Red Alert Madness      http://www2.dgsys.com/~babak
-----------------------------------------------------------------------------
                              The Red Alert
                          Internet Map Edit Guide

                                Version 2.01
                             November 24, 1997

             Copyright 1997 Jaakko Nenonen. All Rights Reserved
                            enenonen@oktasys.fi


DISCLAIMER

The purpose of this mapedit guide is to aid you to put units, structures and 
and other things on your own multiplayer maps in the game Command & Conquer:
Red Alert, by Westwood


NEW STUFF IN YOUR MAP


When you downloaded this guide you got NEWSTUFF.MPR. At this map there are
some new stuff like different types of walls, Money and Healbase crates and
icefloes, which you can copy to your own map if you follow next instruction:

1.Go to Terrain Editor
2.Load the map "New stuff which youcan copy in your maps"
3.Create with mouse the region that you want to copy. Click mouse's right
  button that should be followed by a small window on the screen. Choose COPY
4.Load your own map
3.Create with mouse the region to which you want to put your copy. Click again 
  right button and a small window will appear on the screen. Choose PASTE 
  and thats it!

When I tested my snow map, in which I had put this new stuff, only the walls
functioned but if you manage to put crates and icefloes on your map so that
they work please E-Mail me and tell me how you did it.


GETTING STARTED


First Build your the map and then edit xxxxxxxx.mpr (xxxxxxxx=the name of the map)
using MS-DOS Edit or alike. REMEMBER ALWAYS THAT, if you save your map in 
Terrain Editor it will destroy all that you have written your .mpr file!!! 
That's why you should make a copy of your .mpr file before you visit next
time Terrain Editor! 

Check that .MPR file has following sections
       
 [Basic]
 [Map]
 [Waypoints]
 [Mappack]
 [TERRAIN]
 [Overlaypack]
 [Digest]

If you find all, you are able to start editing 


1. RULES-SECTION
----------------

You can put your own rules to your maps. You must have RULES.INI, of 
which you can copy parts to your own .MPR file, after which you can
change them as you like. They must be situated before [basic]-section.
I give you two examples:

[General]
GrowthRate=20

[GAP]
Owner=allies,Soviet

[TeslaZap]
Range=15.0

In this example orefields grow two times faster than usually, Soviets also
have Gap-generator and teslacoil's laser's distance is two times longer

[General]
CrateMinimum=6
CrateMaximum=5000
CrateRadius=5.0
CrateRegen=2.0            
BridgeStrength=2500

[Recharge]
Chrono=5                
IronCurtain=5          
Nuke=5                 

[JEEP]
Speed=15
Owner=allies,soviet
Cost=400

[Powerups]
Cloak=30,STEALTH2                
Money=0,DOLLAR,2000           
TimeQuake=50,TQUAKE              

In this example powerup-crates appear about three times more often than
usually, crate's radius is five cells, bridges are 2.5 times stronger than 
usually and Soviets use ranger too and is better than before. Chronoshift, 
Iron Curtain and Atom Bomb charges in five minutes. Stealth- and Quake crates
are most usual powerup crates and moneycrates dont appear at all.

As you see you have to copy only those parts in RULES.INI that you will 
change. The changes that you do will be ONLY in this map.


2.BASIC-SECTION
---------------

[Basic]
NewINIFormat=3            <1
Name=xxx                  <2

1.Don't know
2.Name of the map. This is the easiest point to change the name of the map 


3.TEAMS-SECTION
---------------

Write beetween [Basic]-section and [Map]-section as follows

[USSR]              < 1
Maxunit=500         < 2
Maxinfantry=500     < 2
Maxbuilding=500     < 2
Edge=East           < 3
Techlevel=9         < 4
Allies=USSR,Neutral < 5


1.Name of the team

2.Probably maximal dimensions? 

3.The edge of the map , where team's reinforcements arrive. The alternatives
  are South, North, East and  West, buy this is of little consequence.

4.The techlevel of team. it doesnt matter

5.The allies of the team. In this point you have to name the enemies and
friends of this team. In this example neutrals are friendly to USSR

You also have to include the information of following teams:
    
                              Colours:
    [ENGLAND]
    [GERMANY]
    [UKRAINE]
    [FRANCE]
    [TURKEY]
    [SPAIN]
    [GREECE]                   Blue
    [ITALY]
    [NEUTRAL]                  Yellow
    [GOODGUY]                  Blue
    [BADGUY]                   Red
    [SPECIAL]                  Yellow

As you can see teams are hostile to each other. If you dont include
information of teams in your .MPR file, you won't get structures and units
on the map


4.MAP-SECTION
-------------

[Map]
Theater=SNOW    <1
X=0             <2
Y=32            <2
Width=126       <3
Height=64       <3

1.type of terrain. SNOW, TEMPERATE or INTERIOR, which means inside mission.

2.The location of left upper corner.

3.Width and Height of map. Once I tried to change them to 126x126. Terrain
  Editor showed the map at the size of 126x126 but at the game it was anyway 
  126x64. By changing this point you can at least do smaller maps but how 
  about 120x80 for example? I haven't tested yet.


5.WAYPOINTS-SECTION
-------------------

[Waypoints]
0=2720     <    1    
1=4163     <    1
2=4328     <    1
3=13343    <    1
4=12493    <    1
5=11743    <    1
98=12363   <    2

^^ ^^^^^
3    4

1.Start positions. In this example there are six start positions. It might be
  possible that you can put more than eight of them here, I dont know.

2.Dont know 

3.Number of waypoint

4.Position of waypoint, the cell.


6.MAPPACK-SECTION
-----------------

This is same as in C&C .map file in packed. Terrain Editor takes care of
this


7.TERRAIN-SECTION
-----------------

[TERRAIN]
5886=MINE       
13011=TC01
^^^^^ ^^^^
  1    2

1.The cell where tree is located
2.code of tree. MINE is a mineshaft  

Terrain Editor takes care of this. This section is useful when you search 
right places for structures and units. 


8.STRUCTURES-SECTION
--------------------

If you want Structures on your map write between Terrain-section and 
Overlaypack-section as follows:

[STRUCTURES]
0=Goodguy,GUN,256,7623,0,None,0,0
1=Special,MINV,256,12754,0,None,0,0
2=Neutral,BRL3,256,9876,0,None,0,0

^ ^^^^^^^ ^^^^ ^^^ ^^^^ ^ ^^^^
1    2     3    4   5   6  7   


1.Number of structure. Next structure will be number one, and the next after
  it number two and so on.

2.Owner of the structure. If the owner is Goodguy, Badguy, Neutral or
  Special, not anyone of players can control them

3.The abbr. name of Structure. Examples you find in Rules.ini except
  following structures: 
  
  MINV=Anti Vehicle mine
  MINP=Anti Personal mine
  BARL=Exploding barrel
  BRL3=Three exploding barrels


4.The condition of Structure. 256=max

5.The cell, where structure is located. The location where you want to put
  your structure you find out as follows. Go To Terrain editor and load your 
  map. Put mineshafts (no trees) at the map to places, where you want
  structures. Then go to edit xxxxxxxx.mpr. Go to end of [Terrain] section. 
  It should look according following example:
  
  [Terrain]
  ...
  ...
  12729=T08
  4250=TC05
  4281=T01
  2232=MINE      <  Here you can see mineshafts which you have put. 2232,
  2840=MINE      <  2840, 3029.. etc. are the cells where mineshafts are 
  3029=MINE      <  located. Write those numbers to the places of the cells
  11614=MINE     <  of the structures and delete rows 2232=Mine -> 11343=Mine
  9234=MINE      <  
  12849=MINE     <  
  11343=MINE     <  
  
6.The direction of structure. This has meaning only in Gunturrets. 0 is 
  towards north, 64 to east, 128 to south etc. 

7.Name of the Trigger. Trigger has no ANY meaning. Use only None

ATTENTION! Remember to write [STRUCTURES] with capitals, otherwise you wont
find any structures!


9.UNITS-SECTION
---------------

If you want to put vehicles on your map write as follows after [STRUCTURES]
section:


[UNITS] 
0=Badguy,4TNK,256,7752,0,Guard,None
1=USSR,V2RL,96,12242,64,Hunt,None
2=Goodguy,HARV,235,6762,128,Harvest,None

^ ^^^^^^^ ^^^^ ^^^ ^^^^ ^^^ ^^^^^^^ ^^^^
1.   2.    3.   4.  5.   6.    7.    8.

1.The number of vehicle

2.The owner of vehicle

3.The abbr. name of vehicle. Examples you find in Rules.ini

4.The condition of vehicle. 256=max

5.The cell where vehicle is located. 

6.The direction of vehicle. 0 is towards north, 64 to east, 128 to south etc. 

7.The order of the vehicle. I tell here all I know so far:

       Guard=Guards area which is as big as his weapons distance
  Area Guard=Guards about twice as big area as in Guard-order
        Hunt=Goes to search enemies
      Sticky=Wakes only when somebody shoots it
       Sleep=Does nothing ever
    Harmless=dont know
     Harvest=Harvests ore. Only Ore Trucks

8.Name of the Trigger. Trigger has no ANY meaning. Use only None

ATTENTION! Remember to write [UNITS] with capitals, otherwise you wont find 
any vehicles!


10.SHIPS-SECTION
----------------

If you want to put Sea units on your map, Write as follows after [UNITS]
section:

[SHIPS]
0=Badguy,SS,256,5000,0,Hunt,None
1=Greece,CA,96,13020,64,Area Guard,None

^ ^^^^^^ ^^ ^^ ^^^^^ ^^ ^^^^^^^^^^ ^^^^
1.   2.  3. 4.   5   6.     7.      8.

1.The number of sea unit

2.The owner of sea unit

3.The abbr. name of sea unit. Here you have a list of sea units: 

   SS=Submarine
   DD=Destroyer
   CA=Cruiser
   BT=Gun boat
  LST=Transport

4.The condition of sea unit. 256=max

5.The cell where sea unit is located. 

6.The direction of sea unit. 0 is towards north, 64 to east, 128 to south etc. 

7.The order of the sea unit. Same as in vehicles except Harvest

8.Name of the Trigger. Trigger has no ANY meaning. Use only None

ATTENTION! Remember to write [SHIPS] with capitals, otherwise you wont
find any sea units!


11.INFANTRY-SECTION
-------------------

If you want to put infantrys and dogs on your map, Write as follows after 
[SHIPS] section:

[INFANTRY]
0=Badguy,DOG,256,11529,0,Hunt,0,None
1=Goodguy,E7,50,5555,128,Sabotage,2,None

^ ^^^^^^^ ^^ ^^ ^^^^ ^^^ ^^^^^^^^ ^ ^^^
1.   2.   3. 4.  5.   6.    7.    8. 9.

1.The number of infantry

2.The owner of infantry

3.The abbr. name of infantry. Here you have a list of most important 
  infantrys: 

  E1=Rifle soldier           DOG=Attack 
  E2=Grenadier               THF=Thief
  E3=Rocket soldier          SPY=Spy
  E4=Flame thrower          MEDI=Field Medic
  E6=Engineer             C1-C10=Civilians
  E7=Tanya                  GNRL=Field Marshal

4.The condition of infantry. 256=max

5.The cell where infantry is located. 

6.The direction of infantry. 0 is towards north, 64 to east, 128 to south etc. 

7.The order of the infantry. Same as in vehicles and also perhaps these:

   Capture=Attacks base and tries to capture structure? Only engineers
  Sabotage=Attacks base and tries to use C4-explosive to structures? Only 
           Tanyas

  Im not sure about functioning of these orders

8.Location in the cell (0-4). Cell is divided in five smaller parts.In 
following example I have five grenaders in cell 10000:

  [INFANTRY]
  0=Badguy,E2,256,10000,224,Area Guard,0,None
  1=Badguy,E2,256,10000,32,Area Guard,1,None
  2=Badguy,E2,256,10000,128,Area Guard,2,None
  3=Badguy,E2,256,10000,160,Area Guard,3,None
  4=Badguy,E2,256,10000,96,Area Guard,4,None
                                      
9.Name of the Trigger. Trigger has no ANY meaning. Use only None

ATTENTION! Remember to write [INFANTRY] with capitals, otherwise you wont
find any infantrys or dogs! 


12.OVERLAYPACK-SECTION
----------------------

Terrain Editor takes care of this


13.DIGEST-SECTION
-----------------

You have to delete this section. If you dont delete it and you play your map
Red Alert informs that "Scenario is corrupted". I know this thanks to Joshua
Heyer (taurus@ptel.net)


14.BEFORE ANY TESTING 
---------------------

Check before testing that the structure of .MPR file is following:

                   <-------- Map's rules
[Basic]
                   <-------- Information of teams
[Map]
[Waypoints]
[Mappack]
[TERRAIN]          <--------
[STRUCTURES]       <--------  Write these 
[UNITS]            <--------  in capital
[SHIPS]            <--------  letters!
[INFANTRY]         <--------
[Overlaypack]      


Wrong organization may cause that map doesnt work. If everything seems to be
allright and all small writing errors have been corrected, Map is ready for 
testing!  


PS.

If you map doesnt work or you have any other problelms with your map you can 
e-mail me to enenonen@oktasys.fi.


