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Everything posted by McPwny
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New Mission Map : Driven Up the Wall (Soviet Mission, Yuri's Revenge)
McPwny replied to Concolor1's topic in RA2/YR Maps
high quality map, though i couldnt beat it because the fort to the left randomly got destroyed without ending the game. there are probably a lot of mod makers out there that could use maps as refined as this. most people dont even add difficulty settings into their campaigns -
Severe headache when playing RA2, may be motion sickness
McPwny replied to JafarM's topic in Red Alert 2
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ive made a 4v4 snow themed map. its pretty balanced for 2v2, 3v3, 4v4, 2v2v2v2 etc. i dont want to make a long post but here are a few notes about the map: the tech buildings, which are marked with yellow flags, are randomly generated upon loading the map. they are balanced symmetrically for both map sides. the only .ini mods are there is a chance of special captureable ore purifiers or industrial plants appearing in the middle tech spots... and the lightposts. okay without further delay heres the map: Tundra Throwdown 4v4.map i know the forums pretty dead, but i always like to hear feedback from the player base
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yes but also no. it is possible to add the rules.ini modifications AND the ai.ini modifications into a notepad file which a person could take and insert into any map and play over cncnet (which answers the question that guy asked like 2 years ago lol), but the files in the download are literally the raw ra2 rulesmd.ini and aimd.ini which makes it a whole ass lot of work to isolate JUST THE CHANGES from the original files... so much work that it would be easier for a person just to write a brand spanking new AI from scratch and port it to a shareable text file.
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nope. i didnt put much ore on the map at all so there was plenty of empty space
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nope. that reminds me that i should take out the shipyard options right away. heres what it looks like right now. i didnt want to put all the resources on the lower section since i get the feeling that would just tempt people into rhinospam faggotry. i dunno if ill keep the ore patches exactly like that or not
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thanks for your input.
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im actually bad at making multiplayer maps so i want to know where you guys would put the ore and tech buildings on this map.
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i literally said what causes the crash and how to fix it in this thread multiple times
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Mission Map : Jungle Fortress (Alliedi mission, Yuri's Revenge)
McPwny replied to Concolor1's topic in RA2/YR Maps
in the part of the mission where the engineers get to the landing pad, the game locks the player control and the engineers just sit there effectively ending the game. i tried sever times and it happened each time. the crates were rather odd... the damn explosion crates kept killing my hero units, and the cloak map crate just made me enraged, but the vehicle crate which spawns in the lowest island near the sniper that you have to use tanya to get to happened to spawn me an allied mcv... i tried building a base on the island but every time kirovs would come in right away and blow my base up, so i used the tanya and 5 GIs to destroy both their war factories and keep them destroyed while i built a base. i tried building a war factory but if i did i would get repeatedly nuked to death so what i ended up doing was using GGIs to clear the trees on the nearby cliff and basecrawl my way out before using engineers to slowly capture the enemy base and eventually destroy them with their own tech. near the end i got a yuri mcv from another crate so i pretty much steam rolled the enemy until the mission thankfully ended. i like the lighting on the map and the use of the seldom used dynamic night day logic, the exploding monkeys, and the ts-era stealth generator logic. -
i downloaded the map, renamed the extension to yrm to play in vanilla yr, and loaded the map. loads fine with no error.
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whats cool is you can use the map rendered to check your lighting quickly. it actually renders lightposts too and even knows when you have .ini modded lightposts so you can get cool effects like this pretty easily
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Mission 1 - KraPzU - Map by Marvin Fritze - Red Alert 2 Yuri's Revenge
McPwny replied to YosefAnan's topic in Red Alert 2
its in the mapping section of this forum. theres some other good campaign maps in there too -
some of the buildings dont work in all theaters thanks to an oversight in the .mix files where they arent included in some theater's specific .mix files. it would be super easy to have fixed this, but its kind of been set in stone since the copy of ra2 everyone has includes this error. if you want to fix it on your own system, find the buildings, convert their color palate to the right palate, and add the fixed copy to the right .mix files.
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Mission 1 - KraPzU - Map by Marvin Fritze - Red Alert 2 Yuri's Revenge
McPwny replied to YosefAnan's topic in Red Alert 2
nice. i hope you can also do a video on the map i recently made. also it would be nice to be able to get the map you were playing -
New Urban (UBN) fix and Improve plan《〈Administrator attention ! 〉》
McPwny replied to [YF]_Revive's topic in Red Alert 2
it would be super super easy to make and implement those tiles, but the problem is no one is going to be able to use them in fa2 since fa2 reads from expandmd.mix files, and not expandspawn.mix or whatever it is that cncnet uses ps; you should use those patched files he provided since they will just overwrite the old ones seamlessly pss; we have a tool to generate tunnel data, yfrevive. https://ppmforums.com/viewtopic.php?t=37881 -
New Mission Map : Finnishing Moves (Allied Mission)
McPwny replied to Concolor1's topic in RA2/YR Maps
high-quality map. worth a play if you like nice user-made maps -
Mission Map : Last Post (Soviet Mission, Yuri's Revenge)
McPwny replied to Concolor1's topic in RA2/YR Maps
the map was fun though the disks that spawn from each side were annoying. i used a mixture of war miners and kirovs since warminers are the ultimate anti-yuri weapon -
this is a soviet mission where you start as five drunken conscripts who have to find their way back to the base that they irresponsibly abandon to go drinking. after getting back to base, they find that there are some imperialist pig-dogs that need burying nearby. I will leave the rest of the details as a surprise for the players. I had fun making it, hopefully some of you will have fun playing it. to play the mission, take these two files and put them in your ra2 folder. then fire up the soviet campaign in yuris revenge. delete the files when you get sick of them soviet mission.zip
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if you want to send it to me, i will have a crack at debugging any problems i find. if not, ill just wait for the maps release
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most of the time when an AI becomes unresponsive its because the scripts of the units get jammed. maby it cant complete its script, or maby the pathfinding gets a snag and the unit just dies mid script(this was a huge problem in TS). the teams get built so their max= is met, but they cant do anything. so they sit there while the AI waits to be able to build more teams. i can take a look at it myself if all else fails no.. there is only 1 rad hardcoded into the game. many mods have added radtypes, but its not possible through just .ini editing. for whatever reason, the paradrop superwep from rules.ini will always spawn a plane for every infantrytype added. though if its a team with multiple types of infantry and you reinforce it through map triggers it will come in 1 plane. .... i guess you could fake a sidebar button that reinforces the team when clicked through a ini/trigger setup i know of, but you wouldnt be able to chose its dropzone and its pretty complex.
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Mission Map : Weathering the Storm (Soviet mission)
McPwny replied to Concolor1's topic in RA2/YR Maps
idk man i could look at the map -
Mission Map : Weathering the Storm (Soviet mission)
McPwny replied to Concolor1's topic in RA2/YR Maps
that reminds me that i never added yr script actions to my post... trigger actions 94 and 43 are both unlisted and work. i think the descriptions will come up if you manually type the numbers into fa2. all of them are listed in my ppmforum post, even obsolete ones. by the way i ran a few tests to be sure. event 2 and 3 dont work, even if you add the old-school obsolete tags that would have caused the triggers to fire. 53 and 54 DO work, but the description in fa2 is wrong. they trigger when the spy enters a celltag, not when it enters a building. -
Mission Map : Weathering the Storm (Soviet mission)
McPwny replied to Concolor1's topic in RA2/YR Maps
some of those old actions and events are completely obsolete. most of which have been completely obsolete since before tiberian sun.. why they are included in the editor is beyond my comprehension. especially considering there are fully working actions that arent included in the editor. anyways, im almost certain that action 2 is a useless relic from older games. 53 and 54 too, probably i did a quick test and capturable= false + spyable=yes worked. the reason i asked ravage to prove it is because i already know the ai weight system works just fine. the problem with ra2 ai being that theres not many team per house and also that they set minweight way too low for some reason. i dont think ra2 team knew what they were doing with the ai.. but the ai system was made by the tibsun team after all haha