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Everything posted by CCCP84
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- - - O C E A N I A - - - My best map. Map that I'm proud of. For 2v2v2v2 naval batles. This is not just a naval battle. This is a micro model of the world. Geopolitics works here. Do not play this map in 2v2 or 4v4 format. This breaks the whole concept of this map. Play it 2v2v2v2! Prepare for a long game of over 1 hour. Vertical proection: I created this map, already having a lot of experience in the game and map making. I have meticulously planned many separate places around which separate episodes of confrontation can unfold. The main islands, which are divided into 2 halves, connected by narrow passages in the bay area, and a protected fortress in the corner, which is the player's last reliable place to hide even when the main territory is occupied by the enemy. The central island where epic battles often unfold. This island is also divided into 2 zones, and has a sheltered high ground with a lake where a naval yard can be placed. Сontested islands with oil derrics also often become the site of an interesting confrontation. Without undue modesty, I will say that all these carefully thought out things make this map a real masterpiece. The games on this map exceeded expectations. Everything works as it should, and even better. This map takes RA2 to a whole new level. Higher level strategy. ______________________________________________________________________________________________________ Oceania (v5.6) is included in CNCNET client. You can find Oceania (Author's Mod) (v5.6) in "Mod Maps" section in CNCNET client. Latest versions: [8] Oceania (Author's Mod) v5.6.map - Modified version. With day-night cycle*. I recommend using this. And use with RA2 mode. Below is a detailed table of changes. ( included in CNCNET client ) [8] Oceania v5.6.map - Clear version. No mods. With day-night cycle*. ( included in CNCNET client ) [8] Oceania (no night) v5.6.map- Clear version. No mods. No night. * First night will come in about an hour. I will always promote pure RA2. There is nothing superfluous. There is a normal, not annoying voice acting. It is more serious. The YR mod ruined the game considerably in my opinion. Soldiers are overly strong. Battle fortresses and annoying choppers. Friends, RA2 is just better. ______________________________________________________________________________________________________ About Oceania Author's Mod : No new features or weapons. Just changed unit parameters such as range (e.g. V3 rocket), armor and speed (Kirov), in order to accommodate units for long distances on a large map. Some changes (costs etc) have been made to improve the balance between the Soviets and the Alliance. For example, the alliance will be able to build dolphins immediately, and the destroyers after the construction of the laboratory, because the Soviets cannot resist the destroyers in the early stages of the game, they also cannot protect the oil derricks from the attack of the destroyers in the early stages. Despite a large number of changes, the game has not changed much. Changes will usually be invisible to players. I also fixed some bugs. They mainly concern the RA2 mode. List of significant changes in Oceania (Author's Mod) v5.6 (compared to original values) : green - improvement of the parameter, red - deterioration of the parameter, blue - original parameter. Parentheses indicate the original value. [ Map value (original value) ] Infantry: Sniper ------------ Range 25 (14) ; Cost 1800 (600) Desolator --------- Range 8 (6) ; Damage 200 (125) ; Elite Range 9 (8) ; Elite Damage 300 (200) (The damage is related to the shot, not the radiation effect) Rocketeer--------- Cost 800 (600) Spy -------------- Cost 3000 (1000) Yuri Prime (RA2) - Range 25 (30) ; Cost 4000 (2000) ; Required Soviet Lab+PsySensor+barracks (only barracks required) Cuban Terrorist -- !!! Can disguise like a spy !!! ; Damage 300 (225) + Radiation ; Cost 600 (200) Vehicles: Russian Tesla Tank ---- Range 7 (4) ; Elite Range 8 (6) ; Cost 1400 (1200) German Tank ----------Range 10 (5) ; Elite Range 11 (6.75) ; Cost 1800 (900) V3 Launcher ---------- Range 40 (18); Cost 2000 (800) Desolator IFV ---------- Range 8 (7) ; Damage 300 (175) All other variants of IFV-Range 8 Libyan DemolishTruck - Damage 800 (300); Cost 2000 (1500) Aircrafts: Black Eagle ---- Missile Launch Range 9 (6) ; Elite Missile Launch Range 12 (9) ; Armor 300 (200) Intruder ------- Missile Launch Range 8 (6) ; Elite Missile Launch Range 10 (9) ; Armor 250 (150) Kirov----------- Armor 2500 (2000) ; Speed 8 (5) ; can auto-attack units below (can't) Night Hawk Helicopter - Cost 3000 (1000) Fleet: Carrier ------- Cost 3000 (2000) Dreadnaught - Cost 2500 (2000) Scorpion ----- Cost 1000 (600) Dolphin ------ no lab needed (need lab) Destroer ----- laboratory required (no lab needed) Squid --------Damage(fighting) 95 (50) ; Enemy Submarine Unit Detection Radius 12 (4) Buildings: Allied Construction Yard (MCV) --- Cost 5000 (3000) Soviet Construction Yard (MCV) --- Cost 4000 (3000) Allied Laboratory ------------------ Cost 5000 (2000) Soviet Laboratory ----------------- Cost 4000 (2000) Soviet Nuclear Reactor ----------- Cost 2000 (1000) Naval Yards ----------------------- Cost 3000 (1000) Grand Cannon --- Range 20 (15) ; Cost 6000 (2000) Prism Tower -------Range 9 (8) Tesla Coil --------- Range 8 (7) | TC + Tesla Trooper - Range 10 (8) Psychic Sensor -- Radius 20 (15) | + Mobile Submarine Detector(new unit) - Detection Radius 18 (15 for Psychic Sensor in original, not CNCNET RA2) Gap Generator --- Cost 1500 (1000) Patriot ------------ Cost 1200 (1000) ; CellSpread 1.4 (0.3) (Increasing this parameter causes damage not only to the unit that the missle hits, but also to units near it. This solves the problem of huge concentrations of rocketers very well. However, it does not deal more damage to a single unit, such as a Kirov. This is a very good solution.) SuperWeapons: ChronoSphere ----- Cost 15000 (2500) ; Recharge time 30 (7) Weather Controller - Cost 20000 (5000) ; Recharge time 40 (10) Iron Curtain -------- Cost 10000 (2500) ; Recharge time 20 (5) Nuclear Missle ----- Cost 20000 (5000) ; Recharge time 40 (10) Fixing bugs and unwanted effects: - Fixed sale price of alliance infantry in cloning vats in ra2 mode. Thus, it is now impossible to make a profit. - Fixed a bug with the Flak Trooper that caused the Elite Flak Trooper to become less powerful than the regular Flak Trooper. - Fixed a bug where Yuri Prime in RA2 mode could capture 10 units at the same time. Now it can capture 1, just like it did in the original RA2. - Fixed a feature where ground and air units, as well as the dreadnoughts and aircraft carriers, could not attack underwater units visible to the player. Now underwater units can be attacked on command, or automatically when they are visible. - MCV cannot be spawned from a crate. (This gave too much advantage to the player who found second base.) - Soviets can't build Allied MCV; Allies can't build Soviet MCV. Possible only capture MCV from enemy, but impossible to make another. - I have restored the Psi Sensor feature that worked in the original Red Alert 2 but was lost in RA2 mode on CNCNET, namely submarine unit detection. I did this with a new unit (Submarine Detector) that spawns with the Psi Sensor. Unfortunately, I was not able to restore the function of the Psi Sensor to unmask spies and mirages. - As an Easter egg, a howitzer can spawn from the crate. It is equivalent to the Grand Cannon in terms of power and range.
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--- O C E A N I A --- My best map. Map that I'm proud of. For 2v2v2v2 naval batles. This is not just a naval battle. This is a micro model of the world. Geopolitics works here. Do not play this map in 2v2 or 4v4 format. This breaks the whole concept of this map. Play it 2v2v2v2! Prepare for a long game of over 1 hour. Vertical proection: LINK : --- O C E A N I A ---
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Can you please tell me how to remove the sound from the waterfall when creating a map?
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How to make RA2 & YR maps - Final Alert 2 Tutorial
CCCP84 replied to [CC] RaVaGe's topic in RA2/YR Maps
Can you please tell me how to remove the sound from the waterfall when creating a map? -
How to make RA2 & YR maps - Final Alert 2 Tutorial
CCCP84 replied to [CC] RaVaGe's topic in RA2/YR Maps
Whats the difference between ore mines? (TIBTRE 01, 02 ,03) -
Can you solve this??? Now i played and had problems whith it again!! This brakes the game! Solve this please!!
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Big problem found. And not only in RA2 mode. Freezing Oil rafinery by chrono-legioner for a second, stops it bringing money. So oil refinery can be killed by freezing on a second...
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In original ra2 it can be deployed.
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One more mistake.. MCV, captured by yuri, cant be deployed! Its a problem.
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Trick whith selling tanyas in clonator must be made impossible. It destroyes game. Selling 2 units must bring money as a value of only one unit and no one cent more! I hope, staff will solve this mistake.
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Battle fortresses dont make any damage.
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all was normal
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we could block some kirovs by helicopters. Was problem, when carriers blowed my IC, i couldnt build at that place any more... You can see that place on picture. near water.
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russians say: Never say never.. )))
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Remove all maps from directory Custom. And try.
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But, may be it can be added manually? Or, maybe it's time to change size limits of map files? Admins, you're welcome to discussion.
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It cant be added automaticaly, but maybe somebody can add my 2 maps to map database? i mean admins.
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After i added good-quality preview to my map, it size become 1.48Mb. And it cant be loaded to CnCNet map database. How to solve it. Only make lower quality preview(i dont like this variant), or maybe exists other variants?
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I unerstand. Question is: how to integrate JPG in map file?
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Hi! How did you make normal preview for your map? I mean not that, which makes FinalAlert2. How to integrate other preview to map file? p.s.: i passed your map.. all waves.. ))
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