Jump to content

How to make RA2 & YR maps - Final Alert 2 Tutorial


[CC] RaVaGe

Recommended Posts

How to make Command & Conquer Red Alert 2 and Yuri's Revenge Maps

This guide will help you set up Final Alert 2 and give you the basic assistance to start creating your own
C&C Red Alert 2 & Yuri's Revenge maps. At later stages of this tutorial you will also learn to create
full-sized map previews and also with some links to help you add modified units to your maps.

 

Content

  1. Setting up Final Alert 2 (this post)
  2. Enhancing Performance (this post)
  3. Useful Add-ons (this post)
  4. Configuring Final Alert 2 (this post)
  5. Creating a New Map
  6. How to add water to the map
  7. How to add cliffs and mountains to the map
  8. Add stacked cliff and mountains
  9. Manipulating terrain height
  10. Adding Resources
  11. Regenerating resources
  12. Adding tech buildings
  13. Adding Garrisons
  14. Terrain Detailing with Trees
  15. Terrain Detailing with Tiles
  16. Saving your map
  17. Rendering map previews
  18. Miscellaneous video tutorials & additional information

 

Setting up Final Alert 2

If you already haven't already you can download Final Alert 2,
the map editor for Red Alert 2 & Yuri's Revenge from the link below.

Final Alert 2 YR v1.04.7z

After you've downloaded, extract the map editor to the directory of your choice or overwrite the existing FA2 directory and run the file called FA2SPLaunch.exe.

At first run FA2 will ask you to select your game directory for Ra2.exe to load the terrain data from the game files.
Once done, follow this tutorial to set it up for smooth editing & map creation.

Note: that this version of Final Alert 2 doesn't come with an installer and is compatible with modern operating systems.

 

Features

  • This version of FA2 is based on FA2 SP by Secsome and E1 Elite : https://ppmforums.com/topic-47342/final-alert-2-yr-v102-patches
  • Release notes and details of applied patches are included in the README folder.
  • Saves properly in all formats, including .map.
  • Properly configured DDraw Wrapper for modern systems.
  • An additional ddraw.dll for systems that encounter difficulties with the default.
  • Re-designed UI layouts and menus for a better user experience.
  • Bug fixes.
  • New Tool Scripts.
     

Includes the following Tool Scripts:

  • Enhanced Lighting System (enhances invisible light posts and tech structures).
  • Lightning and Thunder (made in collaboration with MirageTD/ChronoVortex).
  • Harmless Wildlife (Removes weapons from wild animals and reduces their health).
  • Balanced Garrisons (reduced infantry slots in neutral bunkers and some other structures).
  • Disable Naval Yards
  • Set Map Author
  • Set Map Briefing

(Delete your old Scripts before copying to take advantage of the new ordering for scripts).

Download Scripts separately:

Final_Alert_2_Scripts_v1.4.7z


You can find the new scripts after installation under the "Map Tools" > "Tool Scripts" menu options.
image.png.2fb1ae86b948195c9deb724ae122e245.png
 

image.png.801f0123bcd91a7b105e5d2dbbc53a8d.png

 

 

Setting up Final Alert 2

Note: that Final Alert 2 Unofficial Version 1.04 comes pre-configured so you can skip this step.

Now that the map editor is installed and optimized, let's configure the settings for the best experience possible.
Most of these settings I've learned to use over the years, mainly due to finding out that they can prevent accidental bugs in the maps and remove minor annoyances.

posted image

 

I have set up Final Alert 2 "options" as follows.

  • Disabled Sounds (really annoying)
  • Set it to Show Building Outline, helps to avoid placing buildings ontop of other terrain objects such as trees.
  • Disable AutoShore (this is to avoid a bug where the map editor places random shore tiles in random areas of the map when working with water tiles)
  • Disable AutoLat (same reason as above, turn this off when detailing your map)
  • Disable Slope Correction (this is to avoid a bug where the map editor throws random slopes over the map when levelling terrain)
    The Heighten, Lower & Flatten ground tools still work as intended when this is disabled so it's best to disable and forget.

 

For Final Alert 2 to work perfectly with the original game, configure the "Settings" as follows.

posted image

  • Browse for your game installation directory in the first field, if it's not set up automatically.
  • Make sure that the "Support settings" are set to "Support mission disks and mods" as you won't be able to make or edit maps for YR if this is not enabled.

 

Congratulations, you have just set-up Final Alert 2 to create epic maps!

Edited by [CC] RaVaGe
Updated FA2 Download to FA2 v1.04
  • Like 5
  • Thanks 3
  • Upvote 1
Link to comment
Share on other sites

Creating A New Map

To create a new map go to File > New or click the New Map icon.

posted image

 

The map editor will ask you the purpose of your new map in step 1.

posted image

Will the map be for Single-player or a Multi-player game mode?

  • Single-player map mode is used to make campaign missions, like in the original game's campaign.
  • Multi-player map mode is used to make maps for online play.

 

In step 2 you can choose to import an existing map image (bitmap).

posted image

You can also Activate Ai Triggers to make your map use a slightly better Ai for the computer opponents.
For the purposes of this tutorial, I will leave everything on default to create a completely new map.

 

In step 3 you can set the map dimensions in tiles, pick a Theater and the starting height.

posted image

  • Map dimensions are measured in tiles, however the tiles are diamond shaped, so setting the dimensions at 50x50 will not result in a square map.
    Use numbers such as 90x140 to get a square shaped map.
  • The Theater of the map controls what type of terrain the map will be based on.
    posted image
  • Starting height of the map specifies the terrain height level, you can set this to be a few levels higher if you want to add more depth to your map later on, such as crevasses or holes.

 

Once your new map has been created you will see a set of numbers on the map.

posted image

These are player locations and are also treated as waypoints by the map editor.
You may use these to mark starting locations for players to help you lay out the map, as they show up on the minimap as red dots.
Alternatively, delete them all and add them to the map at a later stage using the menu on the left.

 

Now we're ready to start working on the map, I like to start in the following order.

  1. Water
  2. Cliffs
  3. Height adjustments
  4. Resources
  5. Tech Buildings
  6. Neutral Buildings (garrisons)
  7. Player locations
  8. Terrain detailing (Trees)
  9. Terrain detailing (Tiles)
  10. Terrain detailing (Rocks)

 

I use this process to make it easier to develop the map as it would be extremely difficult to change water and cliff areas later on.
I recommend you to save yourself from some headaches and follow the same process. 

Edited by FReQuEnZy
  • Like 4
  • Thanks 1
Link to comment
Share on other sites

How to add water to the map

To add water to the map select the Water tileset from the menu on the left.

posted image

 

By changing the brush size you can change the area of the water that will be placed on the map.

posted image

posted image

 

Once you've set the water in the desired areas use the AutoShore tool to create the shoreline.

posted image

Just click it once and the shore will be created.

 

posted image

The shoreline that AutoShore creates might not be perfect, as you may notice there are some graphical errors on the shoreline.
To fix these errors untick the "Disable AutoShore" option from the Options menu and carefully paint near the edge of the shoreline 
with the water tiles. 

As you move the mouse cursor around the shoreline while the water tile is selected you'll notice that the shoreline will transform temporarily
to show you what the result would be if you placed the tile at that location. By visually working through the graphical errors you can get the following results.

posted image
 

If you tried to place water at the start, without disabling AutoShore from the options, your map could be littered with 
graphical and terrain errors like this, so it's always best to follow the above-described method.

posted image

 

If you can't avoid placing water in this way then to get rid of these errors, Disable AutoShore and Enable AutoLat, 
using the default tile (grass for temperate) paint over the erroneous areas carefully.

 

Once this little lake is finished we can add some detail to it. 
Open the Water Tile Set and add some rocks into the water, keep in mind that the players can't place Naval Yards on top of these rocks.

posted image

 

After adding some rocks the water should look somewhat more interesting.

posted image

 

Congratulations you've just created a body of water!
Let's move onto some Cliffs & Mountains.

Edited by FReQuEnZy
  • Like 4
Link to comment
Share on other sites

How to add cliffs & mountains to the map.

Before you start adding cliffs, mountains and slopes to your map, make sure you have drawn up a sketch of the map that you're making
this will make the process a whole lot easier and will help you plan out where to start adding the tiles.

 

There is a set of rules that I've always followed when making cliff edges.

  • Always use "Framework Mode" when adding cliffs, mountains & slopes to your map!
  • Always set the cliff, mountain & slope tiles manually with the cliff tile set never use the automatic cliff painting tools, they cause bugs.
  • Always make sure the pink line at the top of the cliff edge is connected all the way around so that it creates a full loop.
  • Always start painting the cliff edge from the back side.

 

Framework Mode

posted image 

posted image This toolbar item toggles Framework mode on & off.

 

Cliff Tile Set

 posted image

 

Pink Line
(important for in-game pathfinding for units)
If the pink line is broken at any point it will cause gameplay issues on your map,
Mainly if a player tries to move his/her army around the cliff.

posted image
See how the pink line is continuous at the top edge of the cliff & also on the side of the cliff face.

 

Starting to make a cliff
Always start making a cliff from the back side as this will make it easier to place tiles.

posted image

 

Placing Slopes
To make sure that your cliff can moved onto by units, you will need to add slopes.
The slopes will need to connect to the cliff edge at the pink line to avoid any pathfinding bugs.

posted image

 

Filling the cliff level
Once you have finished constructing the cliff edge you're ready to fill it in with terrain tiles
to ensure that units can actually move onto it.


posted image 


Use the flatten ground tool to drag from the cliff edge until all of the cliff has been filled in.

posted image
 

As you may notice, some of the cells along the edge of the cliff didn't get levelled properly. 
Final Alert 2 has many of such small issues and as map-makers, we need to be aware of them and find workarounds. 

In this case, it's best to use a 1x1 brush size with the heighten ground tool to fill in the problematic areas.

posted image

 

Brush / Tile area size can be controlled with the following menu item.
posted image


When the heighten ground tool fails to produce desirable results then, it's best to use a 2x2 default (grass) tile to fill in the problematic areas.
(Please note that the default tile varies per map theatre, the bright grass is the default tile for temperate maps)
 

Select the default tile from the ground menu, in this case it's bright grass as we're working on a temperate map.
posted image

 

Now our cliff plateau is finished and ready for gameplay!
posted image

 

 

Add stacked cliffs & mountains

So let's say you want a 2 level cliff, just repeat the process.
Paint from back to front.

posted image

 

Once you've finished placing the front facing tiles and filled it in, it should look something like this.

posted image

 

Here's the graphical view, looks quite natural don't you think?

posted image

Edited by FReQuEnZy
  • Like 5
Link to comment
Share on other sites

Manipulating terrain height

It's possible to adjust the height in different areas of the map by using the "Heighten ground" & the "Lower ground" tool to make the map appear less flat and make the terrain more dynamic.

posted image

posted image

 

Keep in mind that slopes & height adjustments can only be applied to the default tileset (grass on temperate), attempting to add slopes or height differences to non-default tiles will result in graphical errors. It's still possible to add details on top of these 'hills' later on by carefully painting with a small sized brush.

Edited by FReQuEnZy
  • Like 3
Link to comment
Share on other sites

Adding Resources

Before starting to add resources, switch to the FrameWork Mode as this will enable you to place resources without causing errors.
This mode makes it easier to see which tiles you are placing the resources overlays on, it's best to avoid placing resources on cliff tiles or under trees 
as the resources will be inaccessible there.

WARNING: Be extremely careful not to place resource overlays on slopes as this will break your map.

 

To add resources to your map, open the Special / Overlay menu on the left.

posted image

Expand the Ore and Gems section, then choose to either paint Ore or Gems.

 

Ore is the regular Gold that you see on the maps.

posted image

 

Gems have twice the value of Ore and should be placed in high-risk areas of the map
where players have to fight over them.

posted image

 

 

Removing Resources

To erase painted resources or overlays expand the Erase Overlay section.

posted image

The radius options is the area of effect equivalent to the brush size setting that is used with tiles.
The "Erase single field" option will delete overlay on a single tile.

These erase options are used to shape your resource patches to fit them to the terrain or to even them out and make sure that they are balanced.
 

 

Regenerating Resources

If you want your map to regenerate resources over time you will need to place "Ore Mines" on the map, these are usually placed in the middle of resource patches. If you don't add Ore mines to a map then the players can run out of resources and the game could end in a stalemate.

posted image

To find the "Ore Mines"  expand the "Terrain Objects" section.
To place them just click on the menu item and move your cursor to the desired location.

Due to the Ore Mine acting like a building the ore behind it should be erased as it will be inaccessible by miners.
Use the "Erase Single Field" option from the "Erase Overlay" menu.

 

Note that the Ore Mines will only regenerate Ore and not gems.

 

 

Edited by FReQuEnZy
  • Like 4
Link to comment
Share on other sites

Adding Tech Buildings

To add tech buildings to your map, expand the buildings menu on the left, then expand the Other category.
These buildings are found mixed in this list of neutral buildings.

posted image

These structures will be capturable by players and will give them advantages and certain bonuses.
To place them just select them from the list and click on the desired location on the map.

 

 

Adding Garrisons

Most neutral civilian structures can be garrisoned by infantry which provides them with a range and firepower bonus.
These structures should be carefully placed on the map as to avoid making the gameplay too campy.

posted image

To place them just select them from the list and click on the desired location on the map.

 

 

Edited by FReQuEnZy
  • Like 3
Link to comment
Share on other sites

Terrain Detailing with Trees

Shrubs & Trees can be used to add a bit of detail to an otherwise flat map, while also providing some strategical dynamic as well.
Infantry that's deployed between trees will be more difficult to crush, Mirage tanks can easily confuse an opponent if kept amongst trees, they
can easily break a tight tank formation as well, enabling a player to take advantage. 

To start placing trees, expand the "Terrain Objects" menu on the left and then expand the category called "Trees".

posted image

You can manually pick trees from this list and place them on the map like any other object or use the "Paint Random Trees" option to generate a random brush that will vary the tree selection automatically.

 

Clicking on the "Paint Random Trees"  will open a dialogue letting you choose which trees to use for the brush and also give you a preview of what each tree looks like. 

posted image

After clicking OK just move your mouse cursor around to see a random tree appear, click to place.


posted image

 

 

Terrain Detailing with Tiles

If your maps is only covered by grass it can appear a bit boring and flat, so using different types of terrain tiles is a great way to add more detail.
This is best done with brush size set to 1x1. To choose different tiles expand the ground menu option on the left.

posted image

 

Just by holding shift and painting around the terrain randomly can achieve a nice effect, just be careful around cliffs.

posted image

 

The pavement set can be used to enhance the look of tech and neutral buildings or even player starting locations.

posted image

 

posted image

 

 

Terrain Detailing with Rocks

To add overlay rocks to your terrain for additional detail use the "Overlay & Specials" Menu drop down.

posted image

 

This little bit of detail can make maps look exceptionally nice. 

posted image

 

 

Saving your map

While it might sound simple there are some choices to make when saving your map.
The first dialogue that comes up after clicking save will show you any errors/mistakes that the map editor might 
have discovered while checking your map. 

posted image

There should be none, however, some can be dismissed, such as a note telling you that the map can only be played on YR.

After clicking OK you should see the following dialogue.

posted image

Here you can choose a name for your map, generate a preview that will be used during loading and in online multiplayer lobby map preview display.
For people using custom preview images for their maps, the additional preview options can be used.

It's also useful to define what game modes you'd like your map to be playable in, though keep in mind that game modes such as Mega Wealth
and Land Rush require you to rework your map. I would recommend opening existing maps that use those game modes to find out what they look like.

Once you're satisfied with your set options, click OK.

 

Note that to play your maps on CnCNet you will need to copy your map file to the custom maps folder in the CnCNet directory and change the file extension from .mpr to .map.

posted image

Let me know if this guide helped you create some maps and like or upvote this post. :)

 

 

Edited by RaVaGe
  • Like 4
Link to comment
Share on other sites

Rendering Map Previews

To present your maps to the community you can render full-size previews of the maps with the CnC Maps Renderer.
Download the latest GUI version from the link below.

CNCMaps_v2.4.0_Installer.7z

 

After the download, extract the installer from the zip archive and install it in your preferred directory.
Once installed start it up and configure it to get it ready for rendering maps.

 

unknown.png.14eb8cdf67d9b4598f5aec4b7c7acc85.png

 

First, you will need to browse to the game installation directory to allow the renderer find the game's mix files which contain the graphics
required to render your map previews.

posted image

 

Next, you will need to specify the game that you're rendering maps for, to avoid any crashes you must Force a game engine type.

posted image

 

Once these basic settings are done move to the misc settings section.

unknown2.png.5dfefbe1fe597508c9cf5a8c4fae5376.png

Here you can enable some useful effects, such as highlighting resource areas and marking starting positions.
I have mine configured as shown above, for best experience rendering full map previews.

 

Let's render a map!

posted image

Browse for your map file for the Input Map section or alternatively paste the file path into the area.

 

Once you have browsed for a map, just click "Render map" and your preview will be generated in the same folder as your map.

posted image

 

With the above settings, you can expect the following result.

5aab194a1a5fd_ExampleMap.thumb.jpg.d8d2c2a13dc30510df22ca3b4733d1a8.jpg

This map was created during the course of making this tutorial, you may download it below.

example.map

 

Enjoy creating maps as much as you expect players to enjoy playing them! :)

Edited by RaVaGe
Updated CnC Maps Renderer to v2.4.0
  • Like 5
  • Upvote 1
Link to comment
Share on other sites

Miscellaneous Video Tutorials

All videos by @YosefAnan

 

Additional Resources & Reading

 

Join our map designers, content creators and developers
at the CnCnet Creatives Discord https://discord.gg/gRGesRQE73

Edited by RaVaGe
  • Like 7
Link to comment
Share on other sites

Actually something is missing indeed.

Where in the pink .... thing , are those tutorials with single player maps? Many of us may wanna create a mission map.
I want, but every time i open FA2 he`s telling me to F OFF :)  cuz that aint a thing for noobs like me.

So ? o.O

Atm.. great thing you've done up there. Cius

  • Thanks 1
Link to comment
Share on other sites

A lot of things are missing I'm not bothered to cover everything, there's too much,
 I just noticed that a lot of people get the basics wrong and it's going to cause problems on their maps.

If there is a lot of demand for a certain subject I will add it.
I suggest you look on ppmsite if you really want to make single player missions.
If you want to make multiplayer missions you should try to find some that you can 'copy' open the maps up in FA2 and look at the triggers, it's the triggers that turn maps into missions.

The pink thing is a tutorial for making cliffs... In any map.


 

Link to comment
Share on other sites

23 hours ago, FReQuEnZy said:

The pink

Lol man :D pink.. the female pink thing .. ya know ?  Just don't mind me... :D

23 hours ago, FReQuEnZy said:

look on ppmsite

I'm gonna root here on cnc site like a Sloth.  8)

... and excuses for offtopic.

Link to comment
Share on other sites

  • 2 weeks later...
  • 1 month later...

why does final alert tell me that I should make my map as big? (im making map with 200 hight 200 width)

 

he says it may cause problems. I tried it in game and it works with no problems at all.

 

also side question (not sure if this second question must be asked here): how do I open campaign maps?

Link to comment
Share on other sites

19 minutes ago, MapDesigner said:

why does final alert tell me that I should make my map as big? (im making map with 200 hight 200 width)

  he says it may cause problems. I tried it in game and it works with no problems at all.

4

Because the coder of the map editor and the game engine didn't get along.

In a world where two experienced professionals would have coded the map editor and the game engine the limitations would be clearly explained.

 

19 minutes ago, MapDesigner said:

how do I open campaign maps?

 

You must first extract them with xcc mixer from the game's missions.mix or was it maps.mix... :S

Then enter the partial name in the FA2's open dialogue and it should show up.

Edited by FReQuEnZy
  • Like 1
Link to comment
Share on other sites

4 minutes ago, FReQuEnZy said:

Because the coder of the map editor and the game engine didn't get along.

In a world where two experienced professionals would have coded the map editor and the game engine the limitations would be clearly explained.

you make it seem too simple LOL

 

so you think it wouldnt matter at all and I will be able to work normally? 

 

I thought my map will break in multiplayer or something xD 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...