OverExtended v.2
..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: OverExtended v.2
*Game Supported: Red Alert 2
*Players: 2
*Size: 160x55
*Theater: Temperate
*Resources: Moderate
*Format: .MPR
*File Size: 224Kb
*Online Transfer: Enabled
*Editor Used: Final Alert 2 v1.00
*Map Release Date: 10/21/01
===2. Map Description===
This map places the base areas very far from each other, for more involved play than you usually find in one-on-one maps. Yet the shape of the map ensures that no one can get lost in all that space, which is all highly detailed, rugged terrain, and also features true non-destroyable bridges. As an added hazard, the civilians who've settled this region are actually retired Navy SEALs - they still have their service weapons and they don't take kindly to trespassers! Play as Soviet and mind-control them for added fun. Given the distances involved, Attack Subs and Kirovs are somewhat faster for better balance.
This is an updated version of OverExtended (overextd.mpr & overextd.mmx) that was released on 5/2/2001. If you have either of these files in your RA2 folder, please delete them.
Changes in version 2.0:
-Only 2 player slots, taking advantage of later RA2 patches.
-Improved triggers which spawn the civvie SEALs, making use of my 'Randomized Trigger Actions' technique.
-Slight improvement to cliff and water tile placement, making use of FA2's framework mode.
-Cells hidden behind cliffs are flagged as no-move/no-build zones.
-Preview image included and improved readme file.
Tips: There's plenty of ore and derricks on this map to support 2 players, but the problem is that very little is close to your base. A turtled player will starve. Build more miners than you usually would since they'll spend much of their time in transit. Paratroopers dropping into the city heights behind the enemy base can be very effective.
===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:
overextended2.mpr (the map)
overextended2_RA2.gif (preview image)
overextended2_RA2.txt (this file)
Place overextended2.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.
This is an updated version of OverExtended (overextd.mpr & overextd.mmx) that was released on 5/2/2001. If you have either of these files in your RA2 folder, please delete them.
===5. Modifications===
-Retired Navy SEALs (Texas civilians) that chew through infantry like they're nothing. And they come looking for you too. They do not have C4 or scuba gear however, and will not attack buildings under any circumstances.
-Bridges that simply cannot be destroyed. Yes you read that correctly.
-Kirovs are 60% faster; Attack subs are 33% faster. This just felt right to me given the map design.
-Each house and barn on the map will accomodate up to 10 garrisoned infantry. Tanks beware.
-Mirage Tanks imitate more and different trees.
-Map cells which are totally concealed behind cliffs are flagged as no-build/no-move zones. Human players cannot build on these cells anyway, so this modification should be absolutely transparent to the player. What this *does* accomplish is it prevents AI players from building hidden sentry guns and pillboxes, avoids graphical anomalies when AI-built prism towers and tesla coils are placed on these cells, and eliminates trying to find units hidden behind cliffs at the endgame.
===6. Known Bugs===
-Civilians in the process of taking out multiple targets while patrolling to a waypoint will suspend their walking animation, and will appear to skate along. I guess civilians can't walk and shoot guns at the same time.
-Some ore patches are simply too far for your miners to go to on their own; they must be ordered to harvest at such patches.
===7. Other RA2/YR Maps by the Author===
(as of the date of this release)
[Multiplayer/Skirmish]
OverExtended v.2 (RA2 & YR)
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===
Most one-on-one maps are simply too easy when played against the computer, and games on them are over too quickly when played between human players. This map's design concept is based on the premise that the time required for an early rush across the distance will allow for defenses to be built up before they can arrive. Hopefully this should encourage a higher tech game than normally seen in one-on-one, and/or require building large forces in order to defend territory.
This large distance limited the effectiveness of Attack Subs and made Kirov attacks laughable, so I sped the 2 units up a bit.
The non-destroyable bridges was an experimental mod at the time of release of the original version of this map. I have since grown confident that the mod is 100% reliable. It is not very strategically important to the map but I have left it in the current version anyway.
INI changes affect the Mirage Tank, Attack Subs, Kirovs, bridges, Texas civilians & their weapons, and various farmhouses/barns. All INI changes are documented below.
[CABARN02] ;Barn 02
MaxNumberOccupants=10 ; can now garrison 10 infantry, was 5
[CAFARM01] ;RA2 Farm
MaxNumberOccupants=10 ; can now garrison 10 infantry, was 6
[CAHSE01] ;American House 01
MaxNumberOccupants=10 ; can now garrison 10 infantry, was 5
[CAHSE02] ;American House 02
MaxNumberOccupants=10 ; can now garrison 10 infantry, was 5
[CAHSE03] ;American House 03
MaxNumberOccupants=10 ; can now garrison 10 infantry, was 5
[CAHSE04] ;American House 04
MaxNumberOccupants=10 ; can now garrison 10 infantry, was 5
[CIVA] ;Civilian Texan A
Sight=6 ; can now see 6 cells to match weapon range, was 2
Fraidycat=no ; stands and fights like a man, was yes
[CIVB] ;Civilian Texan B
Sight=6 ; can now see 6 cells to match weapon range, was 2
Fraidycat=no ; stands and fights like a man, was yes
[CIVC] ;Civilian Texan C
Sight=6 ; can now see 6 cells to match weapon range, was 2
Fraidycat=no ; stands and fights like a man, was yes
[CombatDamage]
BridgeStrength=1000000000 ; bridges are invulnerable, was 1500
[DRUM02] ; drum overlay - a hack to flag cells as no-build/no-move zones
Image=null ; uses invisible image so you can't see it
Immune=yes ; can't be destroyed, probably not needed
[General]
DefaultMirageDisguises=TREE04,TREE06,TREE07,TREE11,TREE12,TREE14 ; give those Mirage Tanks some new trees to mimic
[Pistola] ; Civilian weapon - now mimics the ChronoCommando's gun
ROF=30 ; more delay between firings to give the player time to react, was 20
Range=6 ; same as ChronoCommando's gun, was 3
Damage=125 ; same as ChronoCommando's gun, was 2
Warhead=HollowPointNoBuilding ; same as ChronoCommando's gun, otherwise he'll tear buildings to shreds
Report=SealAttack ; same as ChronoCommando's gun, was CivAttack
[SUB] ;Attack Sub
Speed=6 ; increased to balance for distances, was 4
[TEMMORLAMP] ; Invisible Light post - changed to a more subtle light
LightRedTint=0.33
LightBlueTint=0.01
LightGreenTint=0.16
LightIntensity=0.01
LightVisibility=2500
[ZEP] ; Kirov Airship
JumpjetSpeed=8 ; increased to balance for distances, was 5
===9. Credits===
-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 'OverExtended v.2' 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 10/21/2001
http://www.cannis.net/cannis/
This readme file altered 1/7/2002 to update the above website URL.
Download this map (official, non-transferrable)
---------------------------------
Download this map (non-official, in-game transferrable)
---------------------------------
Download fullmap picture (jpg)
---------------------------------
Download thumbnail picture (jpg)
---------------------------------