CCCP84 Posted April 22, 2019 Share Posted April 22, 2019 (edited) - - - O C E A N I A - - - My best map. Map that I'm proud of. For 2v2v2v2 naval batles. This is not just a naval battle. This is a micro model of the world. Geopolitics works here. Do not play this map in 2v2 or 4v4 format. This breaks the whole concept of this map. Play it 2v2v2v2! And don't use superweapons. Prepare for a long game of over 1 hour. Vertical proection: I created this map, already having a lot of experience in the game and map making. I have meticulously planned many separate places around which separate episodes of confrontation can unfold. The main islands, which are divided into 2 halves, connected by narrow passages in the bay area, and a protected fortress in the corner, which is the player's last reliable place to hide even when the main territory is occupied by the enemy. The central island where epic battles often unfold. This island is also divided into 2 zones, and has a sheltered high ground with a lake where a naval yard can be placed. Сontested islands with oil derrics also often become the site of an interesting confrontation. Without undue modesty, I will say that all these carefully thought out things make this map a real masterpiece. The games on this map exceeded expectations. Everything works as it should, and even better. This map takes RA2 to a whole new level. Higher level strategy. ______________________________________________________________________________________________________ Last versions:  Oceania v4.4A (CCCP84).map ( The author strongly recommends using this version (A) or AL version (with day and night changing). Armor and weapon ranges of some units have been carefully adjusted specifically for this map, for its long distances. Kirov and V3 are no longer useless here. All game bugs that could be fixed have been fixed. )  Oceania v4.4AL (CCCP84).map ( Same as "A" version + day and night changing! The first night will come in about an hour. )  Oceania v4.4 (CCCP84).map ( Clear version without any mods and changes. Just territory. ( not recommended ) ) And play RA2 mode. I will always promote pure RA2. There is nothing superfluous. There is a normal, not annoying voice acting. It is more serious. The YR mod ruined the game considerably in my opinion. Soldiers are overly strong. Battle fortresses and annoying choppers. Friends, RA2 is simply better. ______________________________________________________________________________________________________ List of significant changes in Oceania v4.2A(AL) (compared to original values). Parentheses indicate the original value. [ Map value (original value) ] Infantry: Sniper --------- Range 25 (14) Desolator ------ Range 8 (6) ; Damage 250 (125) ; Elite Range 10 (8) ; Elite Damage 400 (200) ( The damage is related to the shot, not the radiation effect ) Vehicles: Tesla Tank ----- Range 8 (4) ; Elite Range 9 (6) ; Price 1700 (1200) German Tank -- Range 10 (5) ; Elite Range 11 (6.75) ; Price 2000 (900) V3 Launcher --- Range 40 (18); Price 1800 (800) Desolator IFV -- Range 10 (7) ; Damage 500 (175) Aircrafts: Black Eagle ---- Range 8 (6) ; Elite Range 12 (9); Armor 300 (200) Intruder -------- Range 8 (6) ; Elite Range 10 (9); Armor 250 (150) Kirov ----------- Armor 2500 (2000); Speed 8 (5) Buildings: Grand Cannon - Range 20 (15) ; Price 4000 (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) Patriot---------- CellSpread 1.6 (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.) 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. - MCV cannot be spawned from a crate. (This gave too much advantage to the player who found second base.) - 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. Edited February 15 by CCCP84 3 1 Link to comment Share on other sites More sharing options...
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