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Field & Stream ..a multiplayer map for Red Alert 2 Contents 1. Map Information 2. Map Description 3. Requirements 4. Install & Run 5. Modifications 6. Known Bugs 7. Other RA2/YR Maps by the Author 8. MapEditing Notes 9. Credits 10. Disclaimer 11. Legal ===1. Map Information=== *Author: Cannis *Map Name: Field & Stream *Game Supported: Red Alert 2 *Players: 2-6 *Size: 128x110 *Theater: Temperate *Resources: Moderate *Format: .MPR *File Size: 292Kb *Online Transfer: Disabled *Editors Used: FA2-Yuri, XCC Mixer, Wordpad, Paint Shop Pro *Map Release Date: 3/2/02 ===2. Map Description=== A large natural-terrain map with lots of choke points, but which has lots of alternate routes too. Ample resources but they are scattered in small patches throughout the map. There are a couple of Airports to capture, but transports are needed to reach them. If you are playing in Skirmish mode, never fear, the AI will capture these airports nevertheless, thanks to a few new AI Triggers! Tips: Find the gems scattered around before your enemies do. Build a navy. ===3. Requirements=== You need to have Red Alert 2 installed and patched up to at least v1.005 to play this map. If an earlier version of the game is used, player starting positions may be randomized yielding unexpected results. ===4. Install & Run=== *Included files: fieldstream.mpr (the map) fieldstream_RA2.gif (preview image) fieldstream_RA2.txt (this file) Place fieldstream.mpr in your \RA2\ directory. Start RA2, and the map should appear on the map list. Battle/FFA, Meatgrinder, Nukewar, Navalwar, and Airwar game modes are supported. ===5. Modifications=== -Amphibious Transports are built from War Factories rather than from Shipyards. -Paradrop Plane is twice as strong. -Con Yards emit light, and Tech Buildings emit light upon capture. -Mirage tanks mimic more and different trees than the same old 4 you're used to seeing. ===6. Known Bugs=== -None. ===7. Other RA2/YR Maps by the Author=== .....(as of the date of this release)..... [Multiplayer/Skirmish] Field & Stream (RA2 & YR) Collision Course v.2 (RA2 & YR) Switchback Ridge v.2 (RA2 & YR) Switchback Ravine v.2 (RA2 & YR) Moonlit Bay v.2 (RA2 & YR) Sunstroke (YR) OverExtended v.2 (RA2 & YR) Frigid Triangle (RA2 & YR) Frigid Triangle Blackout (YR) Frigid Triangle NightOps (RA2 & YR) OutGrowth (RA2) City Fights Back (RA2) City Under Siege (RA2) ROCK YOU! (RA2) Freeze-Out (RA2) Gem Pit (RA2) Jungle Warfare (RA2) Inversion (RA2) [Obsolete Maps] Collision Course (RA2) <replaced by Collision Course v.2> Switchback Ravine (RA2) <replaced by Switchback Ravine v.2> Switchback Ridge (RA2) <replaced by Switchback Ridge v.2> Moonlit Bay (RA2) <replaced by Moonlit Bay v.2) OverExtended (RA2) <replaced by OverExtended v.2> ===8. MapEditing Notes=== The main features of this map are the 'natural' terrain and the new AI Triggers which let the skirmish AI capture the otherwise-inaccesible airports. For the former, it's framework mode all the way - what a pain it would be to do this without framework mode! For the latter, it was just a matter of looking at similar AI triggers and scripts that the game already uses. The big problem I had was convincing the Soviet AI to build amphibious transports. Try as I might, I could not get them to build transports from their shipyards. So I settled on modifications that cause them to be built from War Factories instead. I'm not real happy about this but it was the best compromise I could find. Also note that War Factories needed to be modded so that the transports would come out the WF doors rather than pop out the side of the building. All INI changes are documented below. ;Airport emits light on capture [CAAIRP] LightRedTint=0.20 LightBlueTint=0.01 LightGreenTint=0.10 LightIntensity=0.01 LightVisibility=2500 ;Oil Derrick emits light on capture [CAOILD] LightRedTint=0.20 LightBlueTint=0.01 LightGreenTint=0.10 LightIntensity=0.01 LightVisibility=2500 ;Allied Con Yard emits light [GACNST] LightRedTint=0.30 LightBlueTint=0.01 LightGreenTint=0.15 LightIntensity=0.01 LightVisibility=2500 ;Allied War Factory now sends amph transports through the doors [GAWEAP] ExitCoord=512,256,0 NumberImpassableRows=1 ;Miners are better at finding distant ore ;Mirage Tanks mimic more trees [General] TiberiumLongScan=54 DefaultMirageDisguises=TREE02,TREE04,TREE05,TREE06,TREE07,TREE08,TREE10,TREE11,TREE12 ;Allied Amph Transport is built from Allied War Factory [LCRF] Naval=no Prerequisite=GAWEAP ;Soviet Con Yard emits light [NACNST] Radar=yes SpySat=yes LightRedTint=0.30 LightBlueTint=0.01 LightGreenTint=0.15 LightIntensity=0.01 LightVisibility=2500 ;Soviet War Factory now sends amph transports through the doors [NAWEAP] ExitCoord=512,256,0 NumberImpassableRows=1 ;Paradrop Plane is twice as strong [PDPLANE] Strength=800 ;Soviet Amph Transport is built from Soviet War Factory [SAPC] Naval=no Prerequisite=NAWEAP ;Customized light post [TEMDUSLAMP] LightRedTint=0.39 LightBlueTint=0.01 LightGreenTint=0.20 LightIntensity=0.01 LightVisibility=2500 ===9. Credits=== -Westwood for a great game. -Matze for a great editor - Final Alert2-YURI!! ===10. Disclaimer=== The author does not make any warranties regarding the files in this archive. Users assume responsibility for the results achieved for computer program use and should verify applicability and accuracy. ===11. Legal=== This Red Alert2 map 'Field & Stream' is (c) Mar 2, 2002 by Tony Ferrara AKA CannisRabidus. You MAY NOT include this map as part of any sort of commercial or promotional product without my permission. You MAY distribute this map through any other means, provided it is offered free of charge. If offered from a WWW or FTP site or similar, this .txt file (unaltered) must be included. Please do not use this map as a base for other maps. I hope you like the map! -CannisRabidus 3/2/2002 cannis@earthlink.net For more maps by Cannis, please visit: http://www.cannis.net/cannis/ This readme file altered 1/7/2002 to update the above website URL.
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