Naval Revamp - A Red Alert map mod

I've created this mod to see what it takes to make naval FUN!

Discussion about the game and its default mods.
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Punsho
Posts: 71
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Location: Lithuania

Re: Naval Revamp - A Red Alert map mod

Post by Punsho »

Materianer wrote:
Wed Jan 08, 2020 1:05 am
Have to try this map :D
Punsho wrote:
Tue Jan 07, 2020 6:44 pm
This mod is still missing some art assets, f.e. a jet skis for these poor fellas
You can find a JETSKY: and some other naval stuff in this collection.
https://resource.openra.net/maps/17486/

Inserts naval units are also much awesomeness, the deployable sub and so ;)
That mod is so old and has it will be a big undertaking to push it up to date. I think I'll have to download an old release to try it out.

Also a few of Insert Name's assets are already in. The deployable sub turret has been converted to an infantry submersible. The sub turret doesn't have a good a good gameplay niche to fill. Maybe it will in the future.

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Punsho
Posts: 71
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Location: Lithuania

Re: Naval Revamp - A Red Alert map mod

Post by Punsho »

Materianer wrote:
Wed Jan 08, 2020 1:05 am
Have to try this map :D
I've tried it on that release. The lag makes it completely unplayable, feels like 3 frames a second. I guess I'll try to reanimate the units

Ronald
Posts: 99
Joined: Fri Aug 30, 2019 9:05 pm

Re: Naval Revamp - A Red Alert map mod

Post by Ronald »

Punsho wrote:
Tue Jan 07, 2020 6:44 pm
You can find a JETSKY: and some other naval stuff in this collection.
https://resource.openra.net/maps/17486/
Inserts naval units are also much awesomeness, the deployable sub and so ;)
Thanks for the reference Punsho, that is nice mod/collection.
I like that aircraft carrier around 29:00 min in the video.

Ronald
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Joined: Fri Aug 30, 2019 9:05 pm

Re: Naval Revamp - A Red Alert map mod

Post by Ronald »

Punsho wrote:
Wed Jan 08, 2020 8:02 am
Those look pretty standard, exactly what a pirate would use :P perfection.
That is just what it is, a basic model to create my first Blender OpenRA concept model
Punsho wrote:
Wed Jan 08, 2020 8:02 am
One thing is that you will need to add is a thieve 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.
About that thieve-on-top: do you have any close-up, bigger pictures of it for me to work from?
I was not able to dig up any concept art myself from here:
- https://www.neoseeker.com/command-conquer-red-alert/
- https://www.neoseeker.com/command-conqu ... ncept_art/
- https://www.neoseeker.com/cc-red-alert-3/concept_art/

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Punsho
Posts: 71
Joined: Wed Jul 18, 2018 2:56 pm
Location: Lithuania

Re: Naval Revamp - A Red Alert map mod

Post by Punsho »

Ronald wrote:
Wed Jan 08, 2020 2:22 pm
Punsho wrote:
Tue Jan 07, 2020 6:44 pm
You can find a JETSKY: and some other naval stuff in this collection.
https://resource.openra.net/maps/17486/
Inserts naval units are also much awesomeness, the deployable sub and so ;)
Thanks for the reference Punsho, that is nice mod/collection.
I like that aircraft carrier around 29:00 min in the video.
I didn't link it, it was @Materianer

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Punsho
Posts: 71
Joined: Wed Jul 18, 2018 2:56 pm
Location: Lithuania

Re: Naval Revamp - A Red Alert map mod

Post by Punsho »

Ronald wrote:
Wed Jan 08, 2020 2:37 pm
About that thieve-on-top: do you have any close-up, bigger pictures of it for me to work from?
I was not able to dig up any concept art myself from here:
- https://www.neoseeker.com/command-conquer-red-alert/
- https://www.neoseeker.com/command-conqu ... ncept_art/
- https://www.neoseeker.com/cc-red-alert-3/concept_art/
Those links don't load any images for me, also I have no pictures of thieves

Ronald
Posts: 99
Joined: Fri Aug 30, 2019 9:05 pm

Re: Naval Revamp - A Red Alert map mod

Post by Ronald »

Thanks for the feedback.
Those links don't load any images for me
If you want to see CnC and RA Concept. you can also try this link:
https://www.neoseeker.com/Games/concept_art/c/
.., also I have no pictures of thieves..
Don't worry about that. i've already found some (more) inspiration

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FRenzy
Posts: 267
Joined: Sun Jun 26, 2016 8:00 am

Re: Naval Revamp - A Red Alert map mod

Post by FRenzy »

EDIT :
- Edited some rules, mainly all vehicles run on water at 25% speed (50% for T1)
- New 3v3 : https://resource.openra.net/maps/34448/
- 3v3 edited : https://resource.openra.net/maps/34447/

Image Image


**********************************
Hey Punsho, cool stuff, your mod looks promising.

I was doing a recreation of "Bombardment Islands", now modified with your mod :
3v3 map : https://resource.openra.net/maps/33603/
2v2 map : https://resource.openra.net/maps/33613/
1v1 map : https://resource.openra.net/maps/33665/

Image

Looking forward to new fun naval maps ;)
Last edited by FRenzy on Mon Apr 06, 2020 2:01 pm, edited 2 times in total.

Ronald
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Joined: Fri Aug 30, 2019 9:05 pm

Re: Naval Revamp - A Red Alert map mod

Post by Ronald »

@Frenzy - Thanks for creating these nice variations!
[Downloading ...||||||]

Ronald
Posts: 99
Joined: Fri Aug 30, 2019 9:05 pm

Re: Naval Revamp - A Red Alert map mod

Post by Ronald »

@Frenzy: I've played all three maps in Skirmish mode and had lots of fun while playing them

Feedback:
1 - 2vrs2 and the 3vrs3 map went well:
Both (Allies/Soviet) faction's [Naval-AI] created (multiple) shipyards/sub-pens in the waters around the islands.
This happened on various locations in relation to their initial [Naval-AI] Construction Yard positions

2 - 1vrs1 map still needs a little spawnpoint-tweaking:
Both (Allies/Soviet) faction's [Naval-AI] were not able to create shipyards/sub-pens in the waters around the islands.

Matthias0815
Posts: 2
Joined: Fri Jan 31, 2020 10:52 am

Re: Naval Revamp - A Red Alert map mod

Post by Matthias0815 »

I´m impressed about this mod.

I´m a great fan of the naval battle option in the orginal Ra but i can´t mod that what i want.
I build a water only map. A sub with limited ammo and hunt destroyers. I change the range and speed for the units and weapons for harder skills.
I do this also with a MIG and hunting destroyer. I gave the both a large range of there missle( a little bit longer/faster for the destroyer)

What i miss was the option to recharge the Subammo or the Destroyer.
Watermines!

Mo
Posts: 118
Joined: Sun Jul 19, 2015 1:40 pm

Re: Naval Revamp - A Red Alert map mod

Post by Mo »

Ronald wrote:
Tue Jan 07, 2020 9:50 pm
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?
From my experience, there's a few things I've found that allowed for more naval play alongside other units for some good fun.

1) 2v2 or beyond. 1v1 doesn't seem to work as well. Naval requires a lot of resources, and if you put too much resources on the map, everyone floats. Naval caters better to 2v2 where you can have mixed allies and soviets.

2) Water should be close to spawns to allow for immediate naval placement. This can cater for options like cheese play, or quick transport to areas of the map that can be strategic or quicker than going by land.

3) Map design needs to adhere to regular map design principles. There's a whole topic on this regarding number of lanes, and minimum lane widths for avoiding chokes.

4) Water cannot be more than 30-50%. I never figured how much is good enough, but 25% of all land tiles is a good estimate to start with.

5) Water should connect spawns between enemies if you want to see some kind of naval action. You need to then consider how the water divides the map, whether it's direct or on the edge of a map going around, whether spawns are close or far, etc.

6) Make ore mines a distance away from the water so that destroyers can't camp them all. At least 75% of ore mines should not be within reach of destroyers to allow for some balance.

7) Provide a safe way to place subpens/naval yards that can be protected by land defences or units so that naval doesn't snowball for 1 player for dominance.

8) Allow for long ranged naval units to be able to reach at least 75% of key target areas of the map. If they can't, dominating the seas won't be worth it.

9) Remember, naval should be secondary, and design the maps in mind as if naval is like air units, tanks, or infantry. They should be an option, not the main goal. So you will have games where naval is never used, and that's fine. Just like we have games where air is never used.

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FRenzy
Posts: 267
Joined: Sun Jun 26, 2016 8:00 am

Re: Naval Revamp - A Red Alert map mod

Post by FRenzy »

I edited some rules for testing (all vehicles move on water), and modified the 3v3 maps : viewtopic.php?p=311216#p311216
@Ronald thx for the feedback, might re-check the 1v1 map when I have some time

Ronald
Posts: 99
Joined: Fri Aug 30, 2019 9:05 pm

Re: Naval Revamp - A Red Alert map mod

Post by Ronald »

Update: See my Naval AI question over here on the forum
viewtopic.php?f=82&t=21233

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