This map has highly modified rules and units for a unique game play combining mission elements
to a multiplayer skirmish. For example, the two rivers can be crossed by land units AND navigated
by ships. Also, the map enemy will spawn units out of civilian buildings in three waves of attacks
early in the game.
It is a 4v4 map with an enemy holding the middle islands and passes. These two passes are behind a
wall of silos that will self destruct when the timer expires and are loaded with mines, turrets,
and camo pillboxes. They also have civilian shooters, many Tanyas, and Mammoth tanks that will run
out and ambush you once the timer expires so have defenses ready before rushing in. Yes, Tanya will
use C4 on your base if you cannot defend fast enough. The enemy has four cruisers ready to shell the
pass once you enter. They are close enough to shore to attack with tanks but it will cost some units.
Rushers beware!
Also, all four teammates can build Navy. There are four islands in the center with enemy bases.
Capture it first and you will have two construction sites to build faster and control the water.
I have also rewritten the rules to allow ALL countries to build Allied and Soviet buildings and units.
All can build Navy, Gap gens, V2s, Air fields, etc. No excuses. The Aftermath units are disabled in
regular RA as you know, but I discovered that the weapons are not disabled so I did some borrowing.
Here are some of the newly created buildings and units for this map.
- Hospital is now buildable and required to get a medic. The hospital itself will automatically heal
infantry within a 7 cell radius. (One at a time)
- Bio-Research Laboratory creates a large toxic area for the enemy. The enemy health will drain away
if they get too close. Affects all units and buildings one at a time. (Area a little larger than gap)
This building also unlocks a civilian character named "Edyie" on the icon. He is cloaked and infected
with Covid. (Renamed Covid on the map) Sneak him near enemy infantry and select units to infect, or
set him on guard mode and he will slowly kill one unit at a time. (Only affects infantry)
- Forward Command Center unlocks an infantry unit named "General" and he has the PortaTesla weapon
just like a shock trooper in Aftermath.
- Technology Center unlocks "Agent Delphi" who is a fast cloaked suicide bomber I named the
"Terrorist." He has just one nuke style bomb which he will run right up to the target to detonate,
killing himself in the process.
- Supply Truck is the same as the Demo Truck in Aftermath.
Changes/added capabilities to the following existing buildings and units.
Buildings-
Added AA Gun to:
-Construction Site
-Naval Yard
-Ore Refinery
-War Factory
Added Rocket Launcher to Sub Pen
Added Chain Machine Gun to:
-Ore Refinery
-Soviet Barracks
-Pillbox
Added Snipers to Camo Pillbox which shreds infantry and tanks but has a shorter range of 5 vs. 7-10 for tanks.
Added 105mm flaming heat-seeking shells to Iron Curtain. The range is set to 16 so these can rain down from a
great distance. This Iron Curtain is expensive and slow firing but it can force an opposing army to stay back.
Each shell can take out the weaker units with one shot.
Power plant increased to +225 and Advanced power plant increased to +800.
Tesla Coils now fire 5 times between recharges.
Increased adjacent spacing of buildings. You can now build most buildings 4+ cells away from each other to spread
them out. Small Power Plant, Pillboxes, Camo Pillboxes, Turrets, and Tesla Coils can be built 10 cells away for
extended defense. Navy Yards and Sub Pens can be built 15 cells away. You can now spread your base across the map
very quickly for defense or to help a teammate. This should increase teams working together as well as unclog your
own units.
Units-
-Heavy Tank now has smaller 90mm gun (same as Medium Tank) but also has TeslaZap as secondary weapon
-Spy Plane is very strong and has very wide sight to reveal across entire flight (because everyone has Gaps)
-Reduced Cruiser range to 14 so they defend the passes but cannot reach your base
-Engineer can take more damage before dying
-Land/Sea Transport is now cloaked
-Navy Destroyer now fires 120mm cannon (same as Mammoth Tank)
-Gun Boat now fires 90mm cannon (Medium Tank) and has Chain Gun secondary
-Yak is now a carpet bomber dropping 8+ parabombs
-Additional Dragon weapon given to Rocket soldier (fireball with long range)
-Mobile Gap Generator now repairs vehicles like a mechanic. Just move unit or force fire.
-Mines are now nuke mines
-Multiple units adjusted for strength and fire power to make unit combinations more effective then many of the
same type unit (strengths and weaknesses cover for each other)
Personal notes, objectives:
- Objective one. Create a multiplayer mission/skirmish map that starts out 8v1 against the computer, and then
reverts to 4v4 once the comp is beaten/captured. The triggers and team types in RA are designed for one specific player which could end up in any of the eight starting positions. They are basically designed for single player missions
only. Many triggers do not work at all for a computer player that is not one of the eight players. Create team,
production begins, etc. just do not work for a non-player enemy so the enemy base will not build buildings or
produce units. I was limited to pre-built units and off map reinforcements. Even these are limited in volume and
action. I staggered the reinforcements several seconds apart and still only some will generate and some of those will
not follow attack commands. The cruiser patrol loops quit working within minutes. I just could not make the comp give
any kind of real fight for eight human players so creating a storyline mission with objectives is meaningless.
I think the RA engine just cannot keep up, or I just could not really make it work within the .mpr file only.
Objective failed for the most part.
- Objective two. Provide myself a much needed distraction from the work I am about to go do. Objective met.
- Objective three. Contribute a little something to the community that keeps this game going after all these years.
Objective to be determined.