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 Forum index » Modding Central » Red Alert 2 Editing Forum » Map Archive
[YR][TX] testing map
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Jul 26, 2021 8:53 pm    Post subject:  [YR][TX] testing map Reply with quote  Mark this post and the followings unread

As it says on the tin. This is a testing map. Intention is for modders to use it for their unit tests and players to mess around.

If you wish to include this in your mod for some reason, please make sure this is always in a MIX our beloved XCC Mixer can open with no issues (so please no header corruption or MIXs locked with a new key baked into the game EXE).
This is intended as a public resource for as much people to learn from as possible, be it map/trigger work or just testing and messing around.

There's a forest to test Ares' forest fires and flame-weapons, there's ramps 'n hills to test unit movement and firing when elevation and tilt plays a role, a shooting range of sorts with elevated cells, a giant swimming pool, tunnels & tubes (the biggest one has teleporters!), trains (code for them is in map file, even if they apparently don't work at all in YR 1.001).
Also some different cliff formations so you can test just how great a defensive spot cliffs are.

I even have some bridges with Bridge Repair Huts so you can see how far away a Hut is allowed to be from the Bridge End/Entrance.
This is interaction actually quite interesting, you should see it for yourself.

Cruise Ships function as sensors since it's broken in YR for buildings.

You finish the "mission" by selecting the civilian gate surrounded by cliffs at the very bottom.

To the left you'll find a shopping list; select a unit and a number of that unit should spawn where the radar ping is.

 Filesize:  37.98 MB
 Viewed:  849 Time(s)


Made by TAK02. Please always leave it in a MIX file you can open with XCC Mixer without any modifications to XCC or the MIX file itself.

 Filename:  all01umd.map
 Filesize:  802.78 KB
 Downloaded:  2 Time(s)

One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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