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【红警2尤里的复仇任务】重新约定-14关

重新约定14关,来自国外玩家制作的任务。

记得先备份Ra2md.csf文件,不然一些字体会变成英文。

YURI’S REVENGE — RE-ENGAGEMENTS

Author: Concolor1

14 MISSIONS – 7 ALLIED / 7 SOVIET


Plot:Mission for the Allies takes place directly during the events of Red Alert2 mission Polar Storm. This means it takes place before Yuri’s Revenge.
Hint:Each map has a hidden Nuke crate. These can be found mostly by destroying all of a particular item, ie all the campfires on a map ect

The campaign losely connects with the Yuri Resurgence campaign.
So my run of campaigns fits in like so, Red Alert2, (Polar Storm ending), Re-engagements, Yuri’s Revenge, Yuri Resurgence.


To play this mission: Allied mission disc is required. Extract the contents of the winzip
file into your Red Alert2 Directory.Launch the game,select new campaign for the Allies.
The game will then launch.

Plot:Mission for the Allies takes place directly during the events of Red Alert2 mission Polar Storm. This means it takes place before Yuri’s Revenge.


Yuri’s Revenge Re-engagements

Allied Missions

Name: Exit Strategy
Size: 120×70
Players: 1
Theatre: Snow

Exit Strategy – Mission One

Location: Point Hope, Alaska

All is about to be lost and the allies days are numbered! Point Hope, one of our key forward bases is about to fall to the might of the soviets.
We have been outflanked and outwitted. Even now as the soviets surround the base they have launched their ultimate weapon and a nuclear strike is inbound.
Point Hope will fall, the soviets will over-run it and the tide of the war will turn in their favour.
However all is not lost, and safely away from the front Professor Einstein has devised a strategy that may reverse the inevitable. Our base houses a Chronosphere. Einstein has predicted that if charged, at the moment of impact this device will put out a focased discharge of temporal energy.
Enough to rip a hole in time, and possibly send a team through or an individual.
Special Agent Tanya has volunteered to travel to the target zone and pass through the rift.
Our hope is that the rift will lead her a few days back in time, giving us the oppotunity to influence events to a more favourable outcome.
The soviets have already landed at Point Hope and have captured a secret tech lab situated there. Ensure this lab is destroyed, we need to turn this defeat into a victory!

Objective 1: Get Tanya to the Target Zone
Objective 2: Destroy the Secret Tech Lab
Objective 3: Keep Tanya alive

Hints and Tips: Sell as many buildings as you feel able in order to build your units.
The more units you build the better the chance you have of escorting Tanya to the target zone.
Do not try to destroy the Allied Chronosphere, if you attack it, your mission will fail.
Hunt beneath destroyed structures for hidden crates.


Name: Game Changer
Size: 90×80
Players: 1
Theatre: Snow

Game Changer – Mission Two

Location: Columbia Icefields , Canada

Tanya has successfully travelled back a few days in time by entering the rift. As the mission was pre-planed the relevant documents and proof of authentication were supplied. Tanya has in her possession orders to hit specific targets which will be influential to the Soviet victory. Should all these targets be elminated it should have a favourable effect on the outcome of the war.
The allies are dubious however, and require further proof before they are willing to commit their forces to future battles.
Tanya has been dispatched to the Icefields of Canada. Here she is to assist a lightly defended allied base against a large Soviet assault. Tanya is to get behind the enemy lines and destroy the base from within.
Should Tanya succeed the Allies will be conviced of her story and then follow her instructions. This mission could be a real game changer for the future of the allies.

Objective 1: Ensure the Allied base does not fall to the Soviets
Objective 2: Assist in the destruction of the Soviet base
Objective 3: Keep Tanya alive

Hints and Tips: Use your spies to power down the Soviet base, this should help Tanya get behind enemy lines. Could there be a second way to complete this mission? – Maybe so, discovering an easter egg changes the way it can be played.


Name: Squid Games
Size: 110×110
Players: 1
Theatre: New Urban

Squid Games – Mission Three

Location: Celebes Sea, Indonesia

The Allied base in the Colombia Icefields is secure. This can now manufacture armour to send to other divisions. It is one small cog of many that will result in a better chance of the Allies withstanding the oncoming Soviet advance.
We now turn to a second such situation. The Allied tanks being shipped across the oceans are becoming easy prey for the Soviet Typhoon Submarines along with their Mind controlled Giant Squids. The Squids in particular have caused a huge loss of assets, as they easily sink our ships and evade detection. To deal with this problem we have assigned a small unit of Navy Seals to activily target and destroy one of the key Soviet Squid research facilities located across a network of artificial sea forts in the Celebes Sea close to Indonesia. If this Squid facility can be sabotaged or destroyed it would reduce the attacks on our shipping and increase the chances of our armoured units making it to dry land. Commander your going to oversee this mission, lets see what you can do, good luck!.

Objective 1: Locate and destroy all the Soviet Giant Squids
Objective 2: Destroy all of the Soviet Shipyards
Objective 3: Capture the Tech Secret Lab

Hints and Tips: Gi’s can force fire at areas of water, if a squid is present it will either surface to escape or be killed.
There are 20 Squids in total, not all of them are in the pens.


Name: Uranium Run
Size: 130×75
Players: 1
Theatre: Temperate

Uranium Run – Mission Four

Location: Al Jabal Akhdar, Libya

Commander, one of the great mysteries of this war is where did the Soviets aquire enough material to build their vast nuclear arsenal. We now believe we have identified the source. The Soviets discovered a rich seam of uranium deep in the mountains of Libya. They have been mining and enriching this uranium along with their Libyan allies. They have been covertly transporting the enriched uranium across a heavily forested mountainside, in the hope it would not be detected.
Now this has been brought to our attention it is time to act. We cannot allow this source of uranium to be delivered to the enemy. An Allied base has hastily been established on the mountainside in the path of the Soviet truck route. The Koreans have supplied us with their formidable Black Eagles for this mission. Commander you must stop these trucks leaving the mountainside. Not all of the trucks contain the enriched uranium, some contain cash, others armour. However we cannot take any chances. Commander its down to you to stop the Soviets uranium run. – Good Luck!

Objective 1: Prevent the loaded trucks leaving the mountain.
Objective 2: Destroy the enemy base.

Hints and Tips: Place some units close to the exit point on the map as your final resort.
Try to destroy the trucks outside of your base. Keep any guard dogs you may have from running around, as they may detonate a crate.
If your really struggling, a simple save and reload will clear the map of stray crates.


Name: Extreme Reservations
Size: 132×130
Players: 1
Theatre: Desert

Extreme Reservations – Mission Five,

Location: North-East Territories, Australia

Commander, were sending you out to Australia. Here you will take charge and oversee the allied force arriving on station. This is a harsh and unforgiving country with a sparsly inhabited interior.
It is here where we have detected a cluster of Soviet bases. The Soviets have constructed a Nuclear Missile Silo, which they intend to use. This posses a serious threat to nearby ‘Ally friendlies’. It is imperitive that you remove this threat, along with any communication centers located in these bases.
These communication centers may hold targeting and strategic intel for the missile launch. Capture or destroy these centers, but do not allow them to be recaptured.
A spy is on site ready to infiltrate and power-down the soviet radar at a small base to the north-west. If successful it will create a window in which you can establish a base. This should give you a slight edge before the soviets become aware and attack. Sucess will remove a threat and maintain the cohesiveness of the alliance. – Good Luck.

Objective 1: Power-down the enemy base.
Objective 2: Destroy the Nuclear Missile Silo.
Objective 3: Capture or destroy the Communications Centers.

Hints and Tips:Send your spy north to power down the small soviet base.
Once reinforcements arrive, ensure your defend your base from all directions.
Beware of the Burrunjor.


Name: Hive
Size: 100 x 130
Players: 1
Theatre: New Urban

Hive – Mission Six

Location: Daen Lao Range, Burma

Contact has been lost with an Allied base built on a mountainside in the Daen Lao range, Burma. All attempts at communication have been met with silence. We fear the worse, and an Allied scouting force has been assembled. Their orders to scout the mountainside and locate any survivors.
We were certain that there was no build-up of soviet forces in this area.
Just as the scouting force approached the target zone, radar picked up a faint beacon eminating from within the mountainside. The beacon registered several large structures and an unknown energy signature. It appears that someone had build a secret base within the mountain.
It looks like this may turn into something more than a rescue mission after all.
Rescue any stray infantry and get the allied base back online. Then deal with any threat the garrison there may of encountered.

Objective 1: Rescue the Engineers.
Objective 2: Restore power to the base.
Objective 3: Cripple Yuri’s base.

Tips:Explore carefully, not all of the bio-reactors contain hostile forces, some may contain potential allies.

Name: Forward Thinking
Size: 80 x 165
Players: 1
Theatre: New Urban

Forward Thinking – Mission Seven

Location: Ionian Sea Coast, Albania

This is it!, our final mission and we are now heading for the southern tip of Albania. For it is here that Professor Einstein installed one of his prototype Time Machines. Were going to use this device to return Tanya to her timeline in order to see what effects these missions have had on the soviets in the future, if any.
However all is not as planned, and here the Soviets have established a large stronghold with smaller outposts. Not only that but Yuri is still working with the soviets, and has offered to trial some of his experimental units alongside the red army.
Your scouting party will arrive on Albania’s coastal shore and destroy the small soviet outpost located there.
This should reduce some of the defences and radar, allowing us to get an MCV out to you. Then you will be required to destroy the Soviet Shipyards so we may push forward, your objective is to capture Einstein’s prototype Time Machine along with the four Tech Power Plants.
Once you have done this our intention is to send the MCV located there back to the future where we plan to establish a hidden base and beat the Soviets with a surprise counterstrike.
However our recent encounter with Yuri’s forces weighs heavily in our minds and Yuri could well know our key objective. Plans may change quickly, be ready. – Good Luck!.

Objective 1: Destroy the small Soviet outpost
Objective 2: Destroy the two Soviet Shipyards
Objective 3: Capture the Time Machine and Tech Power-Plants

Hints and Tips: Losing any of the Tech Power Plants, MCV, Time Machine or Tanya will result in a mission failure. Some of your early attacks will come from the air and sea.

———————————————————————-

Soviet Missions

Name: Short Fuse
Size: 120×70
Players: 1
Theatre: Snow

Short Fuse – Mission One

Location: Lake Vuoksajavri, Norway

Welcome back comrade. It is good to have you back within our ranks. The Soviet Committee is pleased you have rejoined us.
Comrade we have won a great victory, the Allies are all but defeated. It is your great honour to continue the fight and mop up any surviving allied resistance.

What you thought the war was over?
Comrade the war is never over, there will always be new enemies to fight, new threats to the mighty motherland. Nothing will be over until the world is red and the hammer and sickle adorns every last flag.

So comrade todays mission – we have long been blighted by an allied air base located on the north eastern tip of Norway. Aircraft from this base attack our cities and threaten our cause.
You are required to take command of a small team. You will guide this team into the very heart of this allied airbase and destroy it. Render the airbase incapable of carrying out any more attacks.
You have your orders, that is all…..

Objective 1: Power down the bridge Prism towers.
Objective 2: Destroy the Tech Secret Lab and Warehouses.
Objective 3: Destroy all of the harrier jump jets.

Hints and Tips: Your Flak Troopers are going to be one of your key units in this mission, other than Ivan.
There are plenty of explosive structures around that may assist in removing annoying patrols.


Name: Liberation
Size: 100×80
Players: 1
Theatre: New Urban

Liberation – Mission Two

Location: Andros, Bahamas

Comrade you are about to embark on a dangerous mission. The Allies have a naval base, as yet untouched by our forces. It is located on the island of Andros in the Bahamas. However this will be no western vaccation. For it is here that the Allies moved General Valdimir’s Command ship following his disappearance. Comrade, we need that ship. We have a use for it and you are going to liberate it for us.

The command ship has been moved to a closed harbour within the Allied base with no access to the sea. We believe the allies accomplished this by use of their Chrono technology. Indeed there is an active Chronosphere on site. Comrade your going to attack this allied base, capture this Chronosphere and then use it to move Vladimir’s ship where it can be returned to the sea. Do this and greater things await you, fail and you will be forgotten.

Objective 1: Capture the Chronosphere.
Objective 2: Liberate Vladimir’s command ship.
Objective 3: Escort Vladimir’s command ship back out to sea.

Hints and Tips: Guard from the air and from Chronosphere attacks. Grab the ore fields. A steady creep into the allied base will get you through this.
Don’t forget you need to get a unit onto the dock by Vladimir’s command ship in order to get control and pilot it, otherwise it won’t move.


Name: River Rampage
Size: 140×80
Players: 1
Theatre: Desert

River Rampage – Mission Three

Location: The Colorado River, North America

The Allies are on the backfoot. They have suffered heavy losses and cannot withstand the might of the Soviet empire. There is however some small groups of organised resistance. It seems that these allied bases are able to co-ordinate their resistance in such away that our advance is slowing to a crawl.
We have located a small allied base partially concealed along the Grand Canyon. To be more specific it is located along the Colorado River. The Communications Center has been identified as the source of Allied organisation. This must be destroyed in order for the Soviet conquest to be total in this region.
You will of course destroy any other forms of resource and resistance along the way. Your going to have to move fast as the Allies are preparing to communicate more orders to their units in the field. Destroy the Communications Center before this happens. You have your orders

Objective 1: Destroy the Communications Center.
Objective 2: Destroy all the Tech Oil Derricks.
Objective 3: Destroy all of the Tech Power-Plants.

Hints and Tips:I wanted a mission for Boris, one that would make good use of his Migs. Beware of the Dolphins and Navy Seals.


Name: Deliverance
Size: 110×104
Players: 1
Theatre: Urban

Deliverance – Mission Four

Location: St Petersburg – Russia

Welcome to St Petersburg, the Venice of the north. A magnificent port testiment to the glory of the Soviet empire. It is also one of our main bases within range of Moscow.
It is here that the remains of the Allied forces have converged. They have surrounded the Soviet base here and are attacking it in waves, crossing the many bridges attempting to breach the defences. This is a desperate bid to strike one final blow before they succumb to the might of the Soviet empire.
Camerata, if this base were to fall so close to Moscow, it would be an embarrasment. You are to ensure these allies fail.
Fortunately help is arriving, in the form of the recently liberated command ship that previously belonged to Vladimir.
You are to take command of this vessel and use it to destroy the connecting bridges to the base. Destroying the bridges will slow the allied attacks, buying you time to take control of the base and organise a defence.
Once the base is ours you are to take the fight back to the enemy and eradicate them all.
Take care not to lose Vladimir’s ship, it will be the flagship and lead our naval victory celebrations.

Objective 1: Destroy the five connecting bridges.
Objective 2: Dock a vessel to take command of the Soviet base.
Objective 3: Destroy the two allied bases completely.

Hints and Tips: If your really lucky the allies may destroy one of the five bridges for you.


Name: Suppression
Size: 100×110
Players: 1
Theatre: Snow

Suppression – Mission Five

Location: Kaluga, Russia

Torvarishch your being dispatched to a city on no known maps other than those belonging to mother Russia.
This city is a ZATO, a closed administrative territorial formation. This ZATO is known to us as Cheznovia-27. It is a city that has somehow become known to our enemy.
It appears that Yuri’s clones have betrayed its location and they have taken control of the base there.
The clones have constructed a Psychic Beacon in the hills overlooking the city. We are unaware of its purpose, but plan to capture it in order to discover its significance.
Unfortunately it seems that whilst exerting their collective willpower in order to control the soviet base, the Yuri clones have been blind to the build-up of Allied forces in the area.
The Allies also wish to discover the importance of the events unfolding here.
Comrade you are to use a taskforce of terror drones to infiltrate the ZATO and eliminate the Yuri clones. Terror drones are invunrable to Yuri’s mind control and will be undetected by patrolling guard dogs. The drones have one flaw, they are unruly and may stray and run amok. Ensure you keep them under tight control.
All of Mother Russia is watching you – do not disappoint us.

Objective 1: Eliminate all of Yuri’s clones.
Objective 2: Capture and hold the Psychic Beacon.
Objective 3: Destroy the two Allied bases.

Hints and Tips: Easy mode follow the smoke trails for the best route into the base. Best to use the waypoint mode to eliminate the clones.
One Terror Drone is all it takes if your lucky.
Easter Egg, you could well get some help in an unlikely form.


Name: The Gates of Hell
Size: 100×120
Players: 1
Theatre: Desert

The Gates of Hell – Mission Six

Location: Harrat Kybar, Saudi Arabia

We are following up on transmissons from the Psychic Beacon captured in Kaluga. It appears to of been recieving and sending data out in to the red desert region of Saudi Arabia. An area known as Harrat Kybar, a mysterious region cloaked in local myths and superstitions.
We do not hold to any of these folk tales of things encountered among the red dunes. All that concerns us is that you find and eradicate any would-be threat to the dawn of a new iron empire.
Your arrival it seems has been expected, both by the Allies and by an occupying army, that of the arch traitor Yuri. This entire opperation has been a ruse on the part of Yuri with the objective of capturing and mind controlling any investigating forces who follow the beacon transmissions.
This changes our perspective, the allies are all but defeated, it would take but a swat from the mightly Soviet empire to wipe them out.
Yuri however, is an undefined and unpredicatable enemy. He must be delt with swiftly and appears to outnumber your forces in the area.
It has been decided that an alliance must be formed, between the mighty Soviet army and the weaker Allied taskforce. Think of it as an alliance of convience.

Objective 1: Destroy the Psychic Amplifier.
Objective 2: Capture the Tech Secret Lab to form an alliance.
Objective 3: Destroy Yuri’s base in the desert.

Hints and Tips: You best dig in attacks will come thick and fast. Your best shot at taking out the Pyschic Amplifier is from the air.
Beware this is an ancient mystical land, its not unknown for ghosts of the past to make a housecall.


Name: Deception
Size: 120×110
Players: 1
Theatre: Urban

Deception – Mission Seven

Location: Khelvachauri, Georgia

Comrade we have been decieved by Yuri’s forces! The operation in Saudi Arabia was a ruse, possibily a test run for the Psy Corps main attack.
As our forces fought bravely in the desert, Yuri’s followers have moved in on an allied outpost in Khelvachauri, Georgia. They have seized its weather controller and now threaten both the motherland and any future alliance which we may entertain with the rest of the world.
We must now focus on this final objective, our hope is in destroying this occupying force it will force any remaining followers of Yuri back into the shadows and gutters where they belong.
Go to Georgia, establish a base then push forward with your attack. Destroy the captured weather controller. Then finally onwards to victory, sweep aside all resistance until nothing of Yuri’s base remains.
There are crippled allied resources in the field, these may be captured.
Maybe from the ashes of destruction the Soviet dream of unity will rise.
You have come a long way comrade, go forward and bring Russia the victory it seeks. Fail and the shame will besmirch your name forever.

Objective 1: Establish a base.
Objective 2: Destroy the Weather Controller.
Objective 3: Destroy Yuri’s bases.

Hints and tips: Capturing allied tech will bring a small paradrop of allied reinforcements.

Ok so there u have it,
A RA2md.CFS file has been added. This will overwrite any other RA2mdCSF.file which you may of installed in your
RA2 Folder from previous downloaded missions.The file contains texts which been altered in order to fit with all of the the maps in this campaign!
There is also an optional folder. This holds a couple of shps and pal files which will change the gamelaunch screen and save screen. They arent required for the campaign, adding them simply enhances it. The files should be placed in the RA2 folder, and then removed once you have done with the campaign.

Credits: McPwny,EggRollz.
McPwny who managed to advise and playtest a few of these despite being busy himself. Providing useful input, and a few hacks that are not widely used or known about. All which enhance the game. Can’t thank you enough!
EggRollz, who playtested all of these for me, found some exploits and gave me some great ideas. He did a great job, and stresses just how vital a playtester is for any project, as someone will always have a unique way of gameplay. Go check his youtube channel out C&C Gameplays.
Id like to dedicate this campaign in memory of John Smith.

  Missions available.....1> Signed & Sealed.       (Allied RA2)
                         2> Temporal Exposure.     (Allied RA2)
                         3> Soviet Stranglehold.   (Allied RA2)
                         4> Prisoner of Conscience.(Yuri   YR)
                         5> The Wolves of Winter.  (Soviet RA2)
                         6> Fierce Intent.         (Allied RA2)
                         7> Shock Tactics.         (Soviet RA2)
                         8> Dominance in Mind.     (Yuri   YR)
                         9> Weathering the Storm.  (Soviet RA2)
                        10> In Cold Storage.       (Allied RA2)
                        11> Identity Crisis.       (Yuri   YR)
                        12> Terminal Lunacy.       (Soviet YR)
                        13> Under Pressure.        (Allied RA2)
                        14> Robot Revolution.      (Allied YR)
                        15> Nuclear Winter.        (Soviet YR)
                        16> Last Post.             (Soviet RA2)
                        17> Day of the Desolators. (Allied RA2)
                        18> Engineered to Kill.    (Allied YR)
                        19> Jungle Fortress.       (Allied YR)
                        20> Company of Wolves.     (Soviet RA2)
                        21> End of an Era, pt1 & pt2.(Yuri YR)
                        22> Moon Madness.(TX Expansion)
                        23> Siege.(TX Expansion)   (Allied YR)
                        24> Wipe Out!              (Allied RA2)
                        25> Foothold.              (Soviet RA2)
                        26> Viral Agent.           (Yuri   YR)
                        27> Finnishing Moves.      (Allied RA2)
                        28> Driven up the Wall.    (Soviet YR)
                        29> Wolves at the Door.    (Soviet RA2)
                        30> Tanya's Tomb-Raiding Trek.(Allied YR)
                        31> Fire and Ice.          (Allied YR)
                        32> Celestial Intervention.(Allied YR TX)
                        33> Yuri Resurgence Campaign.  (Yuri YR)

*Included files:
[expandmd96.mix]
[Readme file].txt (this file)
[RA2umd.csf],(text game file)
[ecachemd96.mix]
Optional Folder (contains files unnecessary for the game but adding them enhances the loadscreen ect)

                      ===Legal===

This Red Alert 2 Campaign ‘[Yuri Re-engagements]’ is ?2022 by [Concolor1].
You MAY NOT include this map as part of any sort of commercial or promotional product without my permission.
You MAY Not distribute this map on websites or in mappacks without my permission.
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.
Please seek permission before uploading onto a site.
=====================
=====================
copyright 2022

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