                              
			         Marxx RA
                               MapEdit Guide

                                Version 1.2
                             Febuary 18, 1997

              			Joe DeNeen 
                            marxx@geocities.com
	   http://www.geocities.com/TimesSquare/9844/redalert.html

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CREDITS
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SPECIAL THANKS to Jaakko Nenonen, for letting me edit his Original Mapedit 
Guide. Jaakko is the one who found out all this infomation on how to place
units and structures. He did a good job on his Mapedit Guide, but needed some
work with spelling,etc. Also I added extra text files with easy to copy and
paste info for your maps. Thanks Jaakko!!
E-Mail Jaakko: enenonen@oktasys.fi

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DISCLAIMER
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The purpose of this MapEdit Guide is to tell you how to place units and 
structures into your custom Red Alert maps with ease. I will NOT be liable
for damaged maps or anything related to Red Alert. USE AT YOUR OWN RISK!
E-mail me if you have questions or comments at marxx@geocities.com 

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ADD NEW STUFF TO YOUR MAP
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When you downloaded this Guide the file, STUFF.MPR was within the ZIP. This
MPR file contains stuff you can copy and paste into your maps... walls, 
Money and Healbase crates and icebergs. To do so, follow the instructions:

1.Go to Terrain Editor
2.Load the map "New stuff"
3.Create with mouse the region that you want to copy. Right click with the 
  mouse button which should bring up a small window on the screen. Choose 
  COPY.
4.Load your custom map
3.Create with mouse the region to which you want to put the copied piece. 
  Right click the mouse button and choose PASTE. 

I've found that ONLY the walls will work in the game. When pasting WALLS just
paste them how you want them to be on your map, don't worry if it looks like
crap in the Terrian Editor, becuz once you play your map it should place the 
WALLS connected. If any problems mail me at marxx@geocities.com

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GETTING STARTED
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First Build your the map how you want(NO TREES), then make a copy and place 
it into another directory/folder for safe keeping. Now your ready to get to
work. 
IMPORTANT: If you save your map in Terrain Editor after you have added units 
or sturctures, it will destroy it ALL!! That's why you should make a copy of
your map file! 

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

If you find all, you are able to start editing 

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1. RULES SECTION
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This section with tell you how to place rules into your maps. View the file,
rules.txt, which was packed in the ZIP for rules you may copy into your map
and edit to your needs. You MUST place the Rules in front of the section 
called [basic]. These rules with ONLY affect the map you place them in.

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2. BASIC SECTION
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The Basic section is what the Terrian Editor will do, so don't concern 
yourself with this section. You may change your maps name where it says, 
NAME.

[Basic]
NewINIFormat=3            
Name= *name of map placed here*                  

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3. TEAMS SECTION
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The Teams section is where you specify the values of teams. Look at the file,
teams.txt, for list of teams you must copy into your map for the units and
structures to work. Teams MUST be placed after the [BASIC] section.
 
Look at the example:

[USSR]              < 1
Maxunit=500         < 2
Maxinfantry=500     < 3
Maxbuilding=500     < 4
Edge=East           < 5
Techlevel=9         < 6
Allies=USSR,Neutral < 7


1. Name of the team.
2. Maximum number of units team can create.
3. Maximum number of infantry team can create.
4. Maximum number of structures team can create. 
5. Where team's reinforcements come in on map. (East, West, North, South)
6. The tech level of team. (1 to 10)
7. The allies of the team. 

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4. MAP SECTION
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The Map section is another area the Terrian Editor does, here you may change
the size of your map... but do only BEFORE you place terrian onto your map. 
Also you can change whether your map is snow or temperate terrian. 

[Map]
Theater=SNOW    <1
X=0             <2
Y=32            <3
Width=126       <4
Height=64       <5

1. Type of terrain. (snow, temperate)
2. Corner of map thing. Use formulas below to find this out. 
3. Corner of map thing. Use formulas below to find this out. 
4. The width of your map. (no bigger then 126)
5. The hieght of your map. (no bigger then 126)

Figure the X and Y coordinates is with these handy formulas:

     128 - Width         128 - Height
  X= -----------      Y= ------------
          2                    2

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5. WAYPOINTS SECTION
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The Waypoints section shows you the location of the starting positions of 
teams. Nothing to do here, so move on.

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

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6. MAPPACK SECTION
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The Mappack section is stuff the Terrian Editor does, DO NOT TOUCH! May cause
your map not to function.

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7. TERRAIN SECTION
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The Terrian section lists the location of ALL trees and mineshafts on your 
map. I use this area for placement of units and structures. Go to the final
area called PLACING UNITS AND STRUCTURES for a step by step way for placing
units and structures.

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8. STRUCTURES SECTION
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The Structures section will show you how to place structures onto your maps.
The [STRUCTURES] section MUST be placed after the [TERRIAN] section.
Here is an example:

[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   8 9


1. Number of structure. Start with 0, and work your way up.
2. Team that owner of the structure. 
3. The abbreviation name of the structure you wish to place. Look at the file
   abbr.txt, for structure abbreviations.
4. The condition of Structure. Higher the #, the stronger the structure, the
   lower the weaker. (1-256) 
5. The location of the structure on your map. Read PLACING UNITS AND 
   STRUCTURES area at bottom of text for info on how to find that location.
6. The direction of structure, only gun turrets. (0=north, 64=east, 
   128=south, west=192) 
7. Name of the Trigger. Leave as none.
8. unknown. Just need it.
9. unknown. Just need it.

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9. UNITS SECTION
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The Units section will show you how to place units onto your maps.
The [UNITS] section MUST be placed after the [STRUCTURES] section.
Here is an example:


[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. Number of vehicle. Start with 0, and work your way up.
2. Team that owner of the vehicle. 
3. The abbreviation name of the vehicle you wish to place. Look at the file
   abbr.txt, for vehicle abbreviations.
4. The condition of vehicle. Higher the #, the stronger the vehicle, the
   lower the weaker. (1-256) 
5. The location of the vehicle on your map. Read PLACING UNITS AND 
   STRUCTURES area at bottom of text for info on how to find that location.
6. The direction of vehicle. (0=north, 64=east, 128=south, west=192) 
7. What the vehicle will do, here's the list: 
	Area Guard - Guards the general area it starts at.     
	Guard - Sits around and engages any enemy that is within unit's 
		weapon range.
	Harmless - Unit won't fire and is not considered a threat.
	Harvest - Harvests ore. ORE TRUCKS ONLY!
	Hunt - Searches and attacks any enemies.
	Sleep - Unit sits still and plays dead.
	Sticky - Just like guard mode, but cannot move.
8. Name of the Trigger. Leave as none.

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10. SHIPS SECTION
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The Ships section will show you how to place ships onto your maps.
The [SHIPS] section MUST be placed after the [UNITS] section.
Here is an example:

[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. Number of ship. Start with 0, and work your way up.
2. Team that owner of the ship. 
3. The abbreviation name of the ship you wish to place. Look at the file
   abbr.txt, for ship abbreviations.
4. The condition of ship. Higher the #, the stronger the ship, the
   lower the weaker. (1-256) 
5. The location of the ship on your map. Read PLACING UNITS AND 
   STRUCTURES area at bottom of text for info on how to find that location.
6. The direction of ship. (0=north, 64=east, 128=south, west=192) 
7. What the ship will do, here's the list: 
	Area Guard - Guards the general area it starts at.     
	Guard - Sits around and engages any enemy that is within unit's 
		weapon range.
	Harmless - Unit won't fire and is not considered a threat.
	Hunt - Searches and attacks any enemies.
	Sleep - Unit sits still and plays dead.
	Sticky - Just like guard mode, but cannot move.
8. Name of the Trigger. Leave as none.

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11. INFANTRY SECTION
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The Infantry section will show you how to place infantry onto your maps.
The [INFANTRY] section MUST be placed after the [SHIPS] section.
Here is an example:

[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. Number of ship. Start with 0, and work your way up.
2. Team that owner of the ship. 
3. The abbreviation name of the ship you wish to place. Look at the file
   abbr.txt, for ship abbreviations.
4. The condition of ship. Higher the #, the stronger the ship, the
   lower the weaker. (1-256) 
5. The location of the ship on your map. Read PLACING UNITS AND 
   STRUCTURES area at bottom of text for info on how to find that location.
6. The direction of ship. (0=north, 64=east, 128=south, west=192) 
7. What the ship will do, here's the list: 
	Area Guard - Guards the general area it starts at.  
	Capture - Tries to capture a structure. ENGINEERS ONLY!   
	Guard - Sits around and engages any enemy that is within unit's 
		weapon range.
	Harmless - Unit won't fire and is not considered a threat.
	Harvest - Harvests ore. Only Ore Trucks.
	Hunt - Searches and attacks any enemies.
	Sabotage - Tries to use C4-explosive on structures. TANYA ONLY!
	Sleep - Unit sits still and plays dead.
	Sticky - Just like guard mode, but cannot move.
8. Location of infantry within a square. From 0 to 4.
9. Name of the Trigger. Leave as none.

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12. OVERLAYPACK SECTION
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The Overlaypack section is NOT TO BE TOUCHED. Terrian Editor does it all.

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13. DIGEST SECTION
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The Digest Section is to be deleted. If you don't delete it and you play your 
map, Red Alert informs that, "The Scenario is corrupted". 

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PLACING UNITS & STRUCTURES
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Here's step-by-step how I place units and structures on my maps.
Follow the instructions and you'll be placing units in no time. Be sure to 
have a copy of your map before proceeding.

1. Open your map with a text viewer and DELETE everything under the Terrian
   section. Thus clearing any trees or mineshafts you've placed. SAVE.
2. Open the Terrian Editor and load your map.
3. Get out paper and pencil for writing on.
4. Get a mineshaft and place it on your map where you'd like to place a
   unit or structure, and continue placing mineshafts until you change to 
   a different unit or structure while counting how many you place. Now on 
   the paper write how many mineshafts you just placed down for that unit/
   structure and also what unit/structure you wish to place there. Now place 
   a tree on map where you'd like and then go back to placing mineshafts in 
   place of your units/structures. Just remember to place a tree everytime 
   you switch units/structures so it'll be easier to know which location a 
   certain unit/structure goes. Once your done with that you can place trees 
   wherever you want trees to be on your map, just remember NOT to delete 
   them when you edit your map. SAVE MAP.
   Example:
	[TERRAIN]
	MINE=1234     <----
	MINE=2345     <---- first unit/structure type
	MINE=3456     <----
	T01=12345     <---- Separate tree       
	MINE=5555     <---- Second unit/structure type 
	T08=12824     <---- Separate tree
	Mine=8989     <---- Third Unit/structure type
5. Quit Terrian Editor and open map in text viewer. 
6. Type in the units and structure where they belong using the coordinates of
   the mineshafts for the locations of units/structures. Be sure to count how
   many of each you type down so it corresponds with what you have on paper, 
   otherwise you may notice you have an extra mineshaft coordinate or short 
   one. SAVE.
7. Now go into skirmish mode and try your map out. If it doesn't work you may
   e-mail me (marxx@geocities.com) your map and I'll check it out for errors 
   and help you out. 
                       
			"Surrender is not an option!"


