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Mental Omega Playthrough - Soviet 03, Yuri 03, Allies 04
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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Posted on July 24, 2015 by - Comments: 5

Mental Omega Playthrough - Soviet 02, Yuri 02, Allies 03
The Developer Playthrough for Mental Omega missions on Mental continues further. Three new videos have been uploaded to our YouTube channel presenting the next missions of Act One
 

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The changes to Soviet Mission 02: Golden Gate include additional reinforcements in the form of Borillos filled with Pyro soldiers, in order to make the base sweeping phase of this mission faster. What's even more important is that in BR1 it was quite easy to "confuse the mission scripts" with the order of completing the objectives. All continuity errors should be fixed in the next release.
 

Yuri's Epsilon Mission 02: Accelerant gets the most changes on Easy and Normal difficulty, as it is one of the more difficult and micro-heavy missions in the Epsilon campaign, and it's just misson number 2! The Satellite Hack Center will be placed right next to the capturable Allied Barracks, there will be less surprises like SEALs blowing up bridges and you'll get less enemies to deal with.
 

Allied Mission 03: Road Trippin' gets the new repairable Concrete Bunkers, but also Borillos in the Latin Confederation's attack force. Since the attempt to make this mission rely on "Stormchildren supposed ability to take down enemy aircraft" turned out to be a problem, that part of the mission has been removed - Stormchildren no longer can fire at aircraft in this mission.

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

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Posted on July 16, 2015 by - Comments: 0

Mental Omega Playthrough - Soviet 01, Yuri 01, Allied 02

The Developer Playthrough for Mental Omega missions on Mental continues. Three videos have been uploaded to our YouTube channel presenting the next missions of Act One. Once I am done with recording all 36 missions I will immediately start previewing the missions of Act Two as well.
 

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The changes to Soviet Mission 01: Bleed Red include removing the possibility of capturing an Allied Barracks way before you receive control over the Soviet base. You will no longer have to send a unit back to the outpost to assume control and you will also receive additional reinforcements in the form of Rhino Tanks for the first objective, making the mission go faster on all difficulties.
 

Yuri's Epsilon Mission 01 Peacekeeper doesn't change much, however there is one important modification which will help you complete the mission on Mental. Capture two Tech Turrets near the Satellite Hack Center so that you can feel safer later in the mission where the Hack Center becomes a target of the Allied forces. Mind control as many Abramses as possible.
 


Allied Mission 02 Eagle Fly Free has a slightly updated layout as I was never satisfied with the cliff work on this map. They now look better as their shapes have been more randomized and there are less straight lines which never look good for natural cliffs. Misc adjustments were made to the amount and placement of units on the map, additional tips added on how to proceed to achieve the best results.

Not only MOre mission playthroughs will soon be posted on our YouTube channel but also videos which will reveal the Side 4 units, structures, support powers and superweapons, so why not subscribe?

 

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Posted on July 13, 2015 by - Comments: 0

Mental Omega News Bulletin #18 - (8/07/2015) - Playthrough!

First of all, gone is the (allegedly!) regular practice of posting news on MOndays, for the simple reason that I'll be posting news whenever there's something cool to show and there's a lot to come - new videos, the revealing of new units, new missions etc. For starters: a new semi-regular (to be reviewed in practice as usual with all the things I do here) feature to our website and our YouTube channel: a playthrough which shows the latest updates to the Act One missions.
 

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The Mental Omega campaign is probably the most challenging campaign for Red Alert 2 ever created (not that there have been so many, right?), but the true challenge only shows up in the Mental difficulty. While for the next release we are indeed toning down the difficulty on Easy & Normal setting, the Mental setting stays unchanged. Are you good enough to beat its best times?

I will be adding a series of video playthroughs on Mental difficulty to our YouTube channel, starting with my personal favourite mission on which I've probably spent the most time on developing: Allied Mission 01: Red Dawn Rising. If you'd like to be notified about the newest videos on our channel, you should totally subscribe, as I'll be adding new videos about "Side 4" too in the future.
 
These playthroughs will be recorded using the latest versions of the Act One missions so you'll also get a sneak peek at the latest updates to them. As mentioned before - Easy will be easier.
 

The page which neatly lists all the missions and links to their video playthroughs will also feature the best times for all difficulties sometime in the future.

Speaking of campaigns & videos, I have also recently created and uploaded this short ad for Mental Omega. Care to share? The word of Yuri's campaign existence shall spread, Proselyte.
 

Since our marketing reach is rather limited, I can only count on our fans to spread the word about our mod to other Command & Conquer players. The Red Alert 2 & Yuri's Revenge fanbase is huge, but only a portion of it is aware that we have created a campaign for Yuri, which was so lacking in the original game. Share & like the video so that others can join Yuri in his conquest for world domination.
 

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Map Preview #46: (4) Yuri Is Not Easy (temperate; standard map pool) by Mevitar
Map Preview #47: (6) Yunru's Snowglass (snow; standard map pool) by Toveena

The special map pool dedicated to the Mental Omega heroes expands with a unique map for the Chinese heroine and fan favourite Yunru. '(6) Yunru's Snowglass', despite its unique layout, is not a 'Fortress' map. Toveena's original idea was to prepare a 3v3 team game map in which a pair of the players fights in the city with its unique layout. '(4) Yuri Is Not Easy' is quite self-explanatory, isn't it?
 

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Work on a completely new side, more missions for Act Two, and new additions to the equipment roster of the vanilla sides takes quite a lot of time and resources. We're always looking for contributors who would like to join us in making this project even bigger. The addition of Side 4 with its own 12-mission campaign is the endgame goal for Mental Omega. We wouldn't like to repeat Westwood and add a side which does not have its own campaign.

>>> Mission Scripters - to help with the ambitious campaign project we are working on as a part of Mental Omega. If there are more of us, it'll be possible to finish it faster. I believe each mapper has their own style, which helps in improving the diversity of each mission.
>>> 3D Artists for Infantry - to help create new infantry units for the 4th side.
>>> Voxel Artists for Units - to help create additional tanks, aircraft & ships for all sides.
>>> 3D Artists for Buildings - experienced with UVW maps and texturing 3D models,to help with finishing the work on a set of new buildings for the new side within the aesthetic style of the game. We already have plenty of finished models to work with, be it in 3DS Max or Blender.

We are also looking for additional >>> Voice Actors who'd like to voice units for 4th side.

For more information write an e-mail to mental.omega.apyr@gmail.com
 

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Posted on July 8, 2015 by - Comments: 7

Mental Omega News Bulletin #17 (29/06/2015)
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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Posted on June 29, 2015 by - Comments: 17

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

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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Posted on June 8, 2015 by - Comments: 12


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