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Mental Omega News Bulletin #21 (31/12/2015)

It's the last News Bulletin of 2015! First of all, we want to wish you all the best for the next year, including a new release of Mental Omega (as soon as we are done with Act Two, Side 4, stolen tech and several other tiny little things that still need a bit of work but will definitely result in something cool). May 2016.. be also the year when Command & Conquer returns, hopefully.
 
The ModDB Mod of the Year 2015 Awards are over now and thanks to your huge support in this year's competition our mod has achieved the best results in its entire history! While we've been hitting the TOP100 for the last 6 years, this time we were able to reach much higher in the overall competition and we couldn't do this without you, the fans.

Mental Omega got 3rd place in both Editors Choice and Players Choice!
 

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To celebrate we are revealing the return of a familiar unit, but in a completely different form.
 

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The new stolen technology roster: 13 units to go.

If you've been with us since the times of Mental Omega 2.0, you might remember that the Chrono Prison used to be a part of Mental Omega and for 3.0 it was remade as the Charon Tank - the unit which can instantly warp away any enemy infantry or tank but has quite a long reload time. This new Chrono Prison is a completely different unit and it makes use of Ares abductor logic, in a similar fashion to the Drakuv.

When the Allies acquire additional technology from Yuri's laboratories they are able to build the new Chrono Prison, a unit capable of abducting enemy vehicles into its "personal warp space", where time flows differently and there's enough of it to brainwash the pilots of the vehicle, efficiently turning the unit to your side the moment it exits the Prison. Once a unit becomes trapped by the Chrono Prison, there's no turning it back, however this method will not work on units that are too large for it to steal.

But that's not all! If you've been following our Facebook or ModDB profile you might have seen the videos which show the following Side 4 units in action. 

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Haihead's Megalodon

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Wings of Coronia Pteranodon

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Jackal Racer

Megalodon, Pteranodon and the already familiar Mastodon are, as they are called among the Mental Omega players, "Tier 3 monster tanks", the equivalents of units like Abrams, Catastrophe or Colossus, however in the case of Wings of Coronia's unique unit the term "monster tank" should be expanded to.. "flying monster tank" as it is indeed the only flying equivalent of this particular technology tree slot. While the Megalodon is not a tank per se either, it at least keeps its feet firmly on the ground.

Haihead's Megalodon is a close-combat mech which uses its energy blade to quickly slice through enemy infantry and vehicles alike, it doesn't have a problem taking enemy buildings down either. However, its lack of range and moderate armor might require you to get rid of enemy defenses and long-range weaponry first. Another solution is to use a special support power called Megaarena which enhances the Megalodons with a special energy shield, unleashing the the units' AI's full potential, making it faster, more evasive, and even more relentless in combat.

The shield itself will instantly vaporize most enemy infantry it comes in contact with, turning it into an incredibly powerful, but still limited anti-infantry weapon. Keep in mind that in order to keep the Megaarena active, a Megaarena Projector must be placed on the battlefield first. If this special building is destroyed, it will not be possible to increase Megalodon's effectiveness with the support power. Your enemies will definitely try to take it down as soon as it is deployed, so be careful where you place it as it is not cheap.

The Pteranodon, which exclusively belongs to the Wings of Coronia, is a dedicated anti-armor aircraft that uses a weapon with a large area-of-effect. While it has no anti-aircraft weapons of its own, it can fire on the move and with its speed it can escape from most anti-aircraft projectiles when in peril.

The Jackal Racer is a Tier 1 anti-infantry unit available for all of Side 4's subfactions. It is capable of moving over water but can also be sped up using the Spinblade in a similar fashion to Sweepers and Clairvoyants. The Jackal has two slots for passengers, however most of Side 4 infantry takes 2 slots anyway (the exceptions being Engineers and Clairvoyants for example) so in the end it is capable of transporting one soldier in most scenarios. The sonic wave that the Jackal emits will damage anything in its way, which combined with this unit's fire-on-the-move ability and the fact that passengers can fire from inside make it a powerful early game weapon and an important asset in this army. However, it is quite costly when compared to other faction's Tier 1 vehicles.

Megalodon by Holy_Master of Reign of Steel mod. Pteranodon and Jackal Racer by Bu7loos.

We'll see you in 2016! 


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While we are uploading new playthrough videos on a much faster pace than these news appear, I thought I'd embed them in order in the upcoming news in case somebody misses an update. Here is Soviet Co-Op "Burned Alive". Subscribe to our channel if you want to be notified when a new video shows up.
 

 

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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
Right now we're in need of additional Voxel Artists, 3D Artists, Mission Scripters and Voice Actors.
Single contributions are welcome. 
 

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Posted on December 31, 2015 by - Comments: 1

Mental Omega News Bulletin #20 (12/12/2015)
"Yuri has invaded Hollywood by using his mind control technology. He has begun to use the media to spread subliminal propaganda. Here is a sample, with the subliminal mind control properties filtered out".

 
That's right, for the 6th time in a row we are now in the TOP 100 of the annual ModDB Mod of the Year Awards thanks to your votes and support. As usual, getting into the TOP 100 means that we are up for the 2nd round of voting to rise up in the ranks even higher, which is why Yuri commands you we ask you to vote for Mental Omega once MOre! As you know we spend our free time to develop this mod further and all we ask for is your further support in this annual competition, for which we are eternally thankful. Follow this link and click the 'Vote' button to the left of our logo.
 

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To show you our gratitude, we are going to show you some brand new stuff we've been working on.
A Mental Omega News Bulletin, in the very classic format.
 
Are you new to Mental Omega? Haven't been here since the previous release? With the growing attention we're getting, let's get you up to speed. We are adding a 4th side to Red Alert 2 as we want you to control more. If you're familiar with it already, you can skip this video and just get to the part where we actually reveal new units.
 


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This is it, I will finally post new unit pictures! I think we haven't used this format for two years now.
 

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Mobile Construction Vehicle

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Last Bastion's Mastodon (Watch video)

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Last Bastion's Sweeper (Watch video)

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Teratorn (See previous video)

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Haihead's Irritator

The MCV needs no introduction, right? The Mastodon is Last Bastion's T3 "monster tank", equipped with cutting-edge technology to the maximum, its main purpose is to destroy enemy armored vehicles at great ranges and on a large scale. Its plasma railgun has an area of effect and deals lots of damage, however before the attack can happen, the weapon needs to charge up.

The Teratorn is a Tier 1 anti-aircraft vehicle which locks on to enemy aircraft before firing a powerful missile, stronger than most Tier 1 anti-aircraft vehicles, however easier to outmaneuver, especially by faster aircraft. It has no means of attacking ground units.

The Sweeper is a unit unique to the Last Bastion. It is a hover drone vehicle enhanced with the windspin engine which allows it to acquire large speed boosts when near a Spinblade, a special structure deployed via a support power anywhere on the battlefield. The Spinblade can boost many of Side 4's vehicles as well as some infantry units, so strategic deployment of this structure is necessary. When Sweeper is deployed, it becomes cloaked and ready to fire a volley of anti-unit missiles at an unsuspecting enemy. It does not reveal its position when firing, but a careful enemy should have no problems locating it if they notice the source of the missile barrage.

The Irritator is Haihead's special unit designed to throw enemy forces into disarray with an experimental ray mounted on its back. When deployed, the Irritator changes its weapon mode and prepares to fire a flare which will make enemy units easier to target and take more damage.
 

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Soviet Iron Dragon (Watch video)

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Soviet Grumble

The Iron Dragon returns as a new stolen tech unit which the Soviets can acquire after infiltrating one of Side 4's special technology structures. Its weapon has been enhanced and so the unstable particle field will now heavily damage all units which cross it while it lasts. With an Iron Dragon in their arsenal, the Soviets will find it easier to eliminate the heavy ground units of Side 4.

The Grumble is an advanced anti-aircraft vehicle with a very long range, which becomes active after deploying its launchers on the ground. This unit cannot fire on the move, however when deployed it will essentially create an impassable barricade for most light aircraft and will have no difficulties taking down the heavier ones as well.
 

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The new stolen technology roster: 14 units to go.

Mastodon by Bu7loos, Teratorn by Moder.U, Sweeper, MCV & Irritator by mevitar. The textures for Side 4 vehicles are all normalized and finished by mevitar. The voxels for Grumble and Iron Dragon were created by azri_apoc, the deployed form of Grumble by Nooze.

Starting in January we will begin updating the website and reveal each unit in detail with more descriptions on the Factions page. Nothing too spoilerific though, the nature of this Side 4 should remain concealed until you discover it for yourself!
 

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Map Preview #46: (2) Chitzkoi's Iron Cages (new-urban; standard map pool) by Toveena
Map Preview #47: (4) Straitification (snow; standard map pool) by Toveena
Map Preview #48: (7) Diamond Is Unbreakable (urban; "Stronghold" map pool) by Toveena

The Fortress game mode is now called Stronghold in case I haven't mentioned it before. It feels like it's been quite a while since we've last shown any new maps but we have been constantly making and adding new ones to the Mental Omega pool, especially Toveena has been busy with those. I think right now we have about 450 maps in all modes to choose from in the latest internal build. I wonder how many the final release will have..

Anyway, Chitzkoi is finally getting his own map in the form of "(2) Chitzkoi's Iron Cages". The iron cages are there, I swear. Both of the dueling players' bases are below the standard ground level in this map so it will be quite a dangerous situation if you get surrounded with artillery, especially since the concrete cliffs might block some of the projectiles of your units.

"(4) Straitification" is quite a standard 4-player map with a happy face, or several. Make sure the battle is decided before the main resources run out. As for the big one, it is a map of which two versions exist. The one in this picture, "(7) Diamond Is Unbreakable" is a 'Stronghold' version of the map on which the player in the middle has to defend against the other 6. He gets quite a boost to his fortress base with the preplaced structures and defenses. The other version is for 6 players and is available in the standard map pool as "(6) Crazy Diamond". Did you understand that reference? Good.

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In other news, we are currently playtesting cooperative missions from Act One to check if everything is still working fine and whether there are things we could improve. While the Act One Playthrough has been finished, we are now recording our struggle through the coop maps in the meantime. Forget the part that said Red Alert 3 introduced coops to C&C, Red Alert 2 did and we made it even better.

If you wish to follow this playthrough I suggest subscribing to our channel.
 

 

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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
Right now we're in need of additional Voxel Artists, 3D Artists, Mission Scripters and Voice Actors.
Single contributions are welcome. 
 

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Posted on December 12, 2015 by - Comments: 11

Mental Omega News Bulletin #19 (16/11/2015)
The Mental Omega Act One playthrough is over and it's finally time to post some news. While the recording of all 36 missions gave me a chance to once more test and adjust all the Act One missions, I'm glad it is done as now I can fully focus on finishing the Act Two campaign and the design of Side 4 which we announced a few months ago in this trailer.

Replaying the first 36 missions of Mental Omega which have been released back in 2013 made me reconsider some of the missions' difficulties and tone them down a bit, even on Mental, as you have perhaps noticed. I have also been driven by the thought that none of those missions should really clock over 1 hour of playtime except for the Finales, even on the Mental difficulty, so changes have been made to make them flow faster. I was also able to fix a bunch of bugs and continuity errors which I hope will no longer be the case in the next release.
 

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The addition of this new side and all the new unique weapons and powers the mod will have is only possible thanks to the Ares Expansion DLL's existence and AlexB's continuous efforts to make Red Alert 2 Yuri's Revenge as moddable as possible. From the possibility to choose a new side in skirmish or campaign, to the additional interface visuals and audio settings, and of course all the weapon and superweapon logics which are all possible with Ares. Side 4 relies on the DLL in almost every way. It is thanks to all those features that Side 4 will have its unique gameplay mechanics and style.

It is thanks to a solid team of modders, mappers, artists and voice actors (I am obviously not the only one working on this project!) that Side 4 will have its distinct look, sound, and even their own missions for both single player and cooperative modes. A full list of contributors will be available on the usual page shortly before the release, but as we reveal the new buildings and units I will tell you more about their authors already. I'd also already like to mention World Beyond, whose music was used in the Side 4 reveal trailer and will be used in the game as well.
Here is the full version of the song used in the video, "The Remnant":
 

 
The introduction of a fourth side will obviously result in the increase of total subfactions available in the mod from 9 to 12 as we have been designing this new side with the intention to give it 3 unique subfactions from the beginning. If you are following Mental Omega on Facebook or ModDB then you already know their names: from left to right, it is Haihead, Wings of Coronia and the Last Bastion.
 

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The skirmish loading screens for these subfactions have all been created by Nooze.
 

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Some of new side's missions are already being designed. Here's a loading screen for their first mission "Nobody Home". I guess that if I disclosed the amount of missions they will be getting to you right now, that would be some sort of a spoiler, so I will not be doing that right now.
 

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The Mental Omega installer, with its classic "Red Alert 2 Setup.exe look" will be updated to feature several of Side 4's objects on the new so-called blueprints. So far, we've got three, which present the Teratorn, the Mastodon and the Plasmerizer. The models have been created by Moder.U, Lobstrex and Bu7loos, while the artwork is the result of combined efforts by Tomsons and Nooze.
 

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On a side note, due to the introduction of this new side we are reworking the Stolen Tech system. There will not be a set of 4x4 stolen tech infantry units. Instead, there will be a set of 4x4 stolen tech vehicles, while what used to be the stolen tech in the current release will be repurposed or scrapped. We will go into more details on this matter later, however here's one of the new stolen tech vehicles, created by Azri_Apoc: the Soviet Grumble - the ultimate anti-aircraft system which requires to be deployed before firing its powerful rockets at great ranges.
 

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Forget what you know about Future Tanks, Deviators, Apocalypses, Chrono Ivans, Cyborgs etc.
This is the stolen tech reboot

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The new stolen technology roster! 15 units to go.

The original sides have also undergone some changes and received new equipment.
 

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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
Right now we're in need of additional Voxel Artists, 3D Artists, Mission Scripters and Voice Actors.
Single contributions are welcome. 
 

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Posted on November 16, 2015 by - Comments: 9

Mental Omega Playthrough - Act One Finales!

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

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

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

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

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


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Posted on November 12, 2015 by - Comments: 2

Mental Omega Playthrough - The Infamous 11th Missions
After a short but neccessary break we're now done with updating and recording the playthroughs of the infamous 11th missions of Mental Omega on Mental difficulty! We're going to put Yuri's 11th mission on front this time as it is the most modified, or rather, improved & fixed one. Subscribe to our YouTube channel to receive notifications on the latest playthrough uploads.
 

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Yuri's Epsilon Mission 11: Singularity is definitely the most difficult Mental Omega mission and in my opinion probably the trickiest Command & Conquer mission available and I've played almost all of them (fan-made maps included of course). Coming from one of the best Red Alert 2 mission designers lovalmidas this mission requires really good micro skills but also great reflexes and is a mission unlike any other. The changes include fixes like removal of the 2nd debug Malver which we forgot to delete and also removal of the "cheap shortcut" to the Iron Curtain which allowed players to finish the mission much faster than indended. Now you really need to get rid of all the targets and also evacuate your troops into a newly created area.
 

I think Allied Mission 11: Panic Cycle is the easiest of "the 11s", however its first iterations were really difficult with Soviet Scud Launchers trying to take out the Battle Fortress you're supposed to escort on the move and large waves of enemy units coming straight at you during the base-vsbase phase. There've been some changes that you might notice in this playthrough, including China's use of EMP against your convoy for example.
 

On the other hand, while this might be the 2nd most difficult Mental Omega mission, Soviet Mission 11: Unshakeable has been made easier on all difficulties and its bugs have been fixed as well in the process. The Future Tanks will no longer fire at each other when you attempt to capture them and modifications to the array of capturable buildings in this mission will force you to use Chinese equipment instead of Russian or Pacific Front's. You still need to rush quite fast through enemy forces and reach your objective before it gets blown up and you fail the mission.

Once we're done with Act One and the 12th missions are updated, recorded & uploaded we'll begin revealing new content related to the still mysterious Side 4 and the Act Two campaign. Stay tuned!
 

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Posted on October 4, 2015 by - Comments: 2

Additional voice actors needed!
It's that time of Mental Omega development again! With the addition of an entire new side comes quite a lot of new units, which will require new voiceovers. While we've prepared some already, we're looking for more volunteers who'd like to become a unit in our mod. If you're interested, please send a voice demo to our e-mail address and if it's good, we'll reply and provide you with the script.
 

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Posted on September 15, 2015 by - Comments: 5


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