of the Second World War and the Allies as the victors, there were dark times for the Soviet War Machine. The Soviet Airforce, once a proud and strong component of the Soviet military, was reduced to scrap metal and "civilian applications". The MiGs and Yaks that had survived the war nonetheless found themselves dismantled, their materials used to rebuild the broken Russian economy. For the purpose of self-preservation and self-defense, the Allied Forces agreed to a treaty that allowed the Soviets to retain a small contingent MiG fighters. It was this agreement that saved the remaining MiGs from complete and total destruction. Between the years of the Second World War and the later Third World War, these MiGs have found themselves collecting dust and had been practically forgotten about. The MiG fighters would not see service again until the arrival of Boris. "MiGs on the way." Model by @Romanov. Boris' Laser Pointer To destroy enemy buildings, Boris has been granted two things; access to MiGs and a laser pointer. Using the laser, Boris can point to and designate targets, marking them for destruction. Once a target has been confirmed, MiGs will fly in to do the job. Under Boris' command, the long-forgotten MiGs will see to key strategic strikes on the battlefield and proudly serve the Soviet Union once again. Model by @Romanov. Allied commando Tanya relies on C4 for building destruction, which requires entering the target building. Boris, however, can accomplish this without having to infiltrate the enemy building and simply rely on the MiGs. The laser pointer itself has considerable range, which grants the advantage to call in these airstrikes from a relatively safe distance, as pictured below. "Let's light them up." Airstrike Confirmed To see it in action, take a look at this video! Currently, the airstrike cinematic is a temporary animation and will see improvement in later development. Video created by @One Winged Angel, airstrike implemented by @moonsense715. Recruitment We are always hiring new team members to speed up AR's release! If you believe that you can help us out, you are more than welcome to help! The following positions are open: 2 Artists for modelling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally Unwrapper) to help in texturing building interior objects If you wish to contribute to this project and believe you have the skills, give us a shout! If you would like to contribute to the game and believe you have the skills, don't hesitate to apply! If you DON'T know if you have the skills, send us a forum PM and we can chat. If you would like to help in areas not listed here, that is also more than welcome. To apply, just send me or One Winged Angel a Private Message (PM) via the forums and let us know which position you wish to apply for. Honesty Dev Box moonsense715: University workload is getting lower every week. Finally I can work on what I love to do. Romanov: Why is OWA always so busy? FRAYDO: I'm excited for what's to come. Romanov, though, oh man does he get it done! Model by Romanov is in here three times! Each new development from the guys here is just that much more exciting to see. If you're looking for OWA, he's busy working with Creative Assembly behind the scenes at this year's E3! End "Who is next?" -
Apocalypse Rising AR :: April 2016 Update
moonsense715 posted a topic in Red Alert 2: Apocalypse Rising
The latest development update for Red Alert 2: Apocalypse Rising has been released! Come and check out the new Mirage and Tesla Tanks as well as a new map design! Hi everyone, welcome to the latest AR development update! New Map: Frostbite Isle! Please give a warm welcome to our newest team member, TotallySnappy! Keen to get stuck in, Snappy has made us a new map which we hope to bring into the game fairly soon! It's based off the classic tight map design of C&C Renegade with one or two extra paths to stop the game from turning into a bit of a meat grinder. Think C&C_Under, but better! Epic map is epic Please feel free to let us know what you think about this new map and again, give Snappy a warm welcome! Mirage Tank The Mirage Tank is a high tier allied vehicle that turns into a tree when it's not moving/shooting. It's armed with a Heatwave cannon that does incredible damage to infantry and is pretty good against vehicles, the Mirage Tank isn't too good against structures though, which makes it ineffective at assaulting bases. Ambushing unsuspecting Soviet vehicles is where the Mirage Tank truly shines. Is that convoy of Apocalypse Tanks protecting some V3's? No problem, just uncloak once they drive by and thwart their assault in one decisive move! Sneak attack! Great model and texture here by Romanov! Look out for it ingame soon! Tesla Tank For Russia only, but sometimes it's in crates (those awesome crates from last time that Romanov created!), the Soviet Tesla Tank is the pinnacle of Soviet portable Tesla technology. The Soviets will get this unit if the country picker rolls Russia at the start of a match! Capacitor at full charge! One of the unique things about the Telsa Tank in RA2 was that it could fire over walls. However, due to the way that FPS games work, we're not going to be incorporating some sort of special firing mode that allows you to shoot over walls like in RA2. If you want to shoot over walls in your Tesla Tank, feel free to move to higher ground or shoot at the top of buildings that you can see. Another great model and texture again by Romanov! Top notch work as usual! Recruitment We are still hiring new team members to speed up AR's release! If you think that you can help us out please let us know! We require the following: 2 Artists for modelling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally unwrapper) to help in texturing building interior objects (Level Designer position taken for now ) If you feel like contributing to the game and think you have the skills, don't hesitate to apply! If you DON'T know if you have the skills, send us a pm and we can talk. If you'd like to help in areas not listed here, that is also welcome. To apply, just send me or One Winged Angel a personal message and tell us which position you want to apply for. Honesty Dev Box OWA: Work has stolen my time and energy away for the most part, but I'm not giving up until this game is finished! moonsense715: I wish I had more time to work on AR. Cramped with a ton of uni work. Game is awesome. Developing is exciting. Give me tiiiiimeeeeeee End Thanks for reading, see you next time when we'll reveal some more cool stuff that we've been working on! -
Happy Leap Year Day! It's been a while since we last did an update, though we do have a couple of new things for you guys to see. Come check it out! Hey everyone! It's been a while since we last did an update, so I just wanted to kick off this update by saying that hopefully from now on our news will be coming to you in smaller, but faster doses. This way we can provide regular updates and content drops and show you guys that we're actually working on stuff, rather than stockpiling it up in the back room to the point where it's overflowing. I've also just noticed that today only comes round once every 4 years, so Happy Leap year day! Anyway, here's a couple of new things for you guys to check out! Airforce Command HQ Build Animations moonsense715 has done a great job on bringing some life to the Allied Airforce Command HQ with some amazing work on the interior and Harrier construction animations. Take a look in this video below! Crates! Whether it be bonus cash, free vehicles or veterancy points, the humble crate will deliver. Romanov has done us proud with a great couple of models for the standard and water-based crate. Check out these great texture models below! You may have seen these without textures in our last update. More info on how crates will work in AR will be released when we talk about what surprised we want to put in them. Who knows, maybe the nasty nuke crate could resurface? That's it for now! That's it for this small update guys! Let us know if you want to get smaller, but more regular updates like this in the future and we'll try and keep up with your demands! Also, a Happy Birthday goes out to our resident Test Coordinator Nodlied! He turns a number of years old today! Wish him well guys!
- 12 replies
-
13
-
This week we have new renders of the Allied Airforce Command HQ, a wooden surprise and a video of improved base defenses! Good day dear fans and welcome to the latest AR update! As you can see, these "blogs" are following each other faster than before. That's right! The train is rolling and we won't stop until release day. Actually, not even after that, as the game has a lot of potential and we want to explore it all! Now, onto the updates! More Airforce HQ screenshots Last time we presented the updated Airforce Command HQ's exterior and it's minor weakpoint. Now we'll reveal some screenshots of the interior and you can take a look at the major weakpoint! The underground part of the interior serves as a refueling area for Harrier jets and also hosts the lift controls. Yep, Harriers are built right here and will be pushed up to the surface when they are complete and fueled, a bit like how the Soviet War Factory pushes up ready units from the depths of its construction zone. Models and textures are WIP. The Harrier lift zone and the lift control room. The paradropping room's entrance behind the lift zone (USA only). Most buildings in AR have a major weakpoint. This acts very much like the Master Control Terminals in other W3D games, except that it is not the only repair-point for defenders (more on this in a future update). Nevertheless, destroying it will kill the parent building. The major wp in the ACHQ is the Harrier Missile Racks. We all know how Harriers pack a load of missiles that they hunt down enemy units with. Obviously, the building will need to store these missiles to arm and rearm Harriers. It "works very well" here as the major weakpoint, as the rockets contain explosive elements, so shooting them will set off a "bomb" that will take the entire building with it. The Harrier Missile Racks. Attack it with infantry from inside to kill the Airforce HQ. Crates... in the water?! Hands up anyone who didn't keep collecting crates in C&C games! It is such a classic element in RA2 too, that it just can't be skipped from its FPS conversion. So yeah, get ready to collect score, money, veterancy points and even free vehicles! That's right, in AR we already have crates that grant you a free vehicle if you are on foot and the game puts you inside it as well when you collect it. What else was a RA2 classic... hmm... oh yeah, crates in the water! Romanov, our resident inhouse 3d/2d pro artist has taken his hands on this duty. He has modelled both the land and the water version of the memorable RA2 crate, so we can all get them with tanks and... (yes!) ships! Though AR's first release will not have controllable naval units, we already have a few in our naval arsenal and they will be included in a later release. I myself can't wait for the RA2 style naval combat! Land crate and naval crate. Modelled by Romanov. Defenses that search for targets Have you ever met base defenses in W3D games before? You sure did. Did most of them look like zombies when inactive? Unfortunately, yes. One of the reasons the defense structures in W3D are boring is because it looks like their operating crew is asleep when there are no enemies around. Danpaul88 has finally come up with a solution to make them look alive. When idle, they will start looking around, like they were searching for targets to shoot at. Danpaul88's turret rotater scripts in action. Defenses finally look alive! Recruitment We are hiring new team members to fasten up AR's release! We require the following: 2 people for modeling AND texturing civilian buildings and props. 1 person for making nature assets (trees, bushes, etc.) 1 level designer 1 character artist 1 texturer (optionally unwrapper) to help in texturing building interior objects If you feel like contributing to the game and think you have the skills, don't hesitate to apply! If you DON'T know if you have the skills, send us a pm and we can talk. If you'd like to help in areas not listed here, that is also welcome. To apply, just send me or One Winged Angel a personal message and tell us which position you want to apply for. Where can I learn how to work with W3D? Now I know a lot of people have absolutely no idea how to start or where to look when wanting to do level design or anything W3D, let alone help develop AR. Therefore I am planning to launch a 30-day W3D crash course starting in the following weeks. Everyone will be welcome to join in (even devs) and learn all the basics plus get some advanced knowledge of the engine. I've been working with it for 9 years now and I can tell you it's very entertaining to learn how everything works. From the moment you create your first map to the part where you work on your own standalone game. Details will be worked out and more info will posted in the coming weeks. Until then, we have a large tutorial database about all W3D if you are interested. Also please raise your hand if you would love to join the "school". Can I be a tester? You have no skills to develop the game, but want to contribute in another way? Have no fear, for W3D Hub has its tester positions open. We are in need of internal beta testers that find bugs and participate in balance tests, and also give their opinion in the latest features and updates. Testers have access to all games that W3D Hub develops. You can read more about applying here. End Thanks for stopping by. Check back later for more updates and remember, you can apply both for developer and testing positions! Tell your friends!
-
Apocalypse Rising AR :: October 2015 Update
moonsense715 posted a topic in Red Alert 2: Apocalypse Rising
Check out the latest news from the Apocalypse Rising dev team! We have lots of updates, don't miss out! Hello dear AR fans and welcome to the latest Apocalypse Rising update! I apologize for making you guys wait for an update for so long again, we know that you want to see progress! The thing is that we are working a lot internally, but often think "it isn't good enough for showing-off". This approach will stop now. Let's see what we got for you in this update! AR Roadmap The project's leadership has set some milestones to fasten up development of the game and focus on more important items. This means that both the team and the tasks are better organized, and you will get your hands on AR earlier than we first planned! Airforce HQ I have been working on the Allied Airforce Command HQ. The exteriors have been remodelled completely. The reload pads are not finished yet and the textures are WIP. The new exterior compared to the old one. Credits also go to Ric for shaping up the basics of it. This model started off as the allied radar piano... ...but then turned into the communications console, minor weakpoint of the ACHQ Now this building barely had internals before. Thanks to Squid Empire's concept arts, they are now done model-wise and that puts another building onto our complete list We'll show how Harriers are built in a later update, so stay tuned! G.I. One Winged Angel is finishing the G.I. model. He's been fixing up his head and the helmet lately. Excpect to see him 100% complete very soon! Latest render of the G.I. by OWA. Yes, the bullet belts will be added Objective markers In AR, we have quite big interiors compared to most of the other C&C-based W3D games out there. One thing that the testers have been telling us that because of this, it was never easy for them to find weakpoints or the exit doors of the buildings either. To solve this issue, we have added little markers ingame to help you find your way around. Let me elaborate this a little further. You only see these markers if you are inside the given building. That makes sure there is no unnecessary information rendered on your screen (e.g. it wouldn't make sense to show exit signs of a structure you are not inside of now would it?). Weakpoints and building exit markers, seen in the Allied and Soviet Barracks We also realized that we can use these markers everywhere. Here are a few examples: We can show players who drive a Chrono/War Miner where the ore fields are. Engineers can see where the capture terminal is within a Tech Hostpital or Oil Derrick. Tesla Troopers can be notified that they can charge the Tesla Coil. The possibilities are almost limitless. We have a LOT of nice features in AR and we'll try to help players access them easy with these markers. We have other ways as well to help people understand everything. For instance, this little feature shows players how full their ore storage box is: The ore storage fullness indicator's first version Recruitment We are hiring new team members to fasten up the release! Let's see the people we require: 2 people for modeling AND texturing civilian buildings and props. 1 person for making nature assets (trees, bushes, etc.) 1 level designer 1 character artist 1 texturer (optionally unwrapper) to help in texturing building interior objects There are defined milestones for the project and crystal clear tasks, so if you feel like contributing to the game and think you have the skills, don't hesitate to apply! To do so, just send me or One Winged Angel a personal message and tell us which position you want to apply for. End That's it for this update, come back next week for more!