Posted: Sat Jul 18, 2015 6:12 pm Post subject:
Remaking all 38 missions for YR, Hard Mode
Subject description: A project to make the story of Red Alert 2 more epic, without losing classic fun details.
Recently, I have begun re-making the first Allied Mission of Red Alert 2, but harder the original. The main purpose of this is because I personally found many missions too small-scale for wars, and were more like border skirmishes most of the time. In addition, Westwood's tendency to give an MCV in almost every mission made missions seem dry and uneventful. So, I am doing this project to give the story more scale without changing the regions themselves too much, because I do want to retain the cheesy details that made the game fun to play.
Basically, I will show you what I have so far, which is the attachment to this post, my re-make of the first Allied mission edited for YR, and with a custom ra2md.csf for the adjusted briefing.
In this mission in particular, I thought that it was a shame for the Statue of Liberty to be destroyed immediately, so if this project continues, I will find a way to integrate its destruction into the story in a more deserving way.
A major thing I was uncomfortable with was how easy some of the missions were. Being able to rush through the missions in under 2 hours on hard with no issues at the age of 11 was simply not satisfying to me.
But enough about me, please check out the map attached (for use in vanilla YR) and tell me what you think, as well as your opinion on the project itself.
I have to agree that most missions were, once the enemy's advantage was crushed/over, lineair and dull.
I mean why have 3 nukes when only 1 fires, amirite?
Anyway, it looks like a good project.
I do however doubt whether many people would play the missions again, with memories of the old, dull missions.
Nevertheless, I'd like to be proven wrong _________________
I see what you mean, it may not appeal to so many people. It was originally going to be created for YR RedRes, but I thought it would be better to expand to the whole community.
Also, I appreciate your encouragement, it's a much better start than I've had with my contributions in most places. QUICK_EDIT
Sure thing!
If there's anything you want to know about mapping, I'd be glad to help out.
If I find the time, or get a lot of progress done on the new map editor, I will join in.
In the past I thought about doing a reversed campaign, each mission would be played as the enemy.
I could ask the person who I was working with on that to see if he wants to join in.
Then again, it was some time ago... Maybe he moved on to something else.
You could ask him yourself too, he's called Shadow Hunter on PPM. _________________
RP - I might just get in contact with him, after all I'm not the best mapper, so both your and his help (maybe) is much appreciated.
Aro - I like the campaigns too, and the game was so much fun, I just found it too easy overall, even online, like when I played on CnCNet5 a few months ago, I won nearly 25 games with America and one paradrop.
And to everyone - I should have Red Dawn completed by tomorrow or the day after.
EDIT: Complications have arisen and I cannot get Red Dawn out just yet. Last edited by Thordorb on Mon Jul 20, 2015 4:02 pm; edited 2 times in total QUICK_EDIT
I think the AI needs to be less predictable, although this would change the dynamic of repeatability... each time you play could be a different difficulty.
I never liked Generals because it was such a grind, they would pepper you endlessly with just enough that you didn't make headway, rather than being a real battle of wits. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
What I think is absolute shit about missions, is that they lock out specific technology.
Like you have access to the Mirage Tank, and then a mission later they disable it because it would give too much of an advantage.
IMO you'd have to design your mission in a better way instead of solving issues by adding TechLevel=11 to specific units.
Either way, creating custom AI for a mission isn't that easy.
I have quite some experience in creating custom AI for mission scenarios.
Bear in mind that you should/could add a learning curve into the missions.
If you want fully fletched missions with everything added in, you could also think about unit introductions with EVA speeches.
IIRC in YR a lot of the RA2 units get their own introduction speeches, too.
When I design a mission they are usually rather complex and filled with a lot of detail.
Westwood's map design was rather plain, but I think detailing is forced these days because of full map renders.
In the old days you had specific pieces of the terrain discovered, which doesn't show the plainess of the map completely.
So you might want to think about adding more detail as well.
Take for example Allied 11, the enemy base is soo empty and plain, it sucks to look at. _________________
I would like to apologize for my absence recently, IRL stuff has been going on, so I haven't been able to do much. Even so, I've got a first version of Red Dawn, along with the updated CSF file.
I think this is really cool, but at the same time, a daunting project. I made all the original maps playable in my mod.
The only thing I did to make them harder, was reduce all the players armor on all buildings tanks inf etc, by 25%, lowered their income from ore by 50%, decreased the players weapons damage by 50% and made their units tanks inf etc, take 50% longer to fire.
But this is only a band-aid, and not what your trying to do. Sure it made it harder, but the missions didn't change in the slightest... I hope your project goes well. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
I think it's a bit OP if you can make everything in the first Allied Mission?
I agree. If that's to reply to what Aro said, then I think he meant that once technology is added to your tech tree, it should not be taken away, like disabling a certain unit after they'd been introduced because it would be too OP in the mission.
If you mean that I've accidentally left all techs enabled in my versions, then I have some more editing to do. QUICK_EDIT
The fact that the Kirovs seen in the into didn't appear in the actual Allied mission always buged me. Did you consider adding some passive Kirov teams scripted to move from one side of the map to the other and then be deleted or at least something like that? _________________
That's an interesting point actually, there's alot of things in cutscenes that we don't see happen throughout the game. In time, I may get a little more motivated towards this project, and if/when that happens, I'll certainly go for a more dramatic scale in my recreations, starting with those Kirovs. _________________ Please ignore anything I say on tuesdays. That is my friend Phil, and he's completely addicted to bananas and Hammer tank. You have been warned. QUICK_EDIT
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