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Rise of the Reds

Mod for Command & Conquer: Generals (2003) | Category: Total Conversion

Author: SWR Productions | Curator: Modbadger

Mod for Command & Conquer: Generals (2003) | Category: Total Conversion

Author: SWR Productions | Curator: Modbadger

Rise of the Reds is one of the most extensive and well-known mods for C&C: Generals Zero Hour, which adds two new factions and updates existing ones, introduces modern and near-future technology, new abilities and technologies, improved AI, as well as new maps for skirmishes and multiplayer.

Uploaded31.10.2025 23:56
Version1.85
Size691.00 MB
Views5
Downloads0

Localizations:

English

The mod is localized into 1 language

(You don’t need to download anything extra to play in these languages)

One of the key focuses of Rise of the Reds has been modern and advanced military technology: armored vehicles, aviation, missile systems, and robotic complexes, some of which are based on real examples, while others draw from prototypes and concept models. Combined with a new ability system and an expanded set of technologies, this creates the feeling of a refreshed, more tactically rich RTS.

The developers pay special attention to balance. All factions have been reworked from scratch to have distinct strengths and weaknesses without becoming overpowered for the sake of entertainment. The two new factions — Russia and the European Continental Alliance (ECA) — are no exception. Russia focuses on armor and firepower, while ECA prefers defensive play and tactical artillery. The remaining factions haven't changed their essence: the USA still relies on aviation and high-tech units, China leverages mass production and high output rates, and the GLA employs mobility, stealth, and tactical pressure. Each has received new units and technologies, significantly increasing variability.

The game has also received visual and audio improvements. Dozens of new unit and building models have been created for the mod, explosion, fire, and particle effects have been reworked, and unique voice lines for all units have been added. Thanks to this, Rise of the Reds feels like a professional expansion rather than an amateur mod: the interface, animations, sounds, and visual style appear cohesive and harmonious.

Special attention has been given to maps. The mod includes a large number of new arenas for skirmishes and multiplayer, each adapted to the expanded mechanics: improved pathways, key defensive points, areas for tactical strikes, and zones where specific faction strengths shine. Some maps allow the use of ships for fire support — a rarity for Zero Hour.

Rise of the Reds also develops the game's tactical component. An updated aviation and air defense system, improved unit interactions, reworked technology structure, and emphasis on reconnaissance and counter-intelligence make each battle more layered. New faction abilities, including artillery strikes, air raids, drones, tactical missiles, and precision strikes, expand the strategic spectrum and allow adaptation to opponents.

Despite the work already completed, the developers continue working on the mod, fixing bugs, improving balance, and implementing a new general selection system not before the match, but during it, as it was in the early beta version of the game. It's precisely this combination of quality, depth, and continuous development that makes Rise of the Reds one of the most notable and highly-rated projects in Generals modding.

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