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Wind and Weather [Ra2] [2-4]
Moderators: Global Moderators, Red Alert 2 Moderators
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Mr_Classic16
Cyborg Engineer


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

PostPosted: Mon Sep 11, 2023 8:07 pm    Post subject:  Wind and Weather [Ra2] [2-4]
Subject description: Red alert 2 Verginia Islands map
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Mr_Classic16
Cyborg Engineer


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

PostPosted: Sun Nov 05, 2023 12:03 am    Post subject: Verginia Islands [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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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Nov 05, 2023 8:04 am    Post subject: Reply with quote  Mark this post and the followings unread

It might seem like a detail, but I'd really recommend opening up the space for base building on some of those locations. A lot of mods have extra structures, and such confined areas makes it hard to keep the space navigable without extra placement care... plus the AI builds in a spiral so they'll get hung up and can fail to grow.

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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: Sun Nov 05, 2023 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the advice, It’s just that specifically for maps from campaigns, I try to create a map as accurately as possible (within reason)

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Nov 05, 2023 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

But why accurate? I mean once upon a time Ferrari doors were made by hand and no door would fit on any other chassis, left doors were longer or shorter than right doors etc. I guess you have to ask what's the point of making a multiplayer map if not to play?

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Mr_Classic16
Cyborg Engineer


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

PostPosted: Thu Nov 16, 2023 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
But why accurate? I mean once upon a time Ferrari doors were made by hand and no door would fit on any other chassis, left doors were longer or shorter than right doors etc. I guess you have to ask what's the point of making a multiplayer map if not to play?


Well noted! But on the other hand, why would there be maps from campaigns if they don’t look like the original? It's like if the Coca-Cola Company starts selling instead of regular Coca-Cola, only Coca-Cola vanilla, but with a regular cola sticker. I'm definitely changing the map a bit to make it more suitable for multiplayer, but changing the amount of ore or adding any tech buildings, with rare exceptions.

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Thu Nov 16, 2023 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

cool map, though there is a lot of garbage tiles behind the cliffs that
can cause problems. fixing it is easy; just press the 'd' key in fa2 to
toggle depressed tile mode an get behind the cliffs


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visit my moddb profile for .shp downloads and stuff

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Mr_Classic16
Cyborg Engineer


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

PostPosted: Tue Jan 30, 2024 8:49 pm    Post subject: Verginia Islands V2 [CnCnet version] Reply with quote  Mark this post and the followings unread

V2 changes:
Fixed terrain errors (thanks to McPwny for the tip)



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