Red Alert: A Path Beyond - Vengeance Trailer
Feb 03, 2008 Trailers 4 commentsFull Quality Download of Trailer. (Recommended) Featuring all of your favorite units from the Red Alert universe of Command & Conquer, RA-APB is a...
Red Alert: A Path Beyond is an exciting, free first person shooter based on Westwood's classic real time strategy, Command & Conquer: Red Alert. Control the characters, infantry, and vehicles from the classic and its expansions Counterstrike and The Aftermath in a unique flavor of base-oriented combat.
RA:APB has been featured by Game Informer, PC Gamer, Games for Windows, Let's Play, PC Zone (UK), eGames (GER), and has appeared on Electronic Art's very own CommandAndConquer.com; not to mention having a showing at the Leipzig Games Convention in 2006 and another shout-out segment in Battlecast Primetime. Recently, we were also listed in 1up.com's best free games of 2008... on top of being ModDB's 2nd Place Indie Game of the Year 2007.
Video and images appearing on this page are actual in-game footage taken during live gameplay.
It's 1946. Mankind has just gone through one of the most brutal wars it ever faced. While the rest of the world is still in shock and trying to find ways to prevent such an event from ever taking place again, a Jewish/German scientist of unmatched genius by the name of Albert Einstein, decides to act. With a device he was engineering for the US government (at a secret research center in Trinity, New Mexico-- the same site where he helped develop the most devastating weapons mankind has come to know), he travels back into time to kill the person who he sees as the root of all misery; Adolf Hitler. He catches up with Hitler in 1926, as Hitler is still a young - but already embittered - man and 'disposes' of him; without thinking through the consequences thoroughly enough, as time will soon tell.
It's now the 1950s. World War II never happened; at least, not yet. Germany remains a peace-loving country with close ties to other European nations, now finding themselves facing increasing tensions with Russia under Josef Stalin's lead... and all the while the Soviet Union grows in influence and military might. Attempting to live up to a glorious Marxist dream he has envisioned, Stalin mobilizes the forces of the USSR. His goal? The Soviet Union stretching from coast to coast after an epic communist revolution, with Russia reigning supreme. The nations of England, France, Germany, Greece, Turkey and many more form the Alliance that seeks to put an end to this madman's nightmare before he can see to its completion. The Great World War II has begun.
Players, joining the game at anytime during the gameplay, will usually be signing up to fight for either the Allied or Soviet forces. Currently in planning are also competitive-cooperative missions and unorthodox levels based around a specific set of RA:CS missions some of you may remember...
The Soviets rely on no-brainer brute force tactics, with the heaviest and hardest-hitting units on the battlefield. With an emphasis on putting as much fire on-target as possible, as quickly as possible, the Soviet arsenal includes many weapons with large areas of effect, and all their tanks include twinned barrels. While their navy is not neccessarily impressive, they can field massive squadrons of Hind helicopters.
The Allies require a bit more finesse to play. Taking advantage of the Soviet's slow advance with long ranged weaponry and agile combat units are only part of the plan. An array of uniquely-abled units like the Thief, Spy, and Mobile Gap Generator are able to play an important support role, and the Allies feature important field-repair infantry. Precise and powerful hits are key features of the combat-oriented units.
Command almost the entire roster of vehicles and infantry from Red Alert and its expansions, with new flair. Discover new unit combinations to make defeating your enemies a breeze. There is a near-complete roster of both combat and support vehicles for land, sea, and air, including:
Needless to say, we've been at this for a while to get to version Beta 1.2.0, and the unit balance is in constant revision. The map list is always being expanded, with over 20 primary maps for play, with an assortment of fan maps available for checking out. There is a game running nearly 24/7, and detailed statistical tracking is available with forum sig integration. We are dedicated to the constant revision and enhancement of this game, and have worked hard to make it what it now is, after a year-long break a while back. We'll try to provide a hosting package as soon as possible.
We hope you like what we have to offer, and look forward to your constructive feedback at our forums. It's a blast to play.
3 comments by Category_5_Hurricane on Sep 19th, 2008 digg this super bookmark
Written by Chronojam
Since everybody flipped out regarding having the Thief not actually steal your credits, Jonwil actually reworked all the scripts for them and we're going to take some additional measures to firm everything up. The Silos now easily support being destroyed/created on demand, something we couldn't really do earlier and something that is key for when we allow you to build additional, or replace destroyed, minor structures. Minor structures include Turrets, Gap Generators, Walls, Siloes, and the like; basically things with BaseNormal=no in the old RA1 settings. These non-key structures won't be required for typical win-by-base-destruction, and will be freely (re)buildable. So, the Thief will steal 50% of the enemy's credits like before, once per purchase, and only if not inside a vehicle. This means that you cannot do an APC drive-by to snatch about 98% of the Soviet credits in one go anymore. In addition, the Silo will feature a bit of a raised base that should make it a little easier to defend because you cannot squish the people repairing it, and will also force any Thief who wants to steal to run in a complete circle around the Silo effectively (within sight of Soviet players, defenses, and AP mines). There you have it! The raised platform will be likely too narrow for a Longbow to attempt any kind of landing.
MAD Tanks presently will friendly-fire your own team's base defenses, which as you can see is a bit of a problem. They are being modified to no longer do this. Stolen MAD Tanks should still be able to freely damage enemy Tesla Coils, Silos, etc however, but will NOT level your own Gap Generators or Pillboxes etc. MAD Tanks will still deal a small amount of damage to standard friendly vehicles, however. Volkov will not be affected, nor will any other infantry; and nor will your team's own structures.Demolition trucks presently will friendly-fire your own teammates and vehicles when detonated, no matter who caused the detonation. For the time being this WILL include even base defenses, so think twice before you use a Demo Truck in your own base to clear out a pesky Tanya or Shock Trooper. In the future we might adjust it so that they do not, but for the time being they will continue to have this side effect. In the future (not 2.0.0) we will also be overhauling the a-bomb strikes to deal friendly fire damage, so any Volkovs/Tanyas around who were guarding the flare must sacrifice their lives to ensure the bomb hits. To combat abuse, you will not be able to deploy a flare around your own base. I'll have more words on the new a-bomb system later, which will be post-2.0.0 and might not even require you to walk a flare into the enemy base any more...


AA/SAM defenses will no longer retaliate during low power. You can no longer bait an "offline" AA/SAM defense into attacking enemies by hiding behind them and hoping the opponent strikes one. Abusing this is considered an exploit. Helicopters can no longer "bob" above a helipad to constantly refill their ammunition as if they had freshly landed. This is currently considered an exploit.Instances where Service Depots would neither charge money for repairs or grant money upon a sale have been fixed. For the time being, however, on Seamist it is not considered an exploit to benefit from free repairs; it has been considered as part of the overall balancing for that map, although for uniformity in 2.0.0 you will always pay for repairs to main-line units.Enemy Missile Silo terminals will now display the typical "You lack the required security clearance" message."Ore Truck Bug" that sometimes blocks naval/air purchases should be resolved.You can no longer rejoin a map in progress to dodge the fact that your radar was disabled. Currently if you leave and come back, you regain your radar; this exploit is being removed. You can still rejoin, you just won't get the radar back as a result.Missile Sub weapon control hardware was given an upgrade; if you dive too deeply your missiles will not launch, instead of simply exploding right away on closed launch tubes. Additionally they can now fire missiles from deeper than before, however not from the same total range as before. If you are currently submerged and still able to fire, it is unfortunately an exploit.Mines make a planting sound when placed; no ninja-mining is possible anymore.Refinery elevators are no longer magical floating deathtraps that allow a Tanya to rape all defenders with reckless abandon. War Factory elevators are being fixed as well.Spies will be able to restore your radar by spying an active, unjammed enemy Radar Dome on all maps that have one; in some cases it won't let you, this will be fixed. You can bring down enemy radar by disabling the power to it on maps with a Power Plant, or using a Radar Jammer or Tesla Tank to get in close proximity to the Dome (but an MRJ only jams Soviet radar and a Tesla Tank only jams Allied radar).
Destroyers are likely going to start pinging sonar when a Sub gets too close.
Submarines will likely make a surfacing noise, too, when they come up high.
My cat Enny is turning 10 years old tomorrow :3: She got a chicken-and-bacon snack tonight and a nifty cat toy was ordered.
A mysterious new missile silo is being worked on.
Next week or the week after, we'll likely have a live Q&A session in IRC instead of a blog like normal. Now's a good time to learn how to join our IRC channel.
Many units will be getting secondary abilities/weapons, I'll tell you more when more's decided.
Category5: That's the end of the blog. For you moddb readers, much has been going on that hasn't been posted here. I'll be catching up on what's been missed over the next several days. About 30 images or so of updates that you may have missed. Stay tuned.
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This is great indie game!
What Engine/Game do you need to play this? cos i doubt you just need C&C:RA, is this compatible with Red alert 2?
its a standalone game, not a mod, and its definatly not a mod for red alert, it was originally a mod for C&C Renegade, but since they got permissions to go standalone, then they been a stand alone game!
an AWESOME standalone game
helis, nice addition
Where are the External models for the APB Buildings?
There's a pack of buildings for map makers in the Fan Projects section of our forum.
i cant find them could you give me a link please
what are the server names + adresses i acidently deleated them
Check the forum if you lost the server information