CnC Red Alert 2
Revenge installed. Also the map AnyTown has MegaWealth versions included. These maps were created for online gaming. AI doesn't fully utilise the possibilities on these maps.
and refought over the same 600 miles of desert between Alexandria and Benghazi. At last, Montgomery's celebrated 'Desert Rats' beat Rommel's Afrika Korps at the famous battle of El Alamein. The surviving combatants tell the story of the other war against sandstorms, heat, flies. thirst and dysentery, and Field Marshal, Lord Harding, General Sir Richard O'Connor, Sir Francis de Guingand and Siegfried Westphal are among those describing the top-level decision-making of the North Africa campaighn. Objective 1: Make a way to your mcv and clear out the path Objective 2: Deploy your base and units in Egypt Objective 3: Survive 40 minutes against the Axis
[*] GAU´s War 1 - Rush Action: Each base is started out right next to each other. Oil Derreks and jems are everywhere. Rushing is encouraged [*] GAU´s War 2 - X Ländereck: A river in shape of an "X" separates the land bodies on this map. Each land mass is connected by bridges. [*] GAU´s War 3 - Bot Fight: This map is made for playing with, you guessed it, robots! A place for players and a place for computers included, giving the computer's side a bigger bonus. [*] GAU´s War 4 - Snow City: On this map, there are two side islands that are connect to a middle island by bridges. The middle island has a city on it and the map is in the winter setting, hence the name. [*] GAU´s War 5 - Wüste Lebt: This is a map made for bots as well, except this time, it's in a desert setting. Two players are in the south, and the other computer players are north, of course they have the advantage. [*] GAU´s War 6 - Big Rush: A big rush to the middle house! The Westwood house! Go Go Go! [*] GAU´s War 7 - Die Wüste: Each player starts off in four corners, a lot of money is on this desolate desert map. [*] GAU´s War 8 - Ultimate War: Another comp stomp map! Two players start to the north, and the computers to the south. In the middle, there is a bunch of tech buildings and goodies. [*] GAU´s War 9 - Ice Party: A three vs five ice map. Nuff said. [*] GAU´s War 10 - Oil Action: This is another three vs five map. The middle island has a bunch of oil derriks, it is vital to get this spot. [*] GAU´s War 11 - Low Money: Quite ironic... A two vs six map where the two players get a huge amount of cash. Should be a good game. [*] GAU´s War 12 - Blutrausch: A jungle, three vs five map. All the tech structures are hidden within trees in the middle of the map. [*] GAU´s War 13 - Snow Party: A party, which happens to be in snow! [*]GAU´s War 14 - WaterWorld: Each player starts out on an island. One island has a bunch of tech structures on it, so it is imperative to get to it. [*] GAU´s War 15 - WaterWorld v2 Small: Basically the same as WaterWorld except smaller. The tech island also has a bunch more tech structures on it. [/list] These maps are more leaned toward Human vs AI, but you can play them as Human vs Human as they are still pretty even. Enjoy this grand map pack.
base with an own speciality. but al bases have enought of space and ore.
player limit and the center is covered with garrisonable buildings and vehicles and plenty of other useless trinkets. I would not recommend this map.
Directory.Launch the game,select (Battle)or(Team Aliance). To play this map online, putt brutal comp in position 8. "Desert - The war in north Africa: 1940-1943" ----------------------- The war in North Africa took nearly three years to resolve, fought and refought over the same 600 miles of desert between Alexandria and Benghazi. At last, Montgomery's celebrated 'Desert Rats' beat Rommel's Afrika Korps at the famous battle of El Alamein. The surviving combatants tell the story of the other war against sandstorms, heat, flies. thirst and dysentery, and Field Marshal, Lord Harding, General Sir Richard O'Connor, Sir Francis de Guingand and Siegfried Westphal are among those describing the top-level decision-making of the North Africa campaighn. Objective 1: Make a way to your mcv and clear out the path Objective 2: Deploy your base and units in Egypt Objective 3: Survive 40 minutes against the Axis
and the nuke looks real. it has two start points, plenty of ore and good tech spread across the fields. It has a military base on the mainland.
structures. There's enough water for naval warfare.[/quote]
for Ra2 and 6 for YR and 8 for a single player skirmish) [quote]I am thinking about making a version specifically for YR but may just make a new YR map.[/quote]
is the first release (hopefully of many) by admiral clan. if you have any issuse with bugs on map or need help with installing contact lexalolsicnh on xfire. or send me a message using this site. no bugs on the map are known at this time so please report if you find any. read the readme below for map discription. Also this map Works in Yuri's revenge as well as normal RA2[/quote]
farmhouse has a small forest and lake to the west. Both bases have lots of ore near them. The north and south highway has heghogs on them.
the map. Plenty of terrain variations and a nice amount of craters makes this map appear pretty. The new color is a nice tan, which may not look like the moon, but I liked it much more. Once again, this is supposed to work with [file="37950"]Mental Omega[/file] and the Rock Patch, but it seems to work just fine in Yuri's Revenge.
other side, you must either drive across bridges to large islands on the left or right sides or head across the center of the map. The center of the map is not a choke point, but it does have garrisonable bunkers to help keep the enemy out. There is a decent amount of ore near each starting spot, and then more in the center of the top and bottom sides. On the two outer islands there are some derricks, a Tech Lab and an Airfield, so capturing them quickly is an important task. Graphics: Unlike many RA2 maps, this one's terrain does not repeat itself! There are craters here and there, and different terrain types are used in random spots to make it more realistic. Even the ore is layed out in a non-standard format. The only complaint that I have is that there is no change in elevation anywhere. Also, there are a few terrain errors. Gameplay: You have the option of either attacking with naval or land forces. There are no choke points except for the bridges, and those can be avoided, so this map will be an offensive map. I did a 30 Rhino Tank build check, and with the few Tech Derricks I had captured and 4 War Factories I couldn't outbuild my cash supply. That being said, once the cash is gone, you'd better protect your tech buildings, as they are closely spaced and would destroy eachother in any explosion. Verdict: You might run into some issues with some start spots getting better proximity to the Tech Buildings, but besides that there are no balance issues to speak of. Not bad for this guy's first map!
flooded Holland landscape. If you do try that route, be prepared to face a few civilian turrets, dogs, and other sorts of neutral defense. Graphics: The map is for the most part well tiled. The landscape is pleasing to the eye in most places. There are many terrain errors, although they seem to be intentional. Some islands in the middle appear to have purposely been squared off with no border between the terrain and sea. There also are places on the map with very bright white lights and they aren't much fun to look at. Gameplay: This would certainly provide interesting gameplay. You have limited resources to start with, and the other resources are on the "mainland" where you might have to fight over them. There is the option to either attack by land or sea, and the route by land is so far, I am not sure which will prove the most used way. High Points: Very non-standard map layout, well crafted terrain. Low Points: Graphical errors, Yuri Prime civilian units which don't mind control unless they're attacked, perhaps not enough resources.
watch out for them. This map is best experienced through Mental Omega and with the Rock Patch, but this zip file does include the rock patch for everyone out there! Be careful, the rock patch installed does not allow you to play online YR games. And I do not know how to uninstall it alone.
[url="http://mo.cncguild.net/files/expandmd98.mix"]Rock Patch[/url] for sure, and maybe Mental Omega for some cool game enhancements. However, I played it in Yuri's Revenge and it played just fine. There are 6 bases laid out, 3 on the east and west. And there are various civilian base-defense encampments around the map, which will all attack you with no warning. In the center, there is a LARGE base of all Civilian structures, ringed with alternating mind-control towers and Gattling Turrets. So, you have to fight pretty hard to get to the enemy. The map was completely flat, with only craters spicing up the landscape. I certainly hope I'm missing something important from the Rock Patch and MO2.0, because maps with large civilian bases just aren't fun for me.
and a decent amount of gems. The start spots are left, right and center, so I'm not sure how you'd play this with 3 people. Most derricks are inaccessible until you engineer a bridge across to them and then destroy the fences surrounding them. Balance: The map is rather unbalanced. The middle player can get to his derricks (he gets 4 for himself) without having to spend an engineer on the bridge. The trail to the left player's derricks is too narrow, so to capture them you must take a transport helicopter with the engineers to them. So if you are Soviets, you can't get them. Then you've got your engineers over there, but Wait! You must destroy the fence around the derricks to get in! The only even somewhat practical unit to do that is the Harrier, so it is much more trouble getting the derricks than the reward is. Gameplay: Once again, the ore is too far away from the start locations. In fact, the left player can't access the gems that are right above him; he has to drive his harvester 2 screens away for the money. The other start spots must also drive far for the cash too. I do not like that in a map... The ore should be easily accessible. This map is more of a defensive map; it has narrow paths and trees and cliffs blocking everything. Graphics: The terrain is very nice and non-repetitive. The trees are almost all the same, and there are too many of them. There is a major terrain error as a land bridge is replaced by a water bridge. Verdict: I still haven't figured out how it would be fair to play this with three players. This map overall did not impress me. But then again, I have never seen something like it before.
the map, some are narrow, but you can drive on top of them while others are simply there for the sake of blocking vehicles. There is a well done town in the middle of the map and a medium-small amount of ore. Balance: The map is reasonably balanced, but the left player is able to get a whole lot closer to his ore than the right. The base locations are equally small. Gameplay: Big concern here: The starting ore is very far away from your base. It is far for both sides, but I think that the maps should have at least a starting patch of ore closer. There are only single exits from each base, but with the small size of the building area, Prism Tanks or V3s will easily crush the base outside of the ridge/river. I wish the base locations were larger. Graphics: The map is very nicely tiled; no terrain errors I could find. The city is quite pretty, and there are no often-repeated trees or tiles, so for an RA2 map, it looks good. Verdict: If the start locations were bigger and the ore was more accessible, this would be a very good map. As it is, it is simply a map that is out of the ordinary.
and a few Tech buildings in the middle. Holding the center of the map is not required to win this map, as there are not very many extra resources you\'ll gain from having it, but the only way to the opponent\'s base is through the middle across bridges of both of 2 rivers. There are two bridges on each river, so in case you wish to hole up in your base, that is quite feasible. Balance: It is not symmetrical, but it offers the same advanteges to both sides. Gameplay: Probably longer games will happen on this map, as it is easy to defend. Superweapons should be enabled on this map. Resources: Mostly gems, and mostly up cliffs. There is a distinct possibility you\'ll run out of resources before you get enough to overcome the enemy base, but the Derricks ought to help with that. Base Locations: There isn\'t enough room for the AI to build a large enough base, and the same goes for you. While most people would be fine with building their base in this amount of space, I prefer to spread mine out to avoid superweapons. Verdict: It\'s this guy\'s first map, and he did a very good job considering. For improvement, I\'d suggest making the resources a little more accessible (not up cliffs), more Ore and fewer gems, and increasing the size of the base locations.
Take a look at the screenshots below which depict the majority of the map.
base. My opinions of neutral units on a map is very low. There is a decent amount of ore on this map. Russian Front: A more detailed map, but this still has neutral forces :( There might not be enough room to build at the top start spot. Otherwise, there's plenty of cash. Big City: A map with a, well, a big city in the middle. This could lead to interesting close combat warfare. I find some of the buildings are too close together, making it hard to target some buildings. There isn't much ore to start with but each side has 8 Tech Derricks. The terrain could use a little more variation. Zig Zag Ravine v1.0: This map starts as East vs West and both sides must travel through a zig zag of cliffs to reach the other player's base. This would make long games versus allies rather annoying, as they tend to build Gap Generators and hide Prism Towers in them, making it impossible to even reach the enterance of the enemy base. You could simply drive in the middle with your MCV at the beginning and have all the Gems (which there are a lot) to yourself, and probably win by doing that. There is not much terrain variation here. Zig Zag Ravine v2.0 This is the same as v1.0 except there's an extra set of cliffs to go up. And on the set of cliffs you start, there is no ore, so you must build down the cliffs.
1-Rescue the downed soldiers at the crassed airplanes. 2-destroy the all the Russian units and troopers.
game.. Unfortunately no screenshots at this time.
game.. Unfortunately no screenshots at this time.
of the Pentagon and Allied units across from the Kremlin and Soveit units.
middle for you to capture
suprises to keep you busy. The Allied side of the map has terrain that specifically helps the Allied units, and the Soviet side augments the Soviet units. Control of the four bridges in the map is essential.
way is by the bridges, the second way is by Naval Transports, a third way is by the Air. If u use the bridges be noticed that u have a small pass to the enemy base, no more than two units can be ahead of your army. There is in some location of the map(Beacuse of it, it called secret areas) there is a secret zone(Area), if u want to discover it be careful it heavy guarded!!!. Most of all that map planned for long Naval battles, one last hint: the sea is also a dangerous base... Instructions to install the map: open the zip file with the winzip software(note: u most have it to open custome maps) if u don't have yet u can download from: www.winzip.com. Then select the files that in the archieve and click on the top icon that called "Exctract", then write the curret directory of your Red Alert 2 Yuri's Revenge game. Then u can start the game and u will see the map.