Sunstroke
..a multiplayer map for Yuri's Revenge


Contents
  1. Map Information
  2. Map Description
  3. Requirements
  4. Install & Run
  5. Modifications
  6. Known Bugs
  7. Other RA2/YR Maps by the Author
  8. MapEditing Notes
  9. Credits
 10. Disclaimer
 11. Legal




===1. Map Information===
*Author: Cannis
*Map Name: Sunstroke
*Game Supported: Yuri's Revenge
*Players: 2-4
*Size: 70x75
*Theater: Desert
*Resources: Heavy
*Format: .YRM
*File Size: 138Kb
*Online Transfer: Enabled
*Editor Used: Final Alert 2 v1.00
*Map Release Date: 10/26/01




===2. Map Description===
A Team Alliance map with a desert theme. Designed for 2-on-2 play, the two teams each share a large ore pit. In the center of the map, a couple of very vulnerable Secret Labs can be found - easy to capture but hard to keep. Each player starts out with a Tech Airport AWARDED TO HIM - no need to capture it. Early in the game, each player will be REINFORCED with a free Apocalypse Tank which will arrive at his base. Yes you read that right :)

Tips: Since everyone starts out with an airport, paradrops will take place a lot earlier in the game than normal. Be ready. Enjoy your free tank.




===3. Requirements===
You need to have Red Alert 2 *and* the Yuri's Revenge expansion installed to play this map.




===4. Install & Run===
*Included files:
sunstroke.yrm (the map)
sunstroke_YURI.gif (preview image)
sunstroke_YURI.txt (this file)

Place sunstroke.yrm in your \RA2\ directory. Start YR, and the map should appear on the TEAM ALLIANCE map list. Team Alliance is the only game mode supported.




===5. Modifications===
-Paradrop recharge time is increased to 5 minutes (instead of 4).

-Mirage Tanks imitate more and different trees.

-Shipyard building is disabled.




===6. Known Bugs===
-When playing with fewer than 4 players on the map, unneeded reinforcement Apocs will sometimes take the long way to leave. Don't worry, they won't hurt anything on their way.




===7. Other RA2/YR Maps by the Author===
(as of the date of this release)
[Multiplayer/Skirmish]
	Sunstroke (YR)
	OverExtended v.2 (RA2 & YR)
	Frigid Triangle (RA2 & YR)
	Frigid Triangle Blackout (YR)
	Frigid Triangle NightOps (RA2 & YR)
	OutGrowth (RA2)
	City Fights Back (RA2)
	City Under Siege (RA2)
	Switchback Ravine (RA2)
	Switchback Ridge (RA2)
	Collision Course (RA2)
	ROCK YOU! (RA2)
	Freeze-Out (RA2)
	OverExtended (RA2) <obsolete, replaced by OverExtended v.2>
	Gem Pit (RA2)
	Jungle Warfare (RA2)
	Inversion (RA2)
	Moonlit Bay (RA2)




===8. MapEditing Notes===
How could this map be made for Yuri's Revenge before an editor was available? For the full scoop, go here:
http://messagebrd.westwood.ea.com/boards/ra2/english/Forum7/HTML/001987.html

Okay.... how about giving players stuff like buildings an units? This is so cool. If you inspect the triggers for attached to the airports, you will see that I am using the 'Change House' action on startup, which changes Neutral Tech Airports to the Houses of the players. The House parameter is a 4-digit number. For the player at waypoint 0, the House parameter is 4475; for waypoint 1, 4476; and so on. If no player was spawned at a particular waypoint, then nothing happens.

Note these House parameters do not work in other situations. So far I have tried them in the following:
-'Entered by' trigger event. Result: Nothing happens.
-'Change House' script action. Result: Internal error when script line is called.
-'House' of trigger. Result: Internal error on map load.
-'House' of teamtype. Result: Internal error when teamtype is called.

Getting the Apocs to change House was one of those 'fuss until it works' deals. If you want to give the player units sitting around on the map, it can be done in the same way as done with the airports. If you want to change the House of units that are spawned as teams, then they must move to a new cell before the House change takes place. Why? I have no idea. If you examine one of the Apoc scripts, you will see that on one line, a local is set which causes the appropriate 'Change House' trigger to fire, and the next line tells the Apoc to move to another waypoint. This gets the Apoc to move so its owner can change. This took me 2 hours to figure out :\

Well now that the genie is out of the bottle I fully expect to see a bunch of maps that give the players fully-built armies and bases. Please don't abuse this - going overboard might seem cool to you as a mapmaker but you must ask yourself - will it be fun for the player?

INI changes affect the Mirage Tank, Paradrop recharge time, Tech Airport, and shipyards. All INI changes are documented below.

[CAAIRP] ; Tech Airport
NeedsEngineer=no ; will animate without needing engineer first

[General]
DefaultMirageDisguises=TREE28,TREE29,TREE30,TREE21,TREE23,TREE24 ; Aren't the cacti lovely?

[ParaDropSpecial] ; paradrop superweapon
RechargeTime=5 ; 5 minutes between drops, was 4

[GAYARD] ; Allied Shipyard
TechLevel=-1 ; make unbuildable

[NAYARD] ; Soviet Shipyard
TechLevel=-1 ; make unbuildable

[YAYARD] ; Yuri Sub Pen
TechLevel=-1 ; make unbuildable




===9. Credits===
-RVMECH, for working with me to create Yuri's revenge maps before an editor is available, and for trying to help me get XCC to spit out a custom preview for this map.

-The WW map team for creating the YR skirmish map Ground Zero - which awards players Nuclear Reactors on map startup.

-Westwood for a great game.

-Matze for a great editor - Final Alert 2.




===10. Disclaimer===
The author does not make any warranties regarding the files in this archive. Users assume responsibility for the results achieved for computer program use and should verify applicability and accuracy.




===11. Legal===
This Yuri's Revenge map 'Sunstroke' is (c) 2001 by Tony Ferrara.
You MAY NOT include this map as part of any sort of commercial or promotional product without my permission.
You MAY distribute this map through any other means, provided it is offered free of charge.
If offered from a WWW or FTP site or similar, this .txt file (unaltered) must be included.
Please do not use this map as a base for other maps.


I hope you like the map!
-Cannis Rabidus 10/26/2001
maddog@gamedesign.net