I've created this mod to see what it takes to make naval FUN! I've added a bunch of new naval units, revamped vanilla units in their relation to water and have modified some maps to fit in with the new mechanics. I focused on intertwining naval and ground as I think this is the path that leads to interesting and fun gameplay
Isle of Man
map.png (8.27 KiB) Viewed 37090 times
Some of the changes to vanilla mechanics
Vehicles that became amphibious: APC, Phase Transport, Light / Tesla / Chrono Tanks, Minelayer, Harvester, MCV
Infantry that became amphibious: Engineer, Spy, Thief, Tanya
Thief can steal ships
All buildings can be placed on water
Chinook is available for all factions
Transport can now carry 12 infantry, 3 vehicles or 2 heavy vehicles
Transport cost from from 700 to 500
Transport removed from Soviets (added Submersible)
All Soviet vehicles can float on water at 20% of their speed
Naval Yard and Sub Pen cost decreased to 700
Missile Submarine Missiles track enemy units
Spy Plane detects submarines
Sonar Pulse moved to Naval Yard
Submarine lethality approximately halved (depth charges nerfed accordingly)
Gunboat cost from 500 to 300
Gunboat damage output changed in a way they it would have the biggest dps / second / cost out of all naval units
Reduced Gunboat health (just 2 rockets from a Rocket Soldier kill it)
Minelayer can place naval mines on water
And other minor changes
This mod is still missing some art assets, f.e. a jet skis for these poor fellas
IMO the current best naval map for this mod is my edit of Pluto, in anyone has suggestions for what maps should be added I'll consider adding them. Sadly very few good naval maps exist, mostly because naval in Red Alert is garbage.
Sadly very few good naval maps exist, mostly because naval in Red Alert is garbage.
Can you give (us) a few map-design guidelines (for others) about:
- What map design elements do make up a good OpenRA naval map?
- The DO and the DON'T when designing naval maps?
I'm not certain myself, I haven't made many naval maps nor I have meta to build around. Tho I can think of a few guidelines. When it comes to it you still need to follow basic map making guidelines. A minimum of 7 mines per player, 3 mines at spawn (2 can work on some maps). You need to have plenty of contestable objectives, some that are easy to take and guard, others that are hard, place them in such a way so you could see action in the first minutes, but also that all-ining wouldn't be the most effective strategy. You need to have open waters (around 8 cells wide at minimum) for proper naval movement, you need to have open ground (around 8 cells wide at minimum) for proper ground combat. And the list goes on. I think I've made a really good map with Pluto, it still needs refinement and includes little ground combat. But you can use it as a somewhat guideline. I've spectated a half dozen games on it, they've been pretty awesome.
Last edited by Punsho on Tue Jan 07, 2020 10:17 pm, edited 1 time in total.
At a point I did a plate bib for a guy on the ORA Discord for buildings on water. Should be there somewhere.
I found it. It's just that I want to remove bibs, not replace them with other art. I've been recommended to replace them with empty / transparent shp's but OpenRA does not seem to support them. All my methods have failed, but I feel like there's still a way
Again.. thanks Punsho for creating this wonderful and above all fun naval extension to the RedAlert mod.
I'v downloaded all maps and going to test in Skirmish mode (1 vrs 1 or 2vrs 2 and will provide feedback over here.
A few quick-and-dirty renders of a potential 3D JetSki model - in both Allied and Soviet colour-schemes from the above blueprint.
These 3D models now look a little "blocky", "sharp-edged" as in low-polygon modeling
Those look pretty standard, exactly what a pirate would use perfection. One thing is that you will need to add is a thief on top, it can be done once the model is converted to 2d but it may possibly be more work, it's you're creation after-all, make it as you please.
Last edited by Punsho on Wed Jan 08, 2020 2:53 pm, edited 1 time in total.