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 Forum index » Modding Central » Red Alert 2 Editing Forum » Map Archive
--- BLACK SEA ---
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Andrew84
Medic


Joined: 20 Dec 2020

PostPosted: Sun Apr 18, 2021 11:24 am    Post subject:  --- BLACK SEA --- Reply with quote

Great little map with elements of politics and diplomacy.
  For games in 2v2v2v2 format. It's hard to believe, but its size is slightly smaller than the Tsunami map.
  The battles on this map are always intense and interesting. And not as long as on the Oceania map.
  A protected fortress in the corner of each island gives you the opportunity to take refuge there when your main territory is occupied by the enemy.
Do not play this map in 4v4 or 2v2 format. The concept of this map is in a 2v2v2v2 game, politics and balance of power.

If you like playing naval maps, join Telegram RA2 Naval group https://t.me/joinchat/Sek1u0ZN7c5ftQJP
You can call other players for games there.


[8] Black Sea (CCCP84).jpg
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[8] Black Sea (CCCP84) vertical proection.jpg
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vertical proection
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[8] Black Sea (CCCP84) vertical proection.jpg



[8] Black Sea v1.8 (CCCP84).map
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Last edited by Andrew84 on Mon Apr 19, 2021 1:28 pm; edited 3 times in total

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Andrew84
Medic


Joined: 20 Dec 2020

PostPosted: Sun Apr 18, 2021 11:25 am    Post subject: Reply with quote

The above pond is contested by the following sides:

In the lower left corner there is a totalitarian mordor, the embodiment of universal evil and the bloody devourers of children - damned communists:


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Andrew84
Medic


Joined: 20 Dec 2020

PostPosted: Sun Apr 18, 2021 11:26 am    Post subject: Reply with quote

In the neighborhood there are simple guys, lovers of bavarian(*i mean beer)) and sausages with stewed cabbage:


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Andrew84
Medic


Joined: 20 Dec 2020

PostPosted: Sun Apr 18, 2021 11:27 am    Post subject: Reply with quote

Above right is a shining empire of kindness and justice, which carries the rays of democracy and love to the rest of the unenlightened world:


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Andrew84
Medic


Joined: 20 Dec 2020

PostPosted: Sun Apr 18, 2021 11:27 am    Post subject: Reply with quote

In the topleft - Greenpeace:


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Andrew84
Medic


Joined: 20 Dec 2020

PostPosted: Sun Apr 18, 2021 11:28 am    Post subject: Reply with quote

In the center of events - Crimea, which with by easy movement of the artist’s hand turns from a peninsula into an island )


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CatTanker
Civilian


Joined: 08 Apr 2021
Location: UK

PostPosted: Tue Apr 20, 2021 5:32 pm    Post subject: Map Feedback Reply with quote

HI
I have downloaded this map from cncnet already  Razz
It is an impressive map and design however it has some problems

Top-Tip: Resize map previews so they can be seen in smaller resolutions and on 1 screen Wink

There are numerous issues with cliffs within the map. Although some are fixed there is still a significant amount of errors within the map, an example is provided below. This means you cannot directly send infantry and vehicles across the map, and are forced to move slowly which is boring.

Out of the map area, there is  an empty, height 0 border to the map. I suggest removing this completely, such as using the Map Resize Tool to accurately do this. You can get this Here
Example also provided below

Top-Tip-resize the map preview. helps a lot if people can see the map preview in one screen without having to zoom out or move the screen to the left/right to see anything

Still, this is a brilliant design and i hope for more!  Wink
Hopefully when I get time I can start sending some maps myself Smile


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Cliff bugs which will cause pathfinding.
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Empty edge which pointlessly takes up file space and increases map size
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_________________
I am a returning mapper for YR, I am also learning Blender, as well as knowledge of developing CnCNet client themes and basic modding.

I mainly map for Rise of the East but i do have a mapping server on discord
Here for YR and TS

If you have any requests/recommendations feel free to message me

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Andrew84
Medic


Joined: 20 Dec 2020

PostPosted: Tue Apr 20, 2021 7:04 pm    Post subject: Reply with quote

Thanks for the compliments, the map really turned out to be very good. In my personal rating, it takes an honorable second place after Oceania.
  An empty area with a height of 0 was added after the map was released. Red Alert 2 has a reconnection error problem due to a gap generator at the edge of the map. Adding space around the borders of the map solves this problem.
  I did not understand what the problem is with the movement of units. I have not encountered any problems with this. You mean there is a bottleneck at the entrance to the edge of the cliffs? This is not a big problem as it is. this is not a transit zone, but a dead end. There's nowhere to go. These sites are needed to protect the port water area with prisms or desolators.
(UPD: Now i understand what you mean. I had to save space, so in narrow places and on the central island I built cliffs without these elements, however, the absence of these elements of cliffs does not affect the movement of units in any way.
When I test a map prior to release, I make sure to test all the bottlenecks and slopes. I drive units here and there. You can check it yourself, for example, by dropping tanks at one entrance to the central island, and sending them to another entrance. They pass in both directions without stopping.
But if you find any problem, show me on the image the start and end point of movement of the units along the route on which the problem occurs. I'll take care of it.
But there should be no problems.)

  As for the previews, I'll try to redo them later.
On the cncnet forum, uploaded images are automatically resized. I'm new to this forum, so I don't know the specifics.

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CatTanker
Civilian


Joined: 08 Apr 2021
Location: UK

PostPosted: Wed Apr 21, 2021 2:25 pm    Post subject: Reply with quote

Hi
Upon further testing yes the pathfinding works. i recalled playing on the map and vehicles/infantry refusing to move at the time
I'm assuming this is on an older version  Laughing

I have never heard of the reconnection error with gap generators on the side of maps before, so that is interesting!

Quote:
I'm new to this forum, so I don't know the specifics.

Same here  Smile

My only comment is the overlay on cliffs looks stupid but if i complain anymore i'm just being picky  Wink


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_________________
I am a returning mapper for YR, I am also learning Blender, as well as knowledge of developing CnCNet client themes and basic modding.

I mainly map for Rise of the East but i do have a mapping server on discord
Here for YR and TS

If you have any requests/recommendations feel free to message me

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Apr 21, 2021 4:27 pm    Post subject: Reply with quote

You shouldn't put walls on cliff edges (or any impassable terrain), units will try to crush them & then get stuck on the cliff tiles.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Apr 21, 2021 4:33 pm    Post subject: Reply with quote

Putting cliffback pieces within flat land will cause pathfinding issues, the game handles contiguous blockages well, but the moment you have to go around single tiles you add additional turns for which there are a limit.
_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Andrew84
Medic


Joined: 20 Dec 2020

PostPosted: Wed Apr 21, 2021 5:46 pm    Post subject: Reply with quote

CatTanker wrote:
Hi
My only comment is the overlay on cliffs looks stupid but if i complain anymore i'm just being picky  Wink


And so it was conceived. The firing positions are fortified with walls and sandbags along the edge of the cliffs.

As for the tanks crushing sandbags on the cliffs - I made sandbags and the mesh fence not crashable by tanks.

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MRMIdAS
Laser Commando


Joined: 17 Jul 2008

PostPosted: Wed Apr 21, 2021 7:18 pm    Post subject: Reply with quote

Mig Eater wrote:
You shouldn't put walls on cliff edges (or any impassable terrain), units will try to crush them & then get stuck on the cliff tiles.


Yep, even if they have no reason to, units will go out of their way to crush walls and fences.
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MIdAS - Turning wages into beer since 2002

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Andrew84
Medic


Joined: 20 Dec 2020

PostPosted: Wed Apr 21, 2021 8:07 pm    Post subject: Reply with quote

MRMIdAS wrote:
Mig Eater wrote:
You shouldn't put walls on cliff edges (or any impassable terrain), units will try to crush them & then get stuck on the cliff tiles.


Yep, even if they have no reason to, units will go out of their way to crush walls and fences.


I made them uncrushable

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Apr 22, 2021 9:07 am    Post subject: Reply with quote

Did you add OmniCrushResistant=yes to the walls too, to stop the Battlefortress from crushing them?
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Andrew84
Medic


Joined: 20 Dec 2020

PostPosted: Thu Apr 22, 2021 2:45 pm    Post subject: Reply with quote

Mig Eater wrote:
Did you add OmniCrushResistant=yes to the walls too, to stop the Battlefortress from crushing them?


I don't know anything about Battle Fortress. I play RA2.
Perhaps I will add this line in the next release of the new version, if the problem is confirmed.
In case someone will play on this map YR, pay attention to whether such a problem arises and write here.

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