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« YURI'S REVENGE: SQUARED »
INTRODUCTION |

Yuri's Revenge: Squared (or
YR˛) is a modification to Yuri's Revenge, the
official mission disk expansion for Red Alert 2 created by the
now-dissolved Westwood Studios. This
mod can be classed as an add-on to the standard game which keeps the primary aspects of
the game intact while generally improving upon it, seeking to make
things overly more enjoyable. It is designed in the image of
what I wanted the game to be like originally, whether that means modifying existing units,
expanding the opportunities of the Red Alert 2 engine, or adding
in new tools of war for you to play with.
Some of the
features of YR˛ include:
Fight In New Arenas
Almost every single original map has been modified to improve balance and add in new
terrain functionality with the 'Terrain Expansion' and 'Civilian Expansion' modules.
Also marvel at brand new graphical designs for familiar theatres of war
giving a fresh new look to games.
Political Warfare
Take control of occupied China, or wreck
havoc with biohazard Ukraine, replacing Libya and Iraq respectively as Soviet
countries.
New Arsenal Additions
With over 15 new units and 10 new structures including the Allied Battleship, the Soviet
Flame Turret and the Yuri Leech, a genetically engineered pile of bio-matter that can
infect enemy units, you'll have even more ways than ever to inflict pain on your opponent!
Balance Is The Key
There are many hundreds of tweaks and
modifications done to the current game to reduce those unbalanced moments!
Enhanced Map Interactivity
Watch as flying debris from explosions and attacks litter the ground for extra cash!
See the hugely improved Civilian cities as you watch more than 60 new Civilian units
populate their streets, including the all-new Train system revived from
Tiberian Sun!
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HISTORY |
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I began work on YR˛
in the shadow of my other mod for Red Alert 2 and Yuri's
Revenge: MooMan's Rules.
As the last main version of that was released, full development began
was able to begin, although I did not
necessarily announce to the public that I was working on YR˛
at this time. At first glance, YR˛ may seem to be a clone of MooMan's Rules but I
assure you these two mods were created with different goals in mind. While I admit at the
beginning, MooMan's Rules started up with the same goals as YR˛
but personally I believe development went too far; I got carried away with the rush and
hype of a public mod as it was the first time I had created a mod with a public release in
mind. Past mods I have designed were never due to be released to the public so I was able
to take my time and relax, not rushing as there was only me to please with the end result.
As a result I got rather disappointed
with how MooMan's Rules had been developed. Although
I am really proud of myself for a number of the features of
the mod, the shear number of additions is too much
for a mod primarily designed to improve gameplay. In that sense I have
since designated MooMan's
Rules as a mod you should play if you want to have as many new units and
structures added into the game as possible without too much regard
to balance or appropriateness. This is the main reason I
have started work on YR˛. Now that I am expecting what will happen with a
public mod, I do not intend to get as carried away as before so it will stay completely
within the goals I have set for the mod since day one of its construction; however long it
may take for public release because of this. It focuses more on enhancing the existing features
of the game rather
than adding new ones in like MooMan's Rules did.
The idea of YR˛ was
additionally sparked up from inspiration with fellow C-GEN mod CannisRules.
That mod was essentially the tangible representation of what I originally wanted to do
with MooMan's Rules, and so with that mod out of my main focus I can try to
recreate these ideals with YR˛. You can say it sparked me up again. Of
course YR˛ will NOT be short of new things and ideas, however they will not
just come in the way of new units/structures.
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IDEOLOGY |
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The creation goals of YR˛ from the
beginning are:
To make
sure the general feel of the game still exists: Gameplay modifications should never
take away the general feel of Red Alert 2 that has made it such
a popular game. The mod should play as though it is a professional
expansion pack.
To balance
the game while making every unit and structure attractive to
use:
Every person has different views on how to balance the game; this mod is the
representation of
my own views. I have made every effort to make the sides balanced yet radically different
from one another. Every unit and structure was put into the game for a specific reason on
he battlefield, and players should want to use them all each for their own purpose.
To greatly
enhance the gameplay opportunities of the Red Alert 2 engine: There are many additions
can be made to existing gameplay options to make the game much more exciting to play,
expanding existing options to allow for more gaming possibilities is one of the most
enjoyable things players want to see.
To add in
unique and original things to enhance the gameplay experience: Every unit and
structure in the game has a specific purpose complimenting their strengths
and weaknesses. New units and structures cannot simply be clones of an existing units,
fulfilling a role that may make the original units obsolete. Any new units and structures
that YR˛ may add in are done so with the same purpose in mind: that each
unit completely suits the side they are added to and fulfils a unique role on the battlefield
that was originally non-existent or not fully available for that side.
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As development continues I hope to keep all these goals
in mind when designing the mod. I intend for YR˛ to be much more open to
the ideas and suggestions of the community and so I will very much welcome your own ideas
on how to improve and/or balance the game by posting them
here in the MooMan's
Corner section of the
C-GEN
Forums. There also will be updates made on the forums about the mods
progress that many not be reported on the main MooMan's Corner
website. |
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Click here to begin the
briefing on the additions, changes and new features of YR˛.
Conducted by Lieutenant Eva Lee, Chief Intelligence Office for the
Allied Nations. |
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