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Alaskan Outback (2-4)
Moderators: Global Moderators, Red Alert 2 Moderators
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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sat Feb 04, 2012 5:22 am    Post subject:  Alaskan Outback (2-4) Reply with quote  Mark this post and the followings unread

Behold my masterpiece! All that I know has gone into this map.

The map features hardcore tactical play mechanics, high detailing, custom lighting with modded coloured lights for smooth gradient (used on ore patches), custom mirage disguises to match the trees on the map, a lot of trees all carefully placed.

It's a StarCraft 2 map style map.

All of this took roughly around 30+ hours of work.





Download below! Enjoy!

http://www.mediafire.com/?hh1a1n1wbv21hk2

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sat Feb 04, 2012 6:04 am    Post subject: Reply with quote  Mark this post and the followings unread

When I think Alaska, I don't normally think temperate climate zone, but hey, looks good still.

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AZUR
Discord: theastronomer1836
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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sat Feb 04, 2012 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey, even Alaska has summers. #Tongue

Thank you though. I tried to give it a end of the summer sunset feel. Took me a while to experiment with the lighting and get the light posts to be seamless. You should check it out in game. Smile

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Feb 04, 2012 10:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Your best one so far. Great job, buddy.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sat Feb 04, 2012 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you sensei map maker. Smile

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sat Feb 04, 2012 1:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, so you finished it.. nice!

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mentalomega.com

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Feb 04, 2012 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Your best one so far.


Indeed, this looks awsome. Definitly going into my map pack.

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The enemy shall be injected with toxic poison - Venom

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Feb 04, 2012 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks nice but I can imagine it being a real ball ache to attack those guys on the SW and NE corners.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sun Feb 05, 2012 4:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Not really... They gotta crawl out of their cave eventually.

They can camp for a limited time before running out of money.
The map is based more on map control and expanding, meaning you get large macro games.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun Feb 05, 2012 5:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Holy shit, dude.

Gems seem to be of little value (when in that quantity IMO) but looks like a map that would offer some really fun fights.

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sun Feb 05, 2012 8:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually the gems are pretty useful. Some players move to gems after first war factory or 2nd refinery. To get a slight boost for the eco. After that they get 1 more factory and expand to a larger ore patch.

Most games on this map between top players take 15-30 minutes. That's with constant attacking and unit splits.

I wanted to keep the gems to the optimal amount, so that the players can't move to gems and dominate just because they have easy income, while rest of the map goes unused. Also all gem positions are very easy to attack. Smile

I was thinking of making the gems regenerate.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sun Feb 05, 2012 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Goddamn, that's an absolutely amazing map.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Feb 05, 2012 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fantastic map indeed. Altough I have to comment on your plans on making gems renew on the map. Only way to achieve that (with map editing only) would be to create a dummy building using rules(md).ini voxel debris to spawn 'ore' (basically the common 'ore generator' structure method) which is hardcoded to Vinifera-type ore/tiberium, alter [Vinifera] values to match those of gems and change Image= flag from [TIB2_XX] entries to match those of gem overlays, all assuming overrides for these work without issues in map files. This would break ore generator-type structures using voxel debris in any mods utilizing such, as they would spawn gems then instead. But that's only a mod specific issue. Of course you might or might not already know all of this so just ignore me if you do.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Feb 05, 2012 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great! Think you could convert it to TS? Very Happy

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Feb 05, 2012 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Brilliant piece of work for a grassy inland with no water! Oh and this map is RA2 just so you guys know so you have to add some YR feature in FA2 to get it in YR.

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Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Feb 05, 2012 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just change the extension from .mpr to .yrm for it to work with YR. FA2 isnt needed.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Feb 05, 2012 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool thanks I never knew that worked.

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Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029

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