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DoctorEvil Map Collection (Yuri's Revenge)


DoctorEvil

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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

Spoiler

Type: A wet 3 Player Survival
 
Download Links:

1: https://drive.google.com/drive/folders/178AnNYX6clKqSAXKgDdTLOrdohxrHQ_X?usp=sharing
2: https://csra2.com/1996
(contains the latest regular version and the version MISSING has edited (if you like super units and stuff))

Preview:
image.jpeg.a594d9794f33a63563e91d7688ad6143.jpeg

Map 2: The Boss Battle

Spoiler

Type: An entirely new survival concept
 
Download Links:

1: https://drive.google.com/drive/folders/1zjeFcPoNoa_rnHehe4oM5bkn0d8ZzDm_?usp=sharing
2: https://csra2.com/1990
(contains the latest version with an intro and the "no intro"-version if you already know the map)

Preview:
image.thumb.jpeg.5bc4e1a7b96797634a30254e5dc4d532.jpeg

Map 3: Jungle Falls Survival

Spoiler

Type: 4 Player Survival (Infantry only)
 
Download Links: 
1: https://drive.google.com/file/d/18Xs02Gz7Fi6DgBFLBKGkAWwoAYgvrKUu/view?usp=sharing

2: https://csra2.com/2018
Preview:
Jungle_Falls_Survival.jpg

Map 4: Game of Thrones Survival

Spoiler

Type: A Survival, which is also a 3v3
 
Download Links: 

1: https://drive.google.com/file/d/1SmSuHhlb0uvt9BIeOv46wRIn8RytfMix/view?usp=sharing
2: https://csra2.com/2021

Preview:
image.png.d7210069ac9cbb967165a2a7504dd204.png

Map 5: DoctorEvil's Second Pacific Survival

Spoiler

Type: The sequel to the first map, which includes the Red Alert 2 Zero Hour Mod of DoctorEvil. A nice survival map if you like a good challenge
 
Download Links: 

1: https://drive.google.com/drive/folders/1mWsX92LMeJDX0_BIJatfu2mN3uZzOzRB?usp=sharing
2: https://csra2.com/3646

Preview:
image.jpeg.ed977d778a20497d0497eb671bb966dd.jpeg

 

Special Maps
Map 1: Super Deluxe Arena

Spoiler

Type: An intense four player arena map. Move your chaos drones to the units you'd like to get. Defeat your enemies by destroying their fortresses.

Download Links:
Version 3: https://drive.google.com/drive/folders/1mGsJ-wMVRYaOK0KKTMTtNvIddYvuo7Dj?usp=sharing
Version 4.1: https://drive.google.com/file/d/1LgUuh5vvtJvgcyM2o-PGO7hmIxY7Pvee/view?usp=sharing
Chrono Storm page: https://csra2.com/2024

Preview:
image.jpeg.0ad7da17f46577eae8c2b1f9e3fc20f2.jpeg

Map 2: Super Deluxe Arena II

Spoiler

Type: An intense four player arena map with a completely overhauled spawning system and many more improvements. Defeat your enemies by destroying their fortresses.

Download Links:
Version 1.1: https://drive.google.com/file/d/1if0urpuRkYVS4FH_VtVmMaL85pchWoJH/view?usp=sharing
Chrono Storm page: https://csra2.com/4793

Preview:

image.thumb.jpeg.631bcca6be5b0c778befd20b853d31f0.jpeg

 

"Normal" PvP Maps
Map 1: Subcon Forest 1

Spoiler

Type: A cursed 3v3 Battle Map
 
Download Links:

1: https://drive.google.com/file/d/1QMVJDrco8KVdcXAgdYbuD1AryD5eGHeo/view?usp=sharing
2: https://csra2.com/2029

Preview:

SubCon2.png

Map 2: Subcon Forest 2

Spoiler

Map 3: Welcome to Mafia Town!

Spoiler

Type: Simple 6 Player Naval Battle Map

Download Links:
https://drive.google.com/file/d/1CyTQlO7WrM5vgIQ2TsdXtphR1ATczOpR/view?usp=sharingsharing
 
Preview:

image.jpeg.ecdeb87b7005ba9c97de9a848fd7b783.jpeg

 

Red Alert 2: Zero Hour Map Mod - PvP Maps
image.png.9f522fc5fc88ba386b382f5a78d1a7c3.png
View all Details to this mode here: 

Spoiler

 

 

Zero Hour Map Pack 1 (PvP Maps):

Spoiler

posted image

Download Map Pack 1: 
1: 
https://csra2.com/3311
2: https://drive.google.com/drive/folders/1dAOtWz5bS_afncxKTj7jjF4jAQ0xotcc?usp=sharing

Map Pack 1 contains the following maps:

Spoiler

[2] Blood Feud Zero Hour: https://csra2.com/3199

[2] Dune Patrol Zero Hour: https://csra2.com/3204

[2] Hidden Valley Zero Hour: https://csra2.com/3210

[2] Tournament Map B Zero Hour: https://csra2.com/3214

[3] Canyon Fodder Zero Hour: https://csra2.com/3218

[3] Top o'the Hill Zero Hour: https://csra2.com/3221

[4] Country Swing LE Zero Hour: https://csra2.com/3226

[4] Death Valley Girl Zero Hour: https://csra2.com/3230

[4] Double Troube Zero Hour: https://csra2.com/3234

[4] Well of Wealth Zero Hour: https://csra2.com/3238

[4] Tsunami Zero Hour: https://csra2.com/3249

[5] Mount Rush More Zero Hour: https://csra2.com/3255

[6] All the Fury Zero Hour: https://csra2.com/3261

 

Zero Hour Map Pack 2 (PvP Maps):

Spoiler

posted image
Download Map Pack 2: 
1: 
https://csra2.com/3340
2:https://drive.google.com/drive/folders/1dAOtWz5bS_afncxKTj7jjF4jAQ0xotcc?usp=sharing

Map Pack 2 contains the following maps:

Spoiler

[6] Arena 33 Forever Zero Hour: https://csra2.com/3265

[6] East vs. Best Zero Hour: https://csra2.com/3269

[6] Sedona Pass Zero Hour: https://csra2.com/3273

[6] Tour of Egypt Zero Hour: https://csra2.com/3277

[6] Bay of Pigs Zero Hour: https://csra2.com/3281

[6] Bermuda Triangle Zero Hour: https://csra2.com/3285

[8] A Path Beyond II Zero Hour: https://csra2.com/3290

[8] Arctic Circle Zero Hour: https://csra2.com/3294

[8] Cliffside Slide Zero Hour: https://csra2.com/3298

[8] Clover Zero Hour: https://csra2.com/3302

[8] Heck Freezes Over Zero Hour: https://csra2.com/3294

[8] Tour of Egypt (4v4) Zero Hour: https://csra2.com/3307

 

Special Map 1: Oil In Corners & Center Zero Hour

Spoiler

Type: An Oil in Corners and Center map with Zero Hour gameplay. Build power plants to generate money!

Download Links:
1: 
https://drive.google.com/drive/folders/1TnnwcYmfI18u27NWsZTL1_z2Moll-PMD?usp=sharing
2: https://www.csra2.com/?p=3827
3: 
Oil in Center Zero Hour, ov1.3.map

Preview:

image.jpeg.c879ba1c16b716cdc5eebf61c835a3c5.jpeg

Mod Changes on this map for balancing reasons (ov1.3):

Spoiler

All factions:
- No Ore Purifiers (due to not having ore on the map)
- Mobile Sensor Array: Stealth Detection Radius reduced to 12
- Custom Soviet and Yuri Spies got deleted. I used the original code of the map (Allied spy buildable by allies and soviets but not by Yuri)

America / Airforce General:
- Helicarrier: Build limit reduced from 3 to 2. Range reduced from 12 to 11. Light gun range increased from 8 to 10.
- Drone Hive: Build limit reduced from 3 to 2. Range reduced from 20 to 14. Damage of hive drones doubled but damage against buildings halved. Health of drones increased from 125 to 150. 
- Stealth Fighter: Price reduced from 1600 to 1200.
- Robotnik Drone: Price reduced from 600 to 550.
- Hydra Gunship: Fixed the issue of the unit not shooting at flying infantry (rocketeers, zephyrots, molniyas), machine gun damage slightly reduced.

Korea / Infantry General:
- Prismarine weapon range got reduced by 33% (to make prismarine battle fortresses less efficient)
- Chrono Commando: Build time increased from 2x to 3x
- APC: Increased movement speed from 8 to 10.

France / Defensive General:
- Plasma Cannon: Range reduced from 18 to 11.
- Deployed Pacifier FAV: Artillery weapon range increased to 11 (12 for elite) and now shoots 6 (8 for elite) projectiles instead of 4. Also slightly increased accuracy, but slightly reduced damage per shot
- Fusion Reactor: Has been modded, so it produces money (like the other power plants)
- Gun Turret: Increased range from 7 to 8. Can now shoot over walls.
- NEW BUILDING: Camo Pillbox! Replaces the normal pillbox. It has the exact same firepower as a regular pillbox, but is cloaked by default. Due to limitations I had to make it a small stealth generator, so it can also cloak certain buildings and units next to it. Consider it a feature lol.

Germany / Robotics and Tank General:
- Android Prismarine weapon range reduced by 33%
- Robot Miner isn't buildable
- Advanced Robot Tank: Speed increased from 5 to 6, so it's on par with a Rhino Tank.

Britain / Laser and Stealth General:
- Stealth Generator: Build limit of 1 instead of unlimited. Cloaking range increased from 6 to 8 (so it's on par with a gap gen)
- Advanced Stealth Generator isn't buildable
- Mobile Stealth Generator: Buildable after building a Stealth Generator.
- Obelisk of Light: Range reduced from 10 to 8 (so it's equal to a prism tower)
- All Laser Weapons: Damage against V3 missiles and terror drones increased from 50% to 150%. Damage against all infantry increased from 50% to 75%. 
- Laser Mammoth Tank: Range increased by 1. Anti air range decreased from 13 to 10. Damage output doubled!
- Avenger Anti Air System: Damage increased from 4 to 5 per shot.

Libya / Nuclear General:
- Nuclear Rhino: Price decreased from 950 to 925.
- Nuclear Apocalypse: Price decreased from 2100 to 2050.
- Nuclear Cannon: Unit is now immune to radiation (less microing the unit), speed is now on par with red and green howitzers, rate of turn is now doubled. Range reduced so it's on par with prism tanks
- Desolator Turret: Range reduced from 6 to 5.5.
- Doomsday Cannon isn't buildable

Iraq / Toxin and Airship General:
- All large toxin grenade weapons: Reduced toxin spread from 4 to 2 (to reduce lag and overall poison damage)
- Thrax Toxinturret: Ground weapon range reduced from 10 to 8. Can now shoot over walls.
- Iraq's Apocalypse tank: Removed their immunity to poison damage. Anti air weapon range reduced from 13 to 8, so it's on par with a normal apoc. Damage per missile is increased thou (60 instead of 50).
- Iraq's Rhino tank: Removed their immunity to poison damage. This makes Iraq less op in tank battles.
- Green Howitzer: Range reduced so it's on par with prism tanks. Rate of turn reduced from 5 to 4.
- Cinta-Class Airships: Build limit of 2 instead of unlimited. Weapon range decreased from 8 to 7.
- Sahara-Class Airships: Build limit of 1 instead of 3. Range reduced so it's on par with prism tanks. Anti air missiles damage reduced from 30 to 15 per missile.

Cuba / Flame and Demolitions General:
- All flamethrower weapons: Weapon is now unable to fire over walls, reduced fire weapon spread from 2 to 1 (reduces lag and overall flame damage). Removed oversight of flamethrowers being able to hit air units. 
- All napalm missiles: Reduced weapon spread from 9 to 3 (reduces lag and overall flame damage). Removed burst of 2, but doubled damage per missile.
- Flame Miner: Flamethrower damage against buildings halved. This makes early flame miner rushes less effective.
- Flame Turret: Fixed bug of the turret being able to automatically detect spies, range reduced from 7.5 to 5.5 so it's on par with other basic defenses
- Red Howitzer: Rate of turn decreased from 5 to 4. Range reduced so it's on par with prism tanks
- Dragon Tank: Increased cost from 1200 to 1400, speed reduced from 4 to 3, armor type changed from heavy to medium, flamethrower damage reduced from 20 to 12.
- Pyromaniac: Unit is now unable to occupy buildings.
- Dragon Attack Helicopter: Unit renamed to Hell-icopter, now unlocks with battle lab instead of radar, flamethrower weapon damage reduced from 15 to 7.5 and elite weapon damage from 18 to 10, now shoots missiles at light vehicles (flamethrower was extremely op against AA units), price increased from 1400 to 1500, flamethrower now has a proper sound effect
- Terror Bike: Speed increased from 7 to 11
- Terrorist and Terror Bike price increased by 10%

Russia / Tesla General:
- Advanced Tesla Coil: Ground range reduced from 13 to 11. Anti air range reduced to 12. Energy consumption reduced by half.
- Zelinsky-Machine: Range reduced so it's on par with prism tanks. Speed increased from 3 to 4. Weapon range increased from 10 to 12, elite weapon range increased from 10 to 14, so Russia has a better counter against Masterminds.
- Advanced Tesla Reactor: Build limit of 1 instead of unlimited (because nuclear reactors also have a build limit of 1)
- Molniya: Changed weapon sound effect for non-elite bolts to the tesla trooper one (less earrape). Weapon shoots 1.5 times slower, but is accordingly stronger
- Volkov: Weapon range increased from 7 to 9, elite weapon range increased from 9 to 11, bolt spread increased from 1 to 2.

Yuri: 
- Clone Miner isn't buildable
- Yuriko Omega: Isn't floating anymore. This fixes a bug of her not attacking sometimes, which makes her more useful when playing against Germany.
- Gattling Trooper: Unit is now unable to occupy buildings.
- Assault Hovercraft: Unit is now buildable in weapons factory instead of shipyard (which doesn't exist on this map). This gives Yuri a second anti air option. Occupy it with 3 gattling troopers for a nice anti air unit. Caution: Yuri clones don't work in it!
- Master Mind: Health reduced from 500 to 400. This was done as masterminds were still considerably strong against soviet players, so this nerf makes it a bit easier to counter Yuri. 
- Yuri Statue: Rate of fire reduced from 80 to 33.

 

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:

image.thumb.png.beb835bc46f2d4f860f37695a4c39b2e.png

 

 

Edited by DoctorEvil
17. Sept. 2023: Updated "What is next?"
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  • 1 month later...
  • 1 year later...

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!

image.png.a0d760f89b6b67e69c7bb119bb635c82.png

279128268_3240617789596719_6783192823019402493_n.thumb.jpg.f16a7b5e43a49ee633d67b2d5c7db299.jpg

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

Edited by DoctorEvil
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  • 2 weeks later...

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:

image.jpeg.05bb92d22a53fd3687064a2cb4314616.jpeg

 

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

Edited by DoctorEvil
Updated the map from version 2 to 3. See the changelog below.
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15 hours ago, dtrooper_BR said:

how to play offline via skirmish, the computer attacks you, or will it only work with human players?

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!

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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.

Edited by DoctorEvil
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  • 4 months later...

 

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:

Spoiler

Early Game:
- GI and Initiate spawns increased from 4 to 5
- Conscript spawns increased from 4 to 10
- Infantry mix spawns increased accordingly
- Engineers now spawn 2 allied engineers instead of 1 soviet and 1 allied (which was annoying to select)
- Alligators are now a modded unit. Alligators now have a bomb attached to them, move a lot faster, are immune to mind control and radiation and have strong armor against snipers. I call them the Terrorgators.
- Terrorists fly now. Yes, they fly now.
- Terrorist spawns reduced from 3 to 1
- Terrorist speed reduced from 6 to 4
- Dog spawns increased from 6 to 12. Their purpose is now to swarm the field.
- Initiates now deal a set amount of damage when occupied in bunkers. They now deal less damage than in vanilla, but more than with rebalance patch. This was done to give initiates a better gameplay purpose.
- Amphibious transports are available from the start

Better Infantry:
- Rocketeers now unlock at this tier, which allows for early air attacks and requires the player to consider getting AA like Flak Troopers, Prismarines, Guardian GIs or the AA Bonus
- Rocketeer-spawns reduced from 3 each to 2
- Guardian GI-spawns increased from 3 to 4
- Brute-spawns increased from 3 to 6
- Yuri clone-spawns increased from 1 to 2
- Tesla trooper-spawns increased from 4 to 5

Basic Vehicles:
- Players can now spawn Destroyers and Sea Scorpions at this tier, which allows for some interesting naval tactics. You'll spawn 2 on each side, although they take twice as long to spawn
- Grizzly tanks are now a modded unit: Speed increased from 7 to 8.5. They deal half the damage per shot, but they shoot twice as fast now. This was done to make them more different from Lasher tanks. They don't spawn as fast as Lashers or deal as much damage as Rhinos, but you can use Grizzlies for rush tactics, as you'll easily outrun any other tank (aside from ifvs)
- Grizzly tank-spawns reduced from 3 to 2
- Terror drone-spawns increased from 4 to 5
- Chrono miner-spawns increased from 1 to 2. Use them as damage sponges
- IFV-spawns decreased from 4 to 3

Advanced Defenses:
- No changes

Better Vehicles:
- Harriers have been modded, so that they can now land anywhere (just like a helicopter).
- Harriers can now also reload their ammo at allied power plants.
- Players can now spawn Dreadnaughts at this tier, for some heavy naval siege. You'll spawn 1 on each side, although they take twice as long to spawn.
- Tank destroyer-spawns increased from 3 to 5. This allows for better counters against mirages and rebalance tesla-tanks
- Robot tank-spawns increased from 3 to 4. Use robot tanks to hard counter dreadnaughts!

All Infantry:
- T-Rex spawns increased from 3 to a stomping 8!
- Cosmonaut spawns increased from 2 to 3

All Vehicles:
- Black Eagles: Same behaviour changes as Harriers (reload and land anywhere)
- Battlefortress-spawns reduced from 2 to 1
- War miner spawns increased from 2 to 4. Use them to hard counter masterminds.
- Slave miner spawns increased from 1 to 3. Use them to hard counter masterminds.
- Apoc spawns increased from 3 to 4
- Black eagle spawns increased from 2 to 3

Superweapons & Extradrones:
- Getting extradrones now creates a nuke sound effect to warn players even more. Just in case you don't know: Extradrones are those two drones left and right to your bonusdrone-spawns. With those you can spawn two or three units at the same time. Very powerful bonus!

Kirovs & Disks:
- Kirvov-spawns increased from 2 to 3

Various gameplay changes:
- Your allied power plants now grant you a spysat. If you lose all three of them, you will lose your vision!
- To restore your spysat capability, you have to buy radars from the bonus zone (or bioreactors in version 4.1)
- Getting radars from the bonus zone now also grants the player a minimap-radar (instead of having it for free)
- Each player now gets three modded units from the start, so new players know those are modded
- Moved some of the units in the selection area, so they are better aligned with other units from the same tier
- AA Bonus is now spread out better over the base instead of it being 4 blobs. It now defends your entire base pretty well against Rocketeers and lighter Dreadnaughts assaults.
- Pillboxes and Sentry Guns: Health increased by 50%
- Gattling Turrets: Health increased by 100%
- Grand Cannons: Health increased by 100%, ROF reduced to 50%, range increased from 15 to 25. Grand Cannons now provide some better protection against spawn killers and against naval assaults.
- To allow for better naval combat, the map layout has been changed to connect each lake, allowing naval units to get anywhere
- This also causes the backside of your base to be more vulnerable against amphibious attacks. Be careful!
- To counter flying terrorist and rocketeers in early game, I've put a patriot missile to the central defenses
- I have placed tech machine shops in the water areas, so players can race for them to get an advantage.
- Tech Machine shops: Health increased by 200%. They also create a small amount of income now (in case you somehow run out of money on this map)

Bugfixes and AI self destruct:
- Finally fixed the annoying bug, where players would disconnect after being defeated. This was caused by a bugged trigger action. In order to fix this, players now won't lose their base immediately though, so you have to destroy all buildings first. Destroying the fortress will now only lead to all units being killed and preventing new units from spawning.
- Tech power plants appear as bioreactors now. Completely fixes the bug of them being invisible.
- Tech machine shops spawn as allied service depots now. Those will grant auto repair to all your tanks and aircraft (as well as the option of single repairs). No more invisible machine shops, yay.
- Fixed a bug, where Harriers and Black Eagles would crash when in large numbers
- Fixed a bug, where you had to move your units first in order to get passengers in (e.g. Battle Fortress or IFV)
- Fixed a bug, where sometimes spawned buildings get assigned to the wrong team (Edit: This was fixed in version 4.1!)
- Technically not a bug, but spawned aircraft (like Kirov or Siege Choppers) will now take off after spawning
- I've implemented a feature, where the map checks if a certain player is an AI. If the map recognizes any player as an AI, it will get automatically killed after a while

Visuals:
- Replaced the campfires with a fire animation. Looks a lot cooler, I mean hotter.
- Changed the radiation light emission to a negative value, so radiation fields appear darker than the rest. This was done to make it slightly easier for player 4 to see radiation (as the color scheme on his side is green)
- Drones now appear right from the beginning, so the intro becomes a bit clearer

 

----------
Concerning your question: 

On 10/16/2022 at 6:44 AM, lhtkick said:

hi  ,i have a question about game of thrones survival v1.1.1   

 how to set the team?   

  I set  234 team A \  567 team B \   spot 1   teamc    , then  all of unit  attack team B

 how to set the spot and team?   

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

Edited by DoctorEvil
changed from v4 to v4.1
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On 10/17/2022 at 7:58 AM, DoctorEvil said:

 

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:

Early Game:
- GI and Initiate spawns increased from 4 to 5
- Conscript spawns increased from 4 to 10
- Infantry mix spawns increased accordingly
- Engineers now spawn 2 allied engineers instead of 1 soviet and 1 allied (which was annoying to select)
- Alligators are now a modded unit. Alligators now have a bomb attached to them, move a lot faster, are immune to mind control and radiation and have strong armor against snipers. I call them the Terrorgators.
- Terrorists fly now. Yes, they fly now.
- Terrorist spawns reduced from 3 to 1
- Terrorist speed reduced from 6 to 4
- Dog spawns increased from 6 to 12. Their purpose is now to swarm the field.
- Initiates now deal a set amount of damage when occupied in bunkers. They now deal less damage than in vanilla, but more than with rebalance patch. This was done to give initiates a better gameplay purpose.
- Amphibious transports are available from the start

Better Infantry:
- Rocketeers now unlock at this tier, which allows for early air attacks and requires the player to consider getting AA like Flak Troopers, Guardian GIs or the AA Bonus
- Rocketeer-spawns reduced from 3 each to 2
- Guardian GI-spawns increased from 3 to 4
- Brute-spawns increased from 3 to 6
- Yuri clone-spawns increased from 1 to 2
- Tesla trooper-spawns increased from 4 to 5

Basic Vehicles:
- Players can now spawn Destroyers and Sea Scorpions at this tier, which allows for some interesting naval tactics. You'll spawn 2 on each side, although they take twice as long to spawn
- Grizzly tanks are now a modded unit: Speed increased from 7 to 8.5. They deal half the damage per shot, but they shoot twice as fast now. This was done to make them more different from Lasher tanks. They don't spawn as fast as Lashers or deal as much damage as Rhinos, but you can use Grizzlies for rush tactics, as you'll easily outrun any other tank (aside from ifvs)
- Grizzly tank-spawns reduced from 3 to 2
- Terror drone-spawns increased from 4 to 5
- Chrono miner-spawns increased from 1 to 2. Use them as damage sponges
- IFV-spawns decreased from 4 to 3

Advanced Defenses:
- No changes

Better Vehicles:
- Harriers have been modded, so that they can now land anywhere (just like a helicopter).
- Harriers can now also reload their ammo at power plants.
- Players can now spawn Dreadnaughts at this tier, for some heavy naval siege. You'll spawn 1 on each side, although they take twice as long to spawn.
- Tank destroyer-spawns increased from 3 to 5. This allows for better counters against mirages and rebalance tesla-tanks
- Robot tank-spawns increased from 3 to 4

All Infantry:
- Boris spawns decreased from 3 to 2 (Boris Battleforts were pretty op)
- T-Rex spawns increased from 3 to a whopping 8
- Cosmonaut spawns increased from 2 to 3

All Vehicles:
- Black Eagles: Same behaviour changes as with Harriers
- Battlefortress-spawns reduced from 2 to 1
- War miner spawns increased from 2 to 4
- Slave miner spawns increased from 1 to 3
- Apoc spawns increased from 3 to 4
- Black eagle spawns increased from 2 to 3

Superweapons & Extradrones:
- Getting extradrones now creates a nuke sound effect to warn players even more


Kirovs & Disks:
- Kirvov-spawns increased from 2 to 3

Various gameplay changes:
- Your allied power plants now grant you a spysat. If you lose all three of them, you will lose your vision!
- To restore your spysat capability, you have to buy radars from the bonus zone.
- Getting radars from the bonus zone now also grants the player a radar (instead of having it for free).
- Each player now gets one of each modded unit from the start, so new players know those are modded.
- Moved some of the units in the selection area, so they are better aligned with other units from the same tier.
- AA Bonus is now spread out better over the base instead of it being 4 blobs
- Pillboxes and Sentry Guns: Health increased by 50%
- Gattling Turrets: Health increased by 100%
- Grand Cannons: Health increased by 100%, ROF reduced to 50%, range increased from 15 to 25
- To allow for better naval combat, the map layout has been changed to connect each lake, allowing naval units to get anywhere
- This also causes the backside of your base to be more vulnerable against amphibious attacks. Be careful!
- To counter flying terrorist and rocketeers in early game, I've put a patriot missile to the central defenses
- I have placed tech machine shops in the water areas, so players can race for them to get an advantage.
- Tech Machine shops: Health increased by 200%. They also create a small amount of income now (in case you somehow run out of money on this map)

Bugfixes and AI kills:
- Finally fixed the annoying bug, where players would disconnect after being defeated. This was caused by a bugged trigger action. In order to fix this, players now won't lose their base immediately though, so you have to destroy all buildings first. Destroying the fortress will now only lead to all units being killed and preventing new units from spawning.
- Tech power plants appear as bioreactors now. Completely fixes the bug of them sometimes being invisible.
- Tech machine shops spawn as allied service depots now. Those will grant auto repair to all your tanks and aircraft (as well as the option of single repairs). No more invisible machine shops, yay.
- Fixed a bug, where Harriers and Black Eagles would crash when in large numbers
- Fixed a bug, where you had to move your units first in order to get passengers in (e.g. Battle Fortress or IFV)
- Fixed a bug, where sometimes spawned buildings get assigned to the wrong team.
- Technically not a bug, but spawned aircraft (like Kirov or Siege Choppers) will now take off after spawning
- I've implemented a feature, where the map checks if a certain player is an AI. If the map recognizes any player as an AI, it will get automatically killed after a while

Visuals:
- Replaced the campfires with a fire animation. Looks a lot cooler, I mean hotter.
- Changed the radiation light emission to a negative value, so radiation fields appear darker than the rest. This was done to make it easer for player 4 to see radiation (as the color scheme on his side is green)
- Drones now appear right from the beginning, so the intro becomes a bit clearer [/spoiler]

 

----------
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.map 1.26 MB · 1 download

but i cant attack the spawned units,

  lol   its like a might  side..

 

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7 hours ago, Nuclear Kommando said:

Epic map, played it once, cant wait to try out the new features and updates.

Awesome work dude.

Thank you a lot mate :)

Will soon update it to version 4.1 however, as there are some smaller bugs still left. Would like to get rid of those.

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8 hours ago, lhtkick said:

hi great doctorevil , i changed *.map  to *.yrm, and start game with ra2md.exe\yuri.exe, most of ur map cant load game  ,it will be ie during load game,  can u fix it too,tks    

Hello there,
you have to use cncnet client to play the maps. Download the maps and put them into this folder (if you play via Origin's ultimate collection):

image.png.9e227b34a1fbc1a388abf391628b72e2.png

The map HAS to be a .map-file to show up! After that start the cncnet client, play online or via skirmish, set it to standard and search for the map.

image.thumb.png.89a700a0e391f55c4f5fd67f5da2e9cb.png

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Super Deluxe Arena: Small Update to Version 4.1!

Hello everybody,
after some more playtesting version 4 had some smaller bugs and oversights that needed to be fixed imo. Also made some smaller gameplay adjustments again.

Check this out! I think this might be the final version of this map, as it runs very smooth now and is much better balanced.

In case you want to check the map out watch this video, where Just_Tin_Tin recorded a match on version 4: 

 

Version 4.1 Changelog:

Spoiler

Bugfixes and performance improvements:
- Fixed a bug, where players were unable to spawn navy units everytime the top left player died (made a copy paste mistake - bruh moment)
- Fixed an oversight, where Sea Scorpions were a ridiculously overpowered AA, due to them using the same weapon as a Flak Turret (which are modded in here). Sea Scorpions now use the same weapon as flak trucks.
- Fixed a bug, where in rare occasions spawned buildings get assigned to the wrong player. I think it happened when the game lagged a lot. I've implemented small breaks into the spawn cycle, so there are 2 ingame-seconds, where nothing can spawn or get assigned at all. This should buffer the lag spikes enough to allow for proper team-assigning of newly spawnt buildings. After a few test runs on this map the bug never happened again.
- Whenever a fortress got destroyed and the defeated player had a larger army of air units, the game would lag a lot until all units were completely gone. This is now fixed. Kills now apply every 5 seconds instead of every frame.
- Units at the border between the arena and selection areas are now in "harmless" state again. This was done to prevent them from attacking units in the water areas.
- Fixed an exploit, where the newly modded harriers and black eagles could land in the selection area. This was caused by the weapon range of the invisible border, as harriers and black eagles fly much higher than helicopters and jetpack infantry.

Gameplay changes:
- Bioreactors now have 3000 health instead of just 800. Those were incredibly vulnerable, compared to allied power plants, who are modded to 1500. 
- Bioreactors now also grant a spysat. This reduces the punishment you got from losing all three allied power plants by a lot. So you have two options to get spysat back again.
- Terrorist speed increased back to 6 again
- Terrorists are now immune to mind control
- Lasher Tank's speed reduced from 7 to 6. As Lashers were imo the superior choice to get (3 spawns and faster than Rhinos) they got nerfed to be on par with Rhinos. This was also done to enhance Grizzlies even further.
- Grizzly Tank's rate of turn increased from 5 to 10. Further enhances their speedy hit-and-run gameplay.
- Destroyers and Sea Scorpions now spawn 2 units every 10 seconds instead of 4 every 20. Dreadnaughts stay the same though.

Various changes:
- Water Machine Shops now emit a bit of light around them
- Deleted the walls around the water machine shops, as amphibious transports had troubles getting engineers out on a 1x2 field
- Increased the field of vision for chaos drones, so you can see better in the selection area whenever you lose spysat
- Rocketeers and Cosmonauts now spawn directly on the field instead of being dropped by planes
- Slightly adjusted the briefing

super deluxe arena v4.1.map

Edited by DoctorEvil
Added Deluxe Arena version 4.1.
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Hello everybody,

I hope you enjoyed some intense matches so far on my maps. Currenty I'm touching a bit of grass but that doesn't mean I will be gone from C&C forever, hehe. 
So I was wondering on what you guys would like to see next from me. I have various ideas in mind for my next map. This time I'd like to give you the option to vote on that. Go to the poll below:

https://take.supersurvey.com/poll4543698x86014CdE-142

My ideas:

1. New Pacific Survival map
From what I've seen you guys liked my first map ever, so how about I try out making a new one? I have some fun gameplay ideas in mind for that map, like using some modded units from my other maps, or even implementing smaller minimap-cutscenes from Yuri himself. 

2. New Jungle Falls Survival map
I'd like to create a new survival map, where you have the challenge of using very few units with only little money. With fog of war and a deep jungle with some mysteries. And monkeys. Lots of monkeys. Let's return to monke.

3. New unique survival map
If you don't want anyone of the two above, I could also try to create an entirely new survival concept, like I did with other maps before. I have some ideas in mind, but maybe you even have a better idea you'd like to see? Just tell me. 

4. Avengers mission map
One idea I would really like to see done in YR is making a mission map, where you can play as the Avengers. This map would be done pretty quickly, as I already have done the modded units for this. In that map you could play as the Helicarrier, Iron Man, Captain America, Thor, Hulk, Black Widow, Hawkeye, Scarlett Witch and as Quicksilver on a mission to prevent Yuri from activating his newest mind control device. Didn't expect that crossover, huh?

5. Boss Battle Survival and Deluxe Arena: No intro version
Pretty simple: Up to date version of those maps with removed intro. Would be especially good for people that play those maps a lot with friends. 

What do you think? Let me know either via poll or answer in this topic.

Cheers,
your evil doctor

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Hello everybody,
I am back with three good news for you and one (maybe?) bad one for you. The three good news first: I have done quite a lot in terms of map making in the past months and I wanted to share my results and new maps with you. Just click on the spoilers below to read my news.

1. NEW PvP GAMEMODE: Red Alert 2: Zero Hour

Spoiler

Thanks to the results of the poll I posted earlier I knew you guys wanted to see a new survival concept again. So I thought of a nice gameplay concept first. My initial idea was to remake my very first map for YR: The Pacific Survival. This map seems to be quite loved by you guys, however I always thought I could revamp this map with fresh ideas and energy.

And so I tried.

My main idea was to create a map with a huge amount of replayability. To pull this off I had the idea to give each one of the factions new units to use. It's a bit similar to MISSING's modded maps, which added a lot of custom units. However instead of adding ridiculously overpowered units I thought of
1. Something more moderate, nothing too crazy
2. Something that can also be used for PvP later
3. Something to enhance each subfaction, making each country much more useful (especially when looking at the Soviet countries)

So in summary the idea was to completely overhaul each one of the nine subfactions plus Yuri, giving them more than just a single unit/building. 
At first this began with just 2-3 new additions to the roster per side. However at one point my supreme eggman brain simply came up with too many ideas. So I decided "fuck it, I'll go full crazy now". Which I did. The result of this you can find here - an ENTIRE WIKI:

In summary I created an entire mod which features 13 new infantry units, 20 new vehicles, 10 new airforce units, 8 new naval units and 32 new buildings, all spread out over 10 unique subfactions to play as! It's a great gameplay mode with an even greater roster! Just like in Generals: Zero Hour each subfaction follows a specific theme and gameplay style:
image.png.c284b913862935ac4fb1082aa5f7fcc5.png

HOW TO PLAY THIS MODE: Simply download the maps, put them into your custom map folder, (re)start your cncnet launcher and play! No other files or downloads are needed! All you need are the map files. 
I added all the maps and map packs into my other cncnet forum topic as well as the beginning of this topic. 
In case you are too lazy to scroll up or look elsewhere:

Spoiler

ZERO HOUR MAP MOD, MADE BY DOCTOREVIL - DOWNLOAD LINKS:

Everything from Google Drive: https://drive.google.com/drive/folders/1dAOtWz5bS_afncxKTj7jjF4jAQ0xotcc?usp=sharing

Map Pack 1: https://csra2.com/3311

Map Pack 2: https://csra2.com/3340

[2] Blood Feud Zero Hour: https://csra2.com/3199

[2] Dune Patrol Zero Hour: https://csra2.com/3204

[2] Hidden Valley Zero Hour: https://csra2.com/3210

[2] Tournament Map B Zero Hour: https://csra2.com/3214

[3] Canyon Fodder Zero Hour: https://csra2.com/3218

[3] Top o'the Hill Zero Hour: https://csra2.com/3221

[4] Country Swing LE Zero Hour: https://csra2.com/3226

[4] Death Valley Girl Zero Hour: https://csra2.com/3230

[4] Double Troube Zero Hour: https://csra2.com/3234

[4] Well of Wealth Zero Hour: https://csra2.com/3238

[4] Tsunami Zero Hour: https://csra2.com/3249

[5] Mount Rush More Zero Hour: https://csra2.com/3255

[6] All the Fury Zero Hour: https://csra2.com/3261

[6] Arena 33 Forever Zero Hour: https://csra2.com/3265

[6] East vs. Best Zero Hour: https://csra2.com/3269

[6] Sedona Pass Zero Hour: https://csra2.com/3273

[6] Tour of Egypt Zero Hour: https://csra2.com/3277

[6] Bay of Pigs Zero Hour: https://csra2.com/3281

[6] Bermuda Triangle Zero Hour: https://csra2.com/3285

[8] A Path Beyond II Zero Hour: https://csra2.com/3290

[8] Arctic Circle Zero Hour: https://csra2.com/3294

[8] Cliffside Slide Zero Hour: https://csra2.com/3298

[8] Clover Zero Hour: https://csra2.com/3302

[8] Heck Freezes Over Zero Hour: https://csra2.com/3294

[8] Tour of Egypt (4v4) Zero Hour: https://csra2.com/3307

 

IS THIS MODE PVP FRIENDLY: Yes, even though I originally planned to make a survival map out of this, nothing is too over- or underpowered. It enhances, reshuffles and rebalances the gameplay experience by adding a lot of new options to counter certain units/tactics.

CAN I PLAY THIS AGAINST BOTS: With maps that are named "ov1" (official version 1) you unfortunately can't play well against bots. In online games these maps will have recon errors unless you pick America or Korea as your enemies. Also bots will never attack for now. All of this will be fixed in a future update.
The maps work fine for PvP however.

 

2. NEW SURVIVAL MAP: DoctorEvil's Second Pacific Survival

Spoiler

After two months of work I managed to finish the Zero Hour Gameplay Mode. This excursion into learning how to mod YR then ended with me returning to my original project: My second Pacific Survival map. After one more week of work I managed to create another survival map, which features my newly made Zero Hour Gameplay and incorporated many of the new units, as well as more map gimmicks to improve the survival experience. So I proudly present:

image.thumb.jpeg.87b54abc5c0e6754b5bf85b9a23c1306.jpeg

Download Links: 
1: https://drive.google.com/drive/folders/1mWsX92LMeJDX0_BIJatfu2mN3uZzOzRB?usp=sharing
2: https://csra2.com/3646

However if you read carefully from my post before: Bots (for now) cause my Zero Hour Mod Maps to crash. And on this map you need to play with an AI. This means this map required me to fix the cause of the errors, so the map is now functional with AI. However if you assign AI to the defender's side it won't construct new units. This is a feature I still need to implement - which requires a lot of time to do.

In addition to this bugfix I changed various other things to enhance the survival experience. Here's what I changed:

- Fixed a bug, where the map would cause a recon error due to odd AI behaviour (for other map makers: It's the 100 unit bug)
- Due to the way I fixed the bug a lot of cameos (=sidebar images of units) are now missing. Don't let this irritate you though
- Improved damage of laser weapons against incoming missiles from 50% to 200%. This makes Britain much more useful against hordes of dreadnaughts and boomers.
- Removed all build limits of defensive structures. Now France can build unlimited Plasma Cannons, Russia can build unlimited Advanced Tesla Coils, and so on
- Restored the functionality of the Doomsday cannon. This building is unique to Libya and available after constructing a soviet tech lab and a nuclear reactor. This building is actually functional in my Zero Hour Mode, but due to a mistake of mine the building can't be built normally. This is now fixed. The Doomsday cannon deals insansely large splash damage with a nuclear explosion. Be careful to not blow yourself up!
- Oil Derricks produce 3x the amount of income. The map requires a lot of money and units, so this will surely help you out.
- Oil Derricks won't blow up when getting destroyed, preventing chain destructions from happening.

Enjoy!

Edit: In case you want to see the map first, here's a YouTube video of NFHavoc streaming it: 

 


3. NEW RED ALERT 2 MAP BROWSER, MADE BY NUCLEAR KOMMANDO (CHRONO STORM)

Spoiler

And now I wanted to share something to you I didn't create myself. However I'd like to promote this website:

https://www.csra2.com

This website is a map browser for red alert 2 maps of all kinds. It's already pretty well done and something desperately needed for the cncnet community. If you are a map creator you can upload your maps here. On the other side others can view maps much better, download different version and so on. In addition to Google Drive I'll also upload and link my maps there.

image.thumb.png.521e552d3b0ffe79200f7b4243da6fb5.png

As you can see a lot of creators have uploaded their maps there. So go and check it out!
Also keep in mind that the website is still under construction, so some changes may occur over time. 
However Nuclear Kommando puts quite a lot of effort into this - and good effort shouldn't go unnoticed imo. 

 

Alright that's it for now. In addition to this I also overhauled the first post on this topic, where I summarize all my creations. I updated it with my new content and also added spoilers, so it's easier to browse. 

The only "bad" news is that I'll now take a longer break from C&C and map making in general. I have my reasons and I don't think it's wise to share them here.

I still hope you'll enjoy playing my maps and maybe we'll see each other in the future, aye?

Cheers, DoctorEvil

Edited by DoctorEvil
egg
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Hi. What an effort!

On 10/26/2022 at 12:51 AM, DoctorEvil said:

I was wondering on what you guys would like to see next from me. I have various ideas in mind for my next map. This time I'd like to give you the option to vote on that.

I'd like to suggest something else if I may...
I propose this map to be modded if you will:
[6] Oil In Corners & Center Original [x2] (Final Version)

One of the most popular unofficial maps ever.
Cheerios, Sam-I-am-Not.

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1 hour ago, Sam-I-am said:

Hi. What an effort!

I'd like to suggest something else if I may...
I propose this map to be modded if you will:
[6] Oil In Corners & Center Original [x2] (Final Version)

One of the most popular unofficial maps ever.
Cheerios, Sam-I-am-Not.

Hi man, thanks for the input. Am I interpreting this right that you want me to put my Red Alert 2: Zero Hour mod onto it? 

If no, which kind of modifications do you have in mind?

Cheers

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