:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::
Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

The time now is Tue Jul 17, 2018 7:53 pm
All times are UTC + 0
 Forum index » Modding Central » Red Alert 2 Editing Forum » Map Archive
YR: snowyness(2-6)
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [5 Posts] View previous topic :: View next topic
Author Message
McPwny
Vehicle Drone


Joined: 29 Jan 2018

PostPosted: Tue Feb 20, 2018 11:12 pm    Post subject:  YR: snowyness(2-6)
Subject description: A good looking and well-concieved map
Reply with quote

inspired by a map from TI this is a four continent six player snowy terrain map suitable for various team-base games and features detailed lighting, a few randomized tech buildings, perfectly balanced ore placement, several garrisonable defensive building, and trees that have been moved out of way completely.
which is good, because i made this map with skirmish against the AI in mind, and worked up some mapping voodoo to enhance the AI a reasonable amount and give the player(s) a more unique experience.

this is not my first map. this is my first map submission.




snowyness.yrm
 Description:

Download
 Filename:  snowyness.yrm
 Filesize:  126.88 KB
 Downloaded:  13 Time(s)


Last edited by McPwny on Wed Feb 28, 2018 7:54 am; edited 1 time in total

Back to top
View user's profile Send private message
McPwny
Vehicle Drone


Joined: 29 Jan 2018

PostPosted: Tue Feb 20, 2018 11:20 pm    Post subject: Reply with quote

this is my attempt of a preveiw.


snowyness.jpg
 Description:
 Filesize:  311.03 KB
 Viewed:  1007 Time(s)

snowyness.jpg



Last edited by McPwny on Wed Feb 28, 2018 8:03 am; edited 2 times in total

Back to top
View user's profile Send private message
PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Feb 26, 2018 6:56 am    Post subject: Reply with quote

Sweet. ^.^

I love the winter!

Looking good!
_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

Back to top
View user's profile Send private message Visit poster's website YouTube User URL Skype Account
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Tue Feb 27, 2018 10:42 pm    Post subject: Reply with quote

Lighting is nice. However...

Too many chokepoints, not enough routes to reach an enemy base.
Bunker placement is lolz and literally breaks the map.
The middle two positions are in a bad position yet this would be a lvmvr kind of a map.
TBH I'm not even sure if there is enough buildspace for the bases themselves.
There are straight trees and cliffs which look very unnatural.
The gem-only fields cause eco issues midgame, since there is no place for ore to grow and spread.
This map shouldn't even provide bridge huts at all, but have undestroyable bridges instead considering that there aren't even a spot for amphtransports to land.

If you ask me, the map layout would only work as an 1v1 map at best, with the two middle positions being revamped into proper tech spots. Sure, this "could" work as an anti-AI map but there's no real fun in blowing up the bridges and then spamming AA to keep away incoming aircraft and abusing the AI's lousy handling of navy to just beat them with the capital ships..
_________________



AS Discord server: https://discord.gg/7aM7Hm2

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
McPwny
Vehicle Drone


Joined: 29 Jan 2018

PostPosted: Wed Feb 28, 2018 8:14 am    Post subject: Reply with quote

Graion Dilach wrote:
Lighting is nice. However...

Too many chokepoints, not enough routes to reach an enemy base.
Bunker placement is lolz and literally breaks the map.
The middle two positions are in a bad position yet this would be a lvmvr kind of a map.
TBH I'm not even sure if there is enough buildspace for the bases themselves.
There are straight trees and cliffs which look very unnatural.
The gem-only fields cause eco issues midgame, since there is no place for ore to grow and spread.
This map shouldn't even provide bridge huts at all, but have undestroyable bridges instead considering that there aren't even a spot for amphtransports to land.

If you ask me, the map layout would only work as an 1v1 map at best, with the two middle positions being revamped into proper tech spots. Sure, this "could" work as an anti-AI map but there's no real fun in blowing up the bridges and then spamming AA to keep away incoming aircraft and abusing the AI's lousy handling of navy to just beat them with the capital ships..


thanks for testing my map and giving feedback.
i have revised the map, by trading gems for ore, removing the trees, making the bridges stronger, disabling the usless amphibious transports, reshaping the continents to more properly fit the bases, polishing the map visuals, and improving the ai.

it even uses capital ships against you now, and more.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [5 Posts] View previous topic :: View next topic
 Forum index » Modding Central » Red Alert 2 Editing Forum » Map Archive
Jump to:  
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

Wildcard SSL Certificates
[ Time: 0.1181s ][ Queries: 14 (0.0080s) ][ Debug on ]