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Infiltrated [Yuri's Revenge] [2-4]
Moderators: Global Moderators, Red Alert 2 Moderators
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C0uCHP0t@t0
Cyborg Engineer


Joined: 25 Mar 2018

PostPosted: Sat Apr 25, 2020 4:34 pm    Post subject:  Infiltrated [Yuri's Revenge] [2-4]
Subject description: Yuri's Revenge custom map
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Dear Red Alert 2/Yuri's Revenge fans,
I'm presenting you detailed snow covered 4 player 3 island map inspired from Red Alert 1 missions. Each player has unique oil derrick and ore field ratio, not to mention distance to nearest ore field, all to make playing the map more interesting. Small island left from center island has good strategic value, so placing a refinery there can greatly help with your expansion. Some small oil derricks are also placed at strategic points so all players can benefit from them. Top and bottom player ore fields are some distance away from their starting position, so oil derrick is placed near the ore field for strategic refinery expansion. Custom scripts are not included, the only real surprise are aggressive polar bears.
I apologise in advance for my absence lately, I was very preoccupied with work and study.
For problems, improvements, etc. send me a message.
Enjoy the map.

Yours sincerely
C0uCHP0t@t0



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Last edited by C0uCHP0t@t0 on Wed May 13, 2020 7:51 am; edited 1 time in total

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Sir Prize
Medic


Joined: 27 Mar 2020
Location: AKA WoRmINaToR

PostPosted: Mon May 11, 2020 6:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Seems a bit unbalanced with one side having bridge access to the land in the middle and the other not. Especially in the early game, it's a lot easier to go over a bridge than to whip up an amphibious transport, so the bottom player will have plenty of time to capture all the oil derricks and set up defenses.

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Formerly WoRmINaToR. I've created a new account to update to the name I've been using everywhere else for the last several years.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon May 11, 2020 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Agreed, ditch the bridge and make it 3 player...

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C0uCHP0t@t0
Cyborg Engineer


Joined: 25 Mar 2018

PostPosted: Tue May 12, 2020 11:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Dear Sir Prize and G-E,
Thank you very much for both of your replies. I am aware, that bottom player has an advantage because of the bridge, but that was done intentionally to make playing the map in some way a challenge (2 vs. 2 or 3 vs. 1 game). I know it's not the perfect map, so I encourage everyone to change the maps to their desired shape.

Yours sincerely
C0uCHP0t@t0

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue May 12, 2020 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does ice growth logic work in YR?
Instead of the bridge, it would be a nice way to give each player access to the center island, but only for light vehicles ,harvesters and infantry.
Heavy vehicles cracking through the ice.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue May 12, 2020 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope ice logic is broken in RA2.

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"Don't beg for things; Do it yourself or you'll never get anything."

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue May 12, 2020 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't the TX fix it?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue May 12, 2020 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

BTW Couch, you should render your maps with starting positions to give a better sense of distance to features/resources.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed May 13, 2020 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

The TX just adds new graphics, to make ice work would require an extensive rework of the games internal code, the logic was hacked apart when they added naval combat to the engine for RA2.

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C0uCHP0t@t0
Cyborg Engineer


Joined: 25 Mar 2018

PostPosted: Wed May 13, 2020 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Dear G-E,
Thank you for noticing this. I have overlooked that, since for me it's obvious where the starting positions are. I will re-upload all thumbnails with visible starting positions.

Yours sincerely
C0uCHP0t@t0

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