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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: Pacific Survival
Type: A wet 3 Player Survival
 
Download Link:

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

Preview:
image.png

Map 2: The Boss Battle
Type: An entirely new survival concept
 
Download Link:

https://drive.google.com/drive/folders/1zjeFcPoNoa_rnHehe4oM5bkn0d8ZzDm_?usp=sharing
(contains the latest version with an intro and the "no intro"-version if you already know the map)
(UPDATE 27. April 2022: There is a version 6.1 now! See in the posts below)

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

Map 3: Jungle Falls Survival
Type: 4 Player Survival (Infantry only)
 
Download Link: 
https://drive.google.com/file/d/18Xs02Gz7Fi6DgBFLBKGkAWwoAYgvrKUu/view?usp=sharing


Preview:
Jungle_Falls_Survival.jpg

Map 4: Game of Thrones Survival
Type: A Survival, which is also a 3v3
 
Download Link: 

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

Preview:
image.png.d7210069ac9cbb967165a2a7504dd204.png
 

 

Special Maps
Map 1: Super Deluxe Arena
Type: An intense four player arena map:

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

Preview:
image.jpeg.0ad7da17f46577eae8c2b1f9e3fc20f2.jpeg


 
Battle Maps
Map 1: Subcon Forest 1
Type: A cursed 3v3 Battle Map
 
Download Links:

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

SubCon2.png

Map 2: Subcon Forest 2
Type: A cursed 4 player map
 
Download Link:
https://drive.google.com/file/d/1gvhsAfXk2JypAzo6Lp4hv5gd4vWtS6XX/view?usp=sharing


Preview:
image.png.1bc4f5d873edd5f0d1041db3294773c4.png

Map 3: Welcome to Mafia Town!
Type: Simple 6 Player Battle Map

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

image.png

--------------------------------------------------------------------------

What's next?

So far I'm not working on a larger map, but I have a few cool map concepts in mind. How about a map, where you play as the Avengers and free civilians out of Yuris hand? Or how about a zombie survival mode? 

My possibilities are endless ;)

 

 

 

 

Edited by DoctorEvil
Added Deluxe Arena version 4.1.
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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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