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DoctorEvil

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Everything posted by DoctorEvil

  1. Super Deluxe Arena: Update to Version 4! Hello everybody, I'm back again with a huge update for the Deluxe Arena! This update heavily focuses on gameplay, as well as fixing the most annoying bugs. As usual you can download it in the attachments or via google drive. Cheers! Read the full changelog here: ---------- Concerning your question: Your setup is correct. The spawned units have to move through the bases to kill everybody, so it should be fine. super deluxe arena v4.1.map
  2. Hello again. I've updated the Super Deluxe Arena from version 2 to version 3. Here's what I've changed: Bugfixes and performance improvements: - Fixed a bug, where a player would disconnect whenever his fortress got destroyed. - Fixed a bug, where the bottom right player would not get bonus drones anymore, whenever he got buildings with a medium respawn delay (hospital, machine shop, iron curtain, genetic mutator, tesla&prism, psitowers) - Fixed a bug, where units would still spawn after a player disconnects or ragequits leaves the game - Reduced the amount of debris Kirovs and Disks would emit after dying to 0. If a player had a large army of them the game would lag extremely if he died. Gameplay changes: - I replaced the nuclear reactor with three modded power plants instead. Each power plant gives 2k of power and has twice the normal health. It's a bit fairer and also prevents players to sneak up with seals that easily, as the explosion would destroy the wall around the fortress - The fortress' health got reduced by 33%, as it was extremely tough to break. - All unlock timers got reduced to 7 ingame minutes, except the first one (better infantry), which is a bit longer now. - Slightly changed a few spawn numbers (more dogs, less modded units, less terrorists). - Changed the terrorist in a way, so he's a bit more viable. - Flak Cannons and Patriot Missiles have a much higher rate of fire now, so the AA-Bonus is actually worth it - Covid Cougher's (=mummies) armor reduced by 50%. Upon death they will drop a poison cloud now. - Prismarines (=Arnolds) move slightly slower now. Armor has been slightly reduced. You only spawn 2 of them now (instead of 3). - Superbears armor slightly reduced, but movement speed has been increased even further. Various changes: - Added a nice effect, where all colored lights of one side would go out whenever a player dies. - Added a few more sandbags for visual purposes to the fortresses. - Added the fanciest map preview you'll ever witness.
  3. Hi dtrooper, the Boss Battle and the Deluxe Arena must be played with human players, otherwise nothing will happen. In case you want to play with less than four players please add AI on the missing spots or else the maps will crash. Shouldn't be a problem with CnCnet however. Most of the time over 500 players are online. Greetings!
  4. Hello again, after two years I finally took some time to finish my latest map concept. Now let me proudly present you: The "Super Deluxe Arena" for Yuris Revenge. It takes the basic idea of my boss battle map and turns it into a four player arena map. Every player can spawn units by moving his chaos drones into unit slots. This way you will spawn units and base defenses. Your goal is very simple: You can defeat your enemies by destroying their fortresses. But they don't want to die easily either! Will you be the last man standing in this arena of madness? Here's a map preview: And if you want to see direct gameplay of this map, YouTuber Just_Tin_Tin recorded an intense match and uploaded it on YouTube. Watch it here: https://www.youtube.com/watch?v=-hPGQheFvfU This map features three special units you can spawn: Prismarine (=modded Arnolds): Those are an equivalent of snipers, which are capable of dealing good damage against vehicles and aircraft from a distance. They are quite effective in large numbers. But beware as they deal quite little damage against infantry and buildings. Covid Coughers (=modded Mummies): To summarize them: Quick and dirty against infantry. With a good amount of health, speed and immunity against toxins, radiation and mind control, they run up to infantry blobs and spit toxins against every enemy. Work very well against the strong desolators and yuri clones. Though tanks and a group of snipers easily take them out. Superbears (=modded polar bears): The Superbears are the fastest one of the modded units. They run up to any infantry and oneshot them easily. They also work good as fodder. As usual you can download the map in the attachment below or via Google Drive link on the first post. (I'll add that later). Have fun! super deluxe arena v3.map
  5. Hello dear people, I have awakened from the dead - or so - and updated my Boss Battle Map from version 5 to version 6 and after a little testing to version 6.1. You can download it in the attached files. I'll add a "no intro" version as well in the near future. Enjoy! Here's what has changed: General Changes and Bug-/Exploitfixes: = A lot of general visual changes to the bases and the landscape, so it looks a lot nicer = Changed the visual layout of the unit selection area. It provides a much better overview for the boss player now. Also the unit selection area doesn't have ugly flak cannons and patriots anymore. Instead it has an invisible modded building that oneshots any aircraft. Thanks to McPwny, SCIPCION and OmegaBolt for the help in modding these beasts! = Last thing on visuals: I experimented with lighting (construction yards shine in their main faction color, lighthouses, glowing eyes on the face, etc.). Also increased the overall brightness of the map slightly. Tell me what you think about it. = Map description text was updated, so it's a bit clearer. = In the Intro version of the map the arrows for the selection area flash longer, so new players have it easier to understand how to play as boss. = Crates can now be selected on and off, as they don't spawn units anymore. = You cannot build shipyards anymore. = Spyplane can't get shot down anymore. = Added text notifications whenever the boss player gets extradrones. = Fixed a possible exploit, in which the boss player could sell his iron curtained defences to get free iron curtains on his units (could be abused with Ivan-IFVs). For some reason nobody tried this before lol. = Fixed a possible exploit, in which the boss could spam yuri primes in the late game to take over the anti air line and get into the selection area = Fixed various text popups that didn't get shown properly. = Fixed the problem with Harriers and Black Eagles crashing down if you spawn too many of them or don't move them anymore. Boss Changes: + You'll get one more Lasher tank each spawn + You'll get much more tier 1 and tier 2 infantry now to make them more viable in the early game (or as fodder) + You'll get one more Tesla tank each spawn (strong with rebalancing patch) + You'll get two more Robot tanks, so you can counter Yuri players much better + Boss can now select an extra bonus: Radars. Will provide a Yuri and Soviet radar, so you can counter gap generators more = Changed the spawnable aligators to a mix of animals because why the fuck not. - Removed the Yuri radar the Boss player gets from the start. - Removed the force shield the Boss player gets from the start (caused many crashes unfortunately) - Removed the gap generators in the unit selection area. - You'll get one less Cosmonaut per spawn - You'll get one less Mastermind per spawn - Bonus Drone timer increased from 400 to 500 - Boss gets his money removed constantly, so he cannot build Harriers from the start. This also means he cannot repair his superweapons anymore (except via engineers). Defender Changes: + Various units got elite status from the start. + Players 2 and 4 get some anti air ships on the small lakes as an initial task force. + Player 3 gets Apocs instead of Tesla Tanks as a stronger initial task force + Player 3 gets a hand full of snipers on the concrete towers + Player 4 gets flak cannons instead of patriot missiles on the concrete towers = Replaced the secret lab with a tech spysat (since it created a bit too much RNG in gameplay) = All Defenders get less anti air reinforcements, but they'll all have elite status. boss battle playersurvival v6.1.map
  6. Good evening dear people from cncnet, I'm currently working on an arena map for YR, which has a unit selection area on the outside and the main battlefield in the center. Since people are also able to spawn air units I would need some sort of exploit protection for the selection area, so that people don't fly into these to activate all spawn triggers or to block their enemy's unit selection. The border currently looks like this: To protect the selection area I've planned to implement something better than just neutral AA that shoots down any air unit this time, so I've experimented with triggers. The triggers should then set locals to destroy the airforce of the player that just entered the cell (or ideally just a certain team). There is a trigger-event in Final Alert 2, which works with that: Number 59 "entered or overflown by". The problem I'm currently facing is: This trigger doesn't work with certain players, only with "-1", which means everyone. So if I set "Player A" as the variable for this event it doesn't activate the trigger. Is the trigger itself broken and does anyone in here has an idea on how to fix that? Any other ideas on how I can acchieve a good protection? Thank you in advance for any help you can give me. Best regards, DoctorEvil.
  7. As a quick update on the teased map: I'm currently quite busy with my other huge project I've been working on since 2015 - so unfortunately the map will come a lot later than expected. I'm sorry for that.
  8. Hello there! The "Red Alert 2" tickbox modifies the game in a way that it is similar to the original Red Alert 2 without Yuri's Revenge. No Yuri Faction, no units from the addon (like GGI or siege chopper) and, as far as I know, also slight gameplay changes.
  9. Thank you very much kind sir! Please let me also appreciate your work as a map maker and especially your YouTube Channel with its countless tutorials.
  10. If you dear people don't mind I'd like to share my own maps as well in here. I've added them into the attachments here. Besides I've made a thread about them here - so any updates will be posted there: DoctorEvil Maps.7z
  11. Ah I know this map! Basically a League of Legends for YR. Very cool map - I've played it a few times! ?
  12. Hello dear CNCNet! Since I've already made a couple of maps for Yuri's Revenge and people seem to like them I'd like to share all of them with you here. Some of them are ports from my Mental Omega collection (which you can find here), some of them are completely original for Yuri's Revenge. Have fun playing the maps! Survival Maps: Map 1: DoctorEvil's Pacific Survival Map 2: The Boss Battle Map 3: Jungle Falls Survival Map 4: Game of Thrones Survival Map 5: DoctorEvil's Second Pacific Survival Special Maps Map 1: Super Deluxe Arena Map 2: Super Deluxe Arena II "Normal" PvP Maps Map 1: Subcon Forest 1 Map 2: Subcon Forest 2 Map 3: Welcome to Mafia Town! Red Alert 2: Zero Hour Map Mod - PvP Maps View all Details to this mode here: Zero Hour Map Pack 1 (PvP Maps): Zero Hour Map Pack 2 (PvP Maps): Special Map 1: Oil In Corners & Center Zero Hour What's next? Currently I'm busy with side projects (improving 3D skills and helping out a modder with a bigger mod). After that I'd like to work on an update to the Zero Hour Mod to version 2.0, which will fix the AI as well as improving the balancing, next to some new additions. Besides that I've begun with a mission map that is also a 2v2 map ("counter-operative game mode") called Tsurai. Here's a sneak peek for Tsurai:
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