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No Man's land [YR] [2-4]
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Mr_Classic16
Cyborg Engineer


Also Known As: Mr.Classic16
Joined: 26 May 2023
Location: Ekaterinburg

PostPosted: Tue Sep 12, 2023 6:23 pm    Post subject:  No Man's land [YR] [2-4]
Subject description: Ra2 Yuri's revenge Unknown Pacific Island Map
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Mr_Classic16
Cyborg Engineer


Also Known As: Mr.Classic16
Joined: 26 May 2023
Location: Ekaterinburg

PostPosted: Sat Nov 04, 2023 11:58 pm    Post subject: Unknown Island [CnCnet version] Reply with quote  Mark this post and the followings unread

Version of my map patched for CnCnet


P.S. This does not mean that my old maps are not suitable for the CnCnet game, it just means that I made a version exclusively for CnCnet



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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Mon Jan 08, 2024 3:06 am    Post subject: Reply with quote  Mark this post and the followings unread

The left point is too small/packed with too many trees close to the spawn, AI can't build correctly because of it.
A quick solution is to remove the trees near the point and/or move the ore drill to the right diagonally
Other than that, this map is awesome!

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I'll throw bananas at your general direction.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jan 08, 2024 3:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Indeed, maps should have adequate room for expansion. I would even argue special attention should be paid to how AI players expand bases, and make the map AI-friendly in that regard.

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http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Mr_Classic16
Cyborg Engineer


Also Known As: Mr.Classic16
Joined: 26 May 2023
Location: Ekaterinburg

PostPosted: Tue Jan 30, 2024 8:34 pm    Post subject: Unknown Island V2 [CnCnet version] Reply with quote  Mark this post and the followings unread

Changes in V2:
Trees have been removed from the spawn point of the fourth player, as well as from other players (for the convenience of playing with AI)



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wow4ik81
Cyborg Engineer


Joined: 30 Nov 2023
Location: Germany

PostPosted: Thu Feb 22, 2024 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

For Red Alert 2, is an MPR variant possible?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Mar 07, 2024 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

The map uses terrain & buildings that are only in YR, you'd have to change & or remove them for it to work in RA2.

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