(6) Bay of Pigs
Based off the Bay of Pigs map for Red Alert 2.
Each base starts with one standard mineral/gas line, and two natural expansions with 60% as many resources each. Two additional high-yield zones found in the middle of the map are far from home and vulnerable.
Xel'Naga towers provide a large tactical advantage which will create a highly contested battlefield as players strive for map control.
Tall mountainous areas prevent units from flying far from land. Towers near the center of the map will be able to detect an air force before it's too late.
what is the status of this map? are you still working on it?
if not, is it open for others to edit?
There are some flaws with this map. One, I would say it does not adhere to the original nature of "Bay of Pigs." Two, I would say it does not elicit the same feel. I understand this was made in the earlier days of the editor and will likely not appear, however, that is my opinion about this map - without even playing it. One of the original intentions with Bay of Pigs was that your base was easily secured when it came to ground forces. However, If you were too overprotective in the front, and you weren't aware of your enemy's base enough, you might get hit from the side or behind. If you didn't realize your enemy was making teleporting units, the next thing you know, you have some of your money-making buildings missing. I think this is a vital point in understanding the original intent of Bay of Pigs which is lacking in this map. Air units were not meant to be restricted to only where the opponent could see them, and considering there is a lack of naval units in this game entirely, this map is not true to its nature. I do thank you, howevever, for your attempts. I hope you do not feel I am bashing what you tried to do, but instead, analyzing the map in comparison to the original.
Replaced road texture with a more appropriate one. Fixed no-fly zones using Onisagi's suggestions. Added street lights instead of flood lights and fixed the coloring of roads on the minimap.
Soft and hard radius can't be 0 for either, they seem to need each other.
If you have soft/hard radius = 1 it'll for sure work in the 3x3 grid area that the blocker unit takes up.
Try increasing the soft radius of all your "no fly zones". "Select All" is your friend.
The lack of documentation sucks, but i don't think blizzard gave us a broken editor, since they themselves needed this editor to help them make campaigns. There's always a way it'll work as intended.
Yeah, I played this map all the time back in the day. Can't wait for map publishing so I can actually play this online with 6 people.
The roads are dumb. You have to turn textures to ultra for them not to look blurry. It's the default road for this tileset though.
NO WAY DUDE!! I LOVE YOU SO MUCH!!
Omfg this was my favorite map from RA2 I love you so much dude. seriously :DD
edit: The road looks totally blurry :(