Reborn on the RNA engine, the RA2 and YR story will be relived with real time 3d graphics. We of the ConRed team are aiming to recreate the gameplay of Red Alert 2: Yuri's Revenge on the Red Alert 3 engine, with a new Yuri Campaign. Later on, we will be working on a mod that is an expansion to this one; Condition Red: Rise to Power. The setting of the mod will take place after the events of YR, with Yuri in the psyonic prison. This allows us the create a whole new story continuation, with a lot of new content.
Downtown is an urban four-player map.
Each starting area has access to a Ore field and a Tech Airfield.
expanding slightly to the sides of the start area gives you access to another Ore field as well as a Gem field.
In the center of the map are four Tech Oil Derricks as well as a Tech Machine Shop.
Along the main roads that divide the map into quarters, are plenty of garrisonable buildings.
Each underpass into the players base also has a pair of bunkers at it's sides.
no offense, the rest of your map is amazing, but the gems seem , a bit fake. Perhaps if they were closer together, and more shinny...
Yup, they look like they lacked the shine. :-) But they are very goooooood base... just adding some shine on them would make them completely perfect. :-D
The gens is a bit fake...
Wait! Gens? YEAH!!!
can all infantry garrison buildings
No.
So your making only G.I's and conscript's can garrison buildings hah? Well I hope you'd make all of 'em in rise to power. :D
No. In CR:RtP, G.I.s, Conscripts, Guardian G.I.s and Flak Troopers can.
Looking great! But i think the gems needs a little work..
Great work on the ore and gems so far.
Btw: Do you plan to give the team of "The Red Alert\" some advice about ores and gems?
What advice is there to give?
It's just the tiberium crystal code from TW with new models.
I thought that the Tiberium logic from TW was messed up in RA3.
it is abit, but it's been promised to be fixed by EA.
O Rly? When? Where did they promise this?
just before CommandCon
overall is great, but the pit/ramps seem too small
Wow, I stop looking at this mod for a couple of months and it gets better and better. Looking great!
My only comment is that your world texture blending looks a bit unnatural. I would either using hard edges only or use blends only, since both together look weird.
The thing about SAGE textures is that there are no diagonal hard edges for world textures, if I remember correctly...
Wow, it's been forever since I've been on Worldbuilder.....
Correct, there are no diagonal hard edge texturing.
This wouldn't be a problem, except the build grid(and thus the RA2 one) and texture grid are at a 45 degree angel from each other.
Meaning all the 'edges' of the build grid are actually diagonals on the texture grid, forcing me to do blending.
Hmm.
Well right now it looks a bit unnatural, having both a hard edge and a blend together.
When I ran into this kind of problem when I made Lone Guardian, I usually just covered up all of the edges with a Road Decal (is that what it's called? I think it's called a Road, but I don't remember anymore. Basically I mean the version of the decal where you could specify a start and end point and chain them together, etc...)
Or, alternatively, you could autoblend each texture to make blends for all edges, regardless of whether or not they are diagonal. I think that works, unless you try to do it with multiple overlapping textures, in which case you'd need to blend them all manually or face texture roadkill.