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Frigid Triangle ..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: Frigid Triangle *Game Supported: Red Alert 2 *Players: 2-3 *Size: 88x92 *Theater: Snow *Resources: Very plentiful *Format: .MPR *File Size: 171Kb *Online Transfer: Enabled *Editor Used: Final Alert 2 v1.00 *Map Release Date: 10/20/01 ===2. Map Description=== A simple yet high-quality map which should easily transfer online. Nearby gems and derricks get your economy in full swing right away. Ground war, air war, and naval war all work well. Layout and terrain offer several strategic opportunities. Tips: Defense of the ore fields on the high ground is the key to surviving prolonged conflict. Repair bridges when you're ready to make your move. ===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: frigid_triangle.mpr (the map) frigid_triangle_RA2.gif (preview image) frigid_triangle_RA2.txt (this file) Place frigid_triangle.mpr in your \RA2\ directory. Start RA2, and the map should appear on the map list. Standard, meatgrind, navalwar, nukewar, and airwar game modes are supported. ===5. Modifications=== -Mirage Tanks imitate more and different trees. -Paradrop planes are over 60% more durable, making success at reaching southern targets more reliable (this will only affect countries with their own paradrops, ie America). -Ice bridge map cells are flagged as no-build zones, since IMO it looks silly to build structures on them. This also serves to prevent building anything but defense structures adjacent to oil derricks. ===6. Known Bugs=== -Vehicles which carry other units (like flak tracks) cannot unload on ice bridges. This is a side effect of the above-mentioned mod. -AI will probably build shipyards but may not build navies, particularly in quick games. This seems to be a weakness in the game's AI rather than a fault with the map. ===7. Other RA2/YR Maps by the Author=== (as of the date of this release) [Multiplayer/Skirmish] Frigid Triangle Blackout (YR) Frigid Triangle NightOps (RA2 & YR) OutGrowth (RA2) City Fights Back (RA2) City Under Siege (RA2) Switchback Ravine (RA2) Switchback Ridge (RA2) Collision Course (RA2) ROCK YOU! (RA2) Freeze-Out (RA2) OverExtended (RA2) Gem Pit (RA2) Jungle Warfare (RA2) Inversion (RA2) Moonlit Bay (RA2) ===8. MapEditing Notes=== My goal with this map was to create an interesting yet straightforward battlefield for those who like their maps to be of the no-frills variety. At the same time I wanted to provide a quality equal to that found in a Westwood mappack. I hope I have succeeded in this regard. Two things I spent a lot of time on was: 1) Making sure Tanya could swim the channels. Dunno why anyone would send her through there, but the fact is, you can; and 2) Trying to encourage the AI to build navies. Reorganizing the resource layout helped a little bit. I also managed to add new AI naval TeamTypes that the comp actually built, but this didn't increase the overall frequency of naval attacks. I therefore decided to remove the new TeamTypes to keep the filesize down. INI changes affect the Mirage Tank, Paradrop Plane, Beach Towels (you won't see these in the game), and the distance the AI can build Naval Yards from their Conyards. All INI changes are documented below. [CAMSC04] ; Beach Towels - a hack to flag ice bridge cells as no-build zones Immune=yes InvisibleInGame=yes [General] AINavalYardAdjacency=22 ; Let AI build shipyards slightly further away, was 20 DefaultMirageDisguises=TREE22,TREE23,TREE24,TREE25,TREE26,TREE27 ; Mirage Tanks mimic trees actually on the map [PDPLANE] ; Paradrop Plane Strength=650 ; make stronger, was 400 (only benefits countries which already have their own paradrops, ie USA) ===9. Credits=== -My playtesters from the WW FA2 board, in order of reply: Wildefire McSpivey duffsca lakerfan TINYgiant Volrath__Lord_of_Rath appokares -Silverfox for a quick and dirty way to get red dots marking the player start positions on the map preview. -Westwood for a great game. -Matze for a great editor - Final Alert 2. ===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 Alert 2 map 'Frigid Triangle' is (c) 2001 by Tony Ferrara. 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! -Cannis Rabidus 10/20/2001 http://www.cannis.net/cannis/ This readme file altered 1/7/2002 to update the above website URL.
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