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   Excellent naval map for 2v2v2v2 or 1v1v1v1 games.
The disputed islands do not allow players to sit at the base, but immediately provoke a military clash.

8storm(authorsmod)v5.4forpreview.thumb.jpg.b10d465d8fbd05d2526a090bd6829f4d.jpg

 

You can find Storm (Author's Mod) (v5.2) in "Mod Maps" section in CNCNET client.

[8] Storm (Author's Mod) v5.5.map- Sightly modified version. I recommend using this with RA2 mode. Below is a detailed table of changes.

[8] Storm v5.5.map                         - Clear version without mods.

______________________________________________________________________________________________________

About Storm (Author's Mod) :

No new features or weapons. Just changed unit parameters such as range (e.g. V3 rocket), armor and speed (Kirov), in order to accommodate units for long distances on a large map.
Some changes (costs etc) have been made to improve the balance between the Soviets and the Alliance. For example, the alliance will be able to build dolphins immediately, and the destroyers after the construction of the laboratory, because the Soviets cannot resist the destroyers in the early stages of the game, they also cannot protect the oil derricks from the attack of the destroyers in the early stages.
Despite a large number of changes, the game has not changed much. Changes will usually be invisible to players.
I also fixed some bugs. They mainly concern the RA2 mode.

List of significant changes in Storm (Author's Mod) v5.5 (compared to original values) :

green - improvement of the parameter, red - deterioration of the parameter, blue - original parameter.
Parentheses indicate the original value. [ Map value (original value) ] 

  Infantry:
Sniper ------------ Range  25 (14) ; Cost 1800 (600)
Desolator --------- Range  8 (6) ; Damage 200 (125) ; Elite Range 9 (8) ; Elite Damage 300 (200) (The damage is related to the shot, not the radiation effect)
Spy  -------------- Cost 2000 (1000)
Yuri Prime (RA2)  - Range  25  (30) ; Cost 4000 (2000) ; Required Soviet Lab+PsySensor+barracks (only barracks required)
Cuban Terrorist  -- !!! Can disguise like a spy !!! ; Damage 300 (225) + Radiation ; Cost 600 (200)

  Vehicles:
Russian Tesla Tank ----- Range  7  (4) ; Elite Range 8 (6) ; Cost 1400 (1200)
German Tank -----------Range  10 (5) ; Elite Range 11 (6.75) ; Cost 1800 (900)
V3 Launcher ----------- Range 40 (18); Cost 2000 (800)
Desolator IFV ---------- Range  8 (7) ; Damage 300 (175)
All other variants of IFV-Range  8
Libyan DemolishTruck - Damage 800 (300); Cost 2000 (1500)

  Aircrafts:
Black Eagle ---- Missile Launch Range  9  (6) ; Elite Missile Launch Range 12 (9) ; Armor 300 (200)
Intruder  ------- Missile Launch Range  8  (6) ; Elite Missile Launch Range 10 (9) ; Armor 250 (150)
Kirov----------- Armor 2500 (2000) ; Speed 8 (5) ; can auto-attack units below (can't)

   Fleet:
Carrier ------- Cost 2500 (2000)
Dreadnaught - Cost 2500 (2000)
Scorpion ----- Cost 1000  (600)
Dolphin  ------ no lab needed (need lab)
Destroer -----  laboratory required (no lab needed
Squid  --------Damage(fighting) 95 (50) ; Enemy Submarine Unit Detection Radius 10 (4)

  Buildings:
Grand Cannon  ---- Range 17 (15) ; Cost 3000 (2000)
Prism Tower -------Range  9   (8)
Tesla Coil --------- Range   8   (7)   | TC + Tesla Trooper - Range 10 (8)
Psychic Sensor   -- Radius 20  (15) | 
+ Mobile Submarine Detector(new unit) - Detection Radius 18 (15 for Psychic Sensor in original, not CNCNET RA2)
Gap Generator  --- Cost 1500 (1000)
Patriot ------------ Cost 
1200 (1000; CellSpread 1.4  (0.3)  (Increasing this parameter causes damage not only to the unit that the missle hits, but also to units near it. This solves the problem of huge concentrations of rocketers very well. However, it does not deal more damage to a single unit, such as a Kirov. This is a very good solution.)

   SuperWeapons:
ChronoSphere  ----- Cost 12000 (2500) ; Recharge time 20 (7)
Weather Controller - Cost 
15000 (5000) ; Recharge time 30 (10)
Iron Curtain  -------- Cost 8000 (2500) ; Recharge time 15 (5)
Nuclear Missle  ----- Cost 15000 (5000) ; Recharge time 30 (10)
 

Fixing bugs and unwanted effects:

- Fixed sale price of alliance infantry in cloning vats in ra2 mode. Thus, it is now impossible to make a profit.

- Fixed a bug with the Flak Trooper that caused the Elite Flak Trooper to become less powerful than the regular Flak Trooper.

- Fixed a bug where Yuri Prime in RA2 mode could capture 10 units at the same time. Now it can capture 1, just like it did in the original RA2.

- Fixed a feature where ground and air units, as well as the dreadnoughts and aircraft carriers, could not attack underwater units visible to the player. Now underwater units can be attacked on command, or automatically when they are visible.

- MCV cannot be spawned from a crate. (This gave too much advantage to the player who found second base.)

- Soviets can't build Allied MCV; Allies can't build Soviet MCV. Possible only capture MCV from enemy, but impossible to make another.

- I have restored the Psi Sensor feature that worked in the original Red Alert 2 but was lost in RA2 mode on CNCNET, namely submarine unit detection. I did this with a new unit (Submarine Detector) that spawns with the Psi Sensor. Unfortunately, I was not able to restore the function of the Psi Sensor to unmask spies and mirages.

- As an Easter egg, a howitzer can spawn from the crate. It is equivalent to the Grand Cannon in terms of power and range.

Edited by CCCP84
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Fixed a bug with Yuri Prime in RA2 mode.
Made the bay on lower left more natural.

Made a place for the Soviet barracks in the upper left on the corner island To simplify deployment there.

added map file v2.9

 
v2.8:

2.8.jpg

v2.9:

2.9.jpg

Edited by CCCP84
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Released v3.0

Made impossible to earn money by making and selling units in RA2 mode.

Added new better-quality preview.

At the request of the working class, made an additional version with a satellite and some improvements to some units.

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  • 10 months later...

This month is the anniversary of the Storm map. 5 years ago i released the first version of Storm. As you can see, the map is very raw. After this version, 20 more versions were released. Now it's interesting to compare how much the storm has changed.

[4] Storm v1.1 (CCCP84).jpg

v1.1

[8] Storm v3.0S.jpg

v3.0S

 

Map file:        [4] Storm v1.1 (CCCP84).map

Edited by CCCP84
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all your maps are top tier cccp and ive had fun playing a lot of them over cncnet. i hope they get official since they are by far better than most of the maps that have gotten officially ported with cncnet in recent years. 

you should consider also making a post in the map section of PPMforum with your maps. im sure there are a lot of mods that would love to use them.

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Thank you, friend, for the kind words!

 

10 hours ago, McPwny said:

you should consider also making a post in the map section of PPMforum with your maps. im sure there are a lot of mods that would love to use them.

Done 

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Napsis

Is the ra2 Psychic beacon
The free unit if an undetectable unit simply for detecting submarine units as it should be in ra2

The ra2 function is broken in YR as it uses the YR engine to do it

I'm not particularly a fan of the naval targeting stuff however
 

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16 hours ago, bbglas007 said:

Napsis

Is the ra2 Psychic beacon
The free unit if an undetectable unit simply for detecting submarine units as it should be in ra2

The ra2 function is broken in YR as it uses the YR engine to do it

I'm not particularly a fan of the naval targeting stuff however
 

It is not broken, it works in a different way. You can be fan of everything and download the original moddded version in the 1st post.

I got you guys, you aren't easygoing to the most of the community and prefer to stay in a small team of CCCP84 with your own opinion.

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3 hours ago, Ezer_2000 said:

It is not broken, it works in a different way. You can be fan of everything and download the original moddded version in the 1st post.

I got you guys, you aren't easygoing to the most of the community and prefer to stay in a small team of CCCP84 with your own opinion.

Psi sensor is broken in RA2 mode, because of using YR game engine.

 

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10 hours ago, Ezer_2000 said:

It is not broken, it works in a different way. You can be fan of everything and download the original moddded version in the 1st post.

I got you guys, you aren't easygoing to the most of the community and prefer to stay in a small team of CCCP84 with your own opinion.

I don't even know what you mean...
I like version 2.8 of CCCP's maps. Not 3.5 - I don't agree with everything he does and am always debating points with him via other chat mediums
I have many friends who play ra2/YR - I'm not exclusively "Team CCCP84" - I have great respect for his mapping skills and he really raises the standards for other mappers. There's a reason his maps are played frequently and are sought out to be official maps.

Not sure what you are on about regards to being "easygoing to most of the community"  - Are you somehow insinuating that my character is ill toward others in the community? Or do you think i'm difficult to get along with because i may not agree with everything?

If Anything CCCP84 has raised the most bugs regarding the ra2 function on cncnet recently that have not been documented. You can thank him for addressing the ra2 Yuri Prime logic errors and also solving some recon issues for mappers regarding gap gens. His posts are there and are now useful references to those whom which to make a map.  

" you aren't easygoing to the most of the community"
Please clarify what you mean by saying this...

Edited by bbglas007
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Released new versions of Oceania, Storm and Black Sea.
Brought everything to the same standard. This applies to bug fixes and some unity mods needed for large sea maps. First of all, this applies to Oceania and Storm. The Black Sea, in fact, has only bug fixes.

Map files and a list of modifications are in the first post.

I also made sure that each map has a clean, unmodified version. Just territory.

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