If these were complete, I'd use them. Since they don't, no use for them. Good start though I guess. _________________ Discord: princess_marisa
Steam QUICK_EDIT
Yeah I'm still in the process of adding Remap to the Half-Damaged Frames. But the Near-Dead Frames are just impossible to work with. But by then... yeah. That should be pretty much the best one available.
Allies one is slightly easier though thanks to the more pronounced details on the segments. Soviet is slightly tougher due to all the Iron-Colors all over it. _________________ ~ Excelsior ~ QUICK_EDIT
Did anyone ever recreate the beta walls which had remap, using Ares?
I based the Soviet Walls on the Remapable Version before WW made them Non-Remap...
AngelFuck also has a version close to it. Originally my plan for Allied Wall was to be the PreRelease (Where Remaps are on the Columns as well) But this one has better readability when built in multiple sections.
If you mean that other Allied Wall... meh idk it feels too stiff as compared to the Final One Westwood decided to use. _________________ ~ Excelsior ~ QUICK_EDIT
A quick snow version I did. Snow partially covers the remap but there's not really any other way to do it without it ending up looking weird. No credit required.
gawall.shp
Description:
Snow version of the above remappable Allied Walls.
I actually like this one better than the original pre-release one.
I also prefer this remake
I find it strange that the final version of RA2 did not have remap walls yet the beta did. It looks like even the release version of the walls were designed to have remap areas.. :-/
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Wed Sep 26, 2012 7:29 pm Post subject:
SMIFFGIG wrote:
RP wrote:
I actually like this one better than the original pre-release one.
I also prefer this remake
I find it strange that the final version of RA2 did not have remap walls yet the beta did. It looks like even the release version of the walls were designed to have remap areas.. :-/
Anyway good job
Most likely because WW run into the same problem if you try remappable walls in vanillaYR, and where to lazy/wasn't important enough to fix it, so they scrapped it QUICK_EDIT
The Allied one DID have Remap. They removed it on the Release Version though. The Release Version had Remap on the Columns instead of the sides. AngelFuck's is a close but isn't accurate to the point of the Remap Version.
Yeah I based the Soviet ones off that. Right now I'm trying to finish up the Half-Damage,Near-Destroy Versions of the Soviet Walls. But this is hard due to how the Spikes & Barbed Wires are also in the same colors. Once I finish that. Making the Snow Versions would be easier for someone else to finish as well.
And I'm also in the works of making the Snow Version for Yuri's Wall. Thankfully Westwood left it in the mixes of his Remapable Walls. _________________ ~ Excelsior ~ QUICK_EDIT
Atomic_Noodles, yes I noticed remapable walls for Yuri. I though they are made with remapable colors at all, but due to game mechanism they are not shown to be remapable at all ingame. _________________ PPM Halloween Season 2021 QUICK_EDIT
WW probably decided on scrapping it for some reasons. Or they broke the code on it becoming remapable. So they just made the Walls not remapable at all in final...
Ares fixes it though.
Another update... Finally finished the Soviet Version. Now just need someone or I finish the Snow version. I'm not pretty happy with it though, Feels like I was making shots at the dark on half-damage,near-destroy versions. But I feel at least this keeps the readability in. Feel free to download the Soviet Walls now in the Starting Post if your not using Snow Versions at all.
Meh... I finally finished my version as well. I've updated the first post.
Now includes all Temperate & Snow Versions for each Side. And I've taken the liberty of posting my Blank Cameos for each side as well. _________________ ~ Excelsior ~ QUICK_EDIT
You should either call the Soviet and Yuri version "ntwall" and "gtfwll" or make them all "generic" and call the Allied version "ggwall". Just seemed a little weird to me. QUICK_EDIT
I like the remap walls, but the only problem I have is why? Adding remap to a wall is kinda pointless. I mean, you know the who the base belongs to. I am not trying to take anything from the.....um...can't find a word to express the thought...maybe creativity of the project.....but I kinda think remapping everything is over done. You go into combat you don't know what building is occupied by the enemy. If you are in constant contact with allied forces you know where your team is. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Well since Ares re-enables it I thought.. sure why not use remap walls then.
Mental Omega is also doing it. And yes although its kinda pointless. To me it sorta feels meaningful or something...
Walls you own are also only sellable by the player who made them and your units must force fire/passive acquire for them to attack your own walls. _________________ ~ Excelsior ~ QUICK_EDIT
Just out of interest, what happens to walls (remapped ones, especially) if the owning player is defeated or leaves the game? Walls are overlay internally, will the colors simply stay on them? QUICK_EDIT
Just out of interest, what happens to walls (remapped ones, especially) if the owning player is defeated or leaves the game? Walls are overlay internally, will the colors simply stay on them?
Yep.
If the player was purple and he is defeated or leaves and left some walls the Walls stay remapped. _________________ ~ Excelsior ~ QUICK_EDIT
They are nice but bugged on original RA2YR.
They show the player color for everyone, instead of each with its color.
Can this be fixed ?
I assume there's a color value that needs to change ?
Or is it a wall-specific bug bypassable only with Ares ? QUICK_EDIT
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