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[[File:800px-ROTR.jpg|center|600px|link=]]
[[File:800px-ROTR.jpg|thumb|left|650px]][[Rise of the Reds]] (also known as '''ROTR''' or '''RotR''') is a modification for Command & Conquer: Generals - Zero Hour created by SWR Productions. It expands the game by continuing the story from several years after the Zero Hour campaign ended, as well as adding two new factions; the [[Russian Federation]] and the [[European Continental Army (ECA)|European Continental Army]]. Rise of the Reds will also incorporate the nine alpha generals that were planned to be in the original Generals plus six new generals of their own creation. SWR Productions have also dedicated themselves to using a unique general assignment system, which was introduced in the original alpha builds of Command and Conquer: Generals. The mod is a result of a merger between the [[Rise of the Reds]] and Rise of Europe modifications which both originated at Fallout Studios.
 
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'''''[[Rise of the Reds]]''''' (shortened as '''ROTR''' or '''RotR''') is a modification for ''[https://cnc.gamepedia.com/Command_%26_Conquer:_Generals_-_Zero_Hour Command & Conquer: Generals Zero Hour]'', created by SWR Productions. It expands upon the game by continuing the story arc, picking up several years after the conclusion of the ''Zero Hour'' campaign, as well as adding two new factions; the [[Russian Federation]] and the [[European Continental Alliance]].
   
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''Rise of the Reds'' will also incorporate interpretations of the nine alpha generals that were planned for the original ''[https://cnc.gamepedia.com/Command_%26_Conquer:_Generals Command & Conquer: Generals]'', plus six new generals for both new factions. SWR Productions looks to implement a unique general assignment system, as seen in the alpha builds of ''Generals'', where players select a faction in the game's lobby and specific general after a match has started.
=='''History'''==
 
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Rise of the Reds is an ambitious project that started all the way back in 2004, when Red Army started a mod that implemented a resurgent Russian Federation into the universe of Command & Conquer Generals. After a series of leadership changes first to Grazor, then to Creator, the mod saw its first release in 2006. However, the project soon fell into a lengthy hiatus and was subsequently adopted and rebooted by The Hunter of Shockwave-fame in 2008. Development was moved to what was then known as E-Studios where The Hunter and his team started to overhaul the project from the ground up, extensively redesigning the initially imbalanced and somewhat incoherent Russian faction both visually and technically. The project saw its first release under the new management, labelled Rise of the Reds 1.0 SWR Edition, in December 2008, released a follow-up instalment called version 1.5 in 2009 and gained further prominence after a merger with Sir Maddoc’s mod Rise of Europe, leading to the planned inclusion of the European Continental Alliance as a second fully unique faction that is currently in the making. Soon after the release, the development team relocated to its own independent forum at SWR Productions where Rise of the Reds along with the team's other projects has remained ever since.
 
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The mod is a result of a merger between the ''Rise of the Reds'' and ''Rise of Europe'' modifications, both of which originated at Fallout Studios.
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==History==
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''Rise of the Reds'' is an ambitious project that started in 2004, when an individual known as "Red Army" started a mod that implemented a resurgent [[Russian Federation]] into the ''Generals'' universe. After a series of leadership changes that included "Grazor" and "Creator" afterwards, the mod saw its first release in 2006. However, the project soon fell into a lengthy hiatus and was subsequently adopted and rebooted by "The_Hunter" (possessing fame within the CnC modding community for the ''ShockWave'' mod) in 2008.
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Development would be moved to what was then known as E-Studios where The_Hunter and his team started to overhaul the project from the ground up, extensively redesigning the Russian faction both visually and technically.
  +
  +
The project saw its first release under new management in December of 2008, labeled ''Rise of the Reds 1.0 SWR Edition''. A follow-up installment called version 1.5 would be released in 2009, while further prominence would be obtained when a merger with "Sir Maddoc" and his modification ''Rise of Europe'' took place. This would lead to the inclusion of the [[European Continental Alliance]] as a second fully unique faction to the mod. Soon after its then current release, the development team relocated to its own independent forum at "SWR Productions" where ''Rise of the Reds'' along with the team's other projects has remained since.
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===1.8===
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Version 1.8 was released in December 2012, which brought the defensive-oriented [[European Continental Alliance]] into the fray.
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===1.801 and 1.802===
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Two patches would follow version 1.8; version 1.801 was released in December 2012 and version 1.802 was released in February 2013.
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These patches addresses several bugs, adds new units to all factions and introduces naval gameplay on specific maps included as proof of concept.
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===1.85===
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Released in April 2015, version 1.85 adds additional content to all factions and the SWR.net, an online multiplayer service for both ''Rise of the Reds'' and ''ShockWave''.
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===1.86===
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Released in November 2015, version 1.86 fixed several bugs and add additional units. This is the current public release of ''Rise of the Reds''.
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===1.87===
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Currently in open beta<ref>[http://forums.swr-productions.com/index.php?showtopic=12177 Rise of the Reds 1.87 open beta download (requires an active SWR forum account)]</ref>, version 1.87 will be the final update until version 2.0.
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===2.0===
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Plans for version 2.0 includes the following:
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* The addition of three unique generals for each faction, which will be selected after a match starts. While these generals will not be as diverse as those found in ''ShockWave'', each will have unique units and structures that play on some of the factions key strengths.
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* A new story-driven campaign for Russian Federation and European Continental Alliance.
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* A new singleplayer mode which resembles the General's Challenge from the original ''Zero Hour''.
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==Media==
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<gallery position=center>
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SWR Rise of the Reds 1.7 Release Trailer
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Rise of the Reds 1.8 Teaser Trailer
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Rise of the Reds 1.8 Christmas Release Trailer
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Rise of the Reds 1.85 Teaser Trailer
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Rise of the Reds 1.85 Release Trailer
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</gallery>
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==Trivia==
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* The original ''Generals'' was initially supposed to include Russia and European Union as playable factions alongside the three factions that made it to the final release.<ref>[http://www.cnc-source.com/forums/index.php?app=gallery&module=cats&do=sc&cat=57 Generals concept art gallery]</ref>
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==References==
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{{Reflist}}
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[[Category:Browse]]

Latest revision as of 11:16, 8 November 2020

800px-ROTR

Rise of the Reds (shortened as ROTR or RotR) is a modification for Command & Conquer: Generals Zero Hour, created by SWR Productions. It expands upon the game by continuing the story arc, picking up several years after the conclusion of the Zero Hour campaign, as well as adding two new factions; the Russian Federation and the European Continental Alliance.

Rise of the Reds will also incorporate interpretations of the nine alpha generals that were planned for the original Command & Conquer: Generals, plus six new generals for both new factions. SWR Productions looks to implement a unique general assignment system, as seen in the alpha builds of Generals, where players select a faction in the game's lobby and specific general after a match has started.

The mod is a result of a merger between the Rise of the Reds and Rise of Europe modifications, both of which originated at Fallout Studios.

History

Rise of the Reds is an ambitious project that started in 2004, when an individual known as "Red Army" started a mod that implemented a resurgent Russian Federation into the Generals universe. After a series of leadership changes that included "Grazor" and "Creator" afterwards, the mod saw its first release in 2006. However, the project soon fell into a lengthy hiatus and was subsequently adopted and rebooted by "The_Hunter" (possessing fame within the CnC modding community for the ShockWave mod) in 2008.

Development would be moved to what was then known as E-Studios where The_Hunter and his team started to overhaul the project from the ground up, extensively redesigning the Russian faction both visually and technically.

The project saw its first release under new management in December of 2008, labeled Rise of the Reds 1.0 SWR Edition. A follow-up installment called version 1.5 would be released in 2009, while further prominence would be obtained when a merger with "Sir Maddoc" and his modification Rise of Europe took place. This would lead to the inclusion of the European Continental Alliance as a second fully unique faction to the mod. Soon after its then current release, the development team relocated to its own independent forum at "SWR Productions" where Rise of the Reds along with the team's other projects has remained since.

1.8

Version 1.8 was released in December 2012, which brought the defensive-oriented European Continental Alliance into the fray.

1.801 and 1.802

Two patches would follow version 1.8; version 1.801 was released in December 2012 and version 1.802 was released in February 2013.

These patches addresses several bugs, adds new units to all factions and introduces naval gameplay on specific maps included as proof of concept.

1.85

Released in April 2015, version 1.85 adds additional content to all factions and the SWR.net, an online multiplayer service for both Rise of the Reds and ShockWave.

1.86

Released in November 2015, version 1.86 fixed several bugs and add additional units. This is the current public release of Rise of the Reds.

1.87

Currently in open beta[1], version 1.87 will be the final update until version 2.0.

2.0

Plans for version 2.0 includes the following:

  • The addition of three unique generals for each faction, which will be selected after a match starts. While these generals will not be as diverse as those found in ShockWave, each will have unique units and structures that play on some of the factions key strengths.
  • A new story-driven campaign for Russian Federation and European Continental Alliance.
  • A new singleplayer mode which resembles the General's Challenge from the original Zero Hour.

Media

Trivia

  • The original Generals was initially supposed to include Russia and European Union as playable factions alongside the three factions that made it to the final release.[2]

References