4:00 now that's just plain stupid. But it makes sense. An Infantry can't have weapons change depending on what kind of building it garrisons in YR, meaning it can't use a different Projectile meaning it can't switch between being able to fire over walls, and not being able to fire over walls. In RA2, however, the garrison weapons are coded to the building itself. See the C&C wikia article, the RA2 section. 5:18 going through this frame by frame, what happened is a new enemy team spawned. When a team is spawned, all units occupy the same cell, but they can't all move out of it at once, they have to wait their turn. But while they do that, they can and will fire at any enemies. This is especially obvious in my public test map, where up to 30 units are spawned at once, 10 per veteran-level. I'm guessing there's repeat-trigger tied to that tent. Nasty surprise. 6:00 that's an odd design for a dwelling: big city buildings but not a paved road in sight. This design fits Tiberian Sun with its survival-housing better. 9:33 the mapper messed up. Did you see that GI jump? 10:00 in the original game, dangerous objects, especially dangerous and tall objects, triggered a reveal around them and a note of caution. It makes sense to not "hold the player's hand" in missions where the player can replenish his losses, but not where there's a mission-critical unit - it just increases difficulty by creating frustration when that unit is lost and the mission must be repeated, and that IMHO is terrible mission-design. The outro sums it up. 14:50 should've just let the garrison attack it :P 23:00 nasty. 25:08, the same monkey you just killed, probably :P 28:10 wonder what happened here.
@@pixphi What do you mean? I was just mentioning how I thought it stupid that a low building could fire over walls but a dedicated defense building couldn't. Then I also mentioned how it makes sense that such things can't be switched/changed in YR, but can be in RA2 - purely because of how the garrison-weapon system works differently.
@@pixphi It's not switchable. In YR the infantry are assigned weapons to shoot with out of garrisons, so either they always bypass walls, or they never do. In RA2 the garrison-building is assigned those weapons, so short buildings *could* have a different weapon than taller ones that don't bypass walls; but IIRC Westwood never did that.
I wondered why you didn't destroy the radar dish earlier. Pretty sure it was the "SAM site" mentioned at the start of 2nd map and destroying it would have unlocked reinforcements.
@@Nothinghappenedin1984 RA2/YR mods would benefit heavily from objective markers like RA3 had... IIRC there's a public texture-release, part of the RA3 modding SDK or something, and it includes the objective markers. MO already uses them, and made their own. UIScreenPack then ig_missionMap then ig_missionMap_textures
It mentioned that if you were to bring down the air defenses, you would get those reinforcements. So maybe when crossing the water and the plane getting shot down were your reinforcements. However, you showed that you did not need them to accomplish the mission.
52:14 You probably would have sunken it with your elite SEAL. 54:03 Prisms take minutes to destroy even a deployed slave miner, because it's the only structure with a non-structure armor (medium/miner armor). Not sure if the armor type staying the same was a WW oversight or an intended commentary on how inhuman Yuri's faction is to have a structure that behaves more like a vehicle of war than a building.
I've never played this mission before, I have no idea what to expect but every time you lose the SEAL or a bunch of GIs to some random BS the map maker put there, I can't help but laugh as if to say "You should have expected that to happen..."
I've been waiting for you to play this mission since it's just plain stupid and wanted to see your reaction to it. With that being said, I have to add that while I enjoy watching you play but sometimes you make some of the worst plays for a seasoned player, like not using your units to the fullest and not remotely caring about promoting them and many other small mistakes that snowball and become bigger along the way. Lastly, if you think this mission sucks dick, you should play Alert Sun. The entire campaign sucks and challenges your patience. Hint: save the game after any minor move you make.
The missions weren’t that bad just annoying at some parts. As I said in the video I didn’t have the patience to take it slow. Was just somehow rushing it.
4:00 now that's just plain stupid. But it makes sense.
An Infantry can't have weapons change depending on what kind of building it garrisons in YR, meaning it can't use a different Projectile meaning it can't switch between being able to fire over walls, and not being able to fire over walls. In RA2, however, the garrison weapons are coded to the building itself. See the C&C wikia article, the RA2 section.
5:18 going through this frame by frame, what happened is a new enemy team spawned. When a team is spawned, all units occupy the same cell, but they can't all move out of it at once, they have to wait their turn. But while they do that, they can and will fire at any enemies. This is especially obvious in my public test map, where up to 30 units are spawned at once, 10 per veteran-level.
I'm guessing there's repeat-trigger tied to that tent. Nasty surprise.
6:00 that's an odd design for a dwelling: big city buildings but not a paved road in sight.
This design fits Tiberian Sun with its survival-housing better.
9:33 the mapper messed up. Did you see that GI jump?
10:00 in the original game, dangerous objects, especially dangerous and tall objects, triggered a reveal around them and a note of caution.
It makes sense to not "hold the player's hand" in missions where the player can replenish his losses, but not where there's a mission-critical unit - it just increases difficulty by creating frustration when that unit is lost and the mission must be repeated, and that IMHO is terrible mission-design. The outro sums it up.
14:50 should've just let the garrison attack it :P
23:00 nasty.
25:08, the same monkey you just killed, probably :P
28:10 wonder what happened here.
but this is Yuri's Revenge. So that doesn't explain your first comment.
@@pixphi What do you mean?
I was just mentioning how I thought it stupid that a low building could fire over walls but a dedicated defense building couldn't.
Then I also mentioned how it makes sense that such things can't be switched/changed in YR, but can be in RA2 - purely because of how the garrison-weapon system works differently.
Right but this is YR. So by your logic it should be switchable -- but it is. @@CnCDune
@@pixphi It's not switchable.
In YR the infantry are assigned weapons to shoot with out of garrisons, so either they always bypass walls, or they never do.
In RA2 the garrison-building is assigned those weapons, so short buildings *could* have a different weapon than taller ones that don't bypass walls; but IIRC Westwood never did that.
11:15 PM here, perfect timing, these are the best pre-sleep videos : D
00:30AM
+1
When tg uploads I'm a happy boi, simple life, goodnight's sleep, thank you man
I wondered why you didn't destroy the radar dish earlier.
Pretty sure it was the "SAM site" mentioned at the start of 2nd map and destroying it would have unlocked reinforcements.
right, probably got distracted by and didn't notice.
The game mentioned not to destroy important structures so I let it be. 😶
@@tg.Sacred yeah, but the game mentioned to destroy it, to receive reinforcements, so it probably was okay to destroy it.
@@Nothinghappenedin1984 RA2/YR mods would benefit heavily from objective markers like RA3 had...
IIRC there's a public texture-release, part of the RA3 modding SDK or something, and it includes the objective markers. MO already uses them, and made their own.
UIScreenPack then ig_missionMap then ig_missionMap_textures
Guys! A new upload from tg! As always, thanks for your hard work!
I can feel your sanity slowly slipping.
I've been waiting so long for this video😂
well done bro i think that's as close as ill get to finishing that mission lol
I guess the map is filled with traps, where if You garrison a building, it spawns enemy forces nearby and so on. Quite a chore, won't lie.
The intro seems to be an experiment of using triggers and a seal to destroy a building on a designated waypoint.
It mentioned that if you were to bring down the air defenses, you would get those reinforcements. So maybe when crossing the water and the plane getting shot down were your reinforcements. However, you showed that you did not need them to accomplish the mission.
That mission seems very unfun
I remember I told u that you'd have hard times..
just a nightmare mission! 😵💫
LMAOS that was a phucking nasty way to deceive 16:18
and those houses have hidden yuris in them to lol i found once you get your riffle men to Elite things got a little easier but im still confused lol
wooaahh this very dangerus the mission!!!
39:20 lol Elvis reference. Like in GTA II :)
Wow this mission!!
Which series would you like to play next?
Alert sun
I had no clue that little soviet dude was there lol haha
imo alert dawn feels like the creator didn't put much effort into it. Nice gamplay, though! :)
Nice Mission Bro ggggg
This mission should be called a nasty mission 🤣🤣
If this mission forces you to pay $1000 for losing, you're already bankrupt.
52:14 You probably would have sunken it with your elite SEAL.
54:03 Prisms take minutes to destroy even a deployed slave miner, because it's the only structure with a non-structure armor (medium/miner armor). Not sure if the armor type staying the same was a WW oversight or an intended commentary on how inhuman Yuri's faction is to have a structure that behaves more like a vehicle of war than a building.
this im keen to see lol :)
Long time pro
Do you think you could of done this with out the dog? lol
Now that I know the mission sure!
@@tg.Sacred I only say that cause I lost the dog ages back and those 2 yuris on the bridges are just asses lol haha
5:21 what movie?
If someone pomaded that would be great
Darn this mission is pretty time consuming..
what a weird but creativ mission!
so whats the next project?
11:15 PM
This campaign way more harder than madhq harder version
I've never played this mission before, I have no idea what to expect but every time you lose the SEAL or a bunch of GIs to some random BS the map maker put there, I can't help but laugh as if to say "You should have expected that to happen..."
I've been waiting for you to play this mission since it's just plain stupid and wanted to see your reaction to it.
With that being said, I have to add that while I enjoy watching you play but sometimes you make some of the worst plays for a seasoned player, like not using your units to the fullest and not remotely caring about promoting them and many other small mistakes that snowball and become bigger along the way.
Lastly, if you think this mission sucks dick, you should play Alert Sun. The entire campaign sucks and challenges your patience.
Hint: save the game after any minor move you make.
The missions weren’t that bad just annoying at some parts.
As I said in the video I didn’t have the patience to take it slow. Was just somehow rushing it.
I would like to download red alert 2 Then after download the other versions like this one in this video
Hahahahaha I did the same shit over and over and over lol haha
Does killing th eSAM facility do anything?
That was a hard one
12:45
Doggo! Nooo!
28:15
The heck is that indeed
you need to call the soviets for help
hi everyone can you help me find a website to download red alert 2
Cursed mission
Mission failed.jpg
this is what the keyboard of tgSacred saw last before it was nuked with his bear fists ...
Can't wait for soviet camp 😆
But there is no Soviet cam?
@@tg.Sacred wait you serious ?
A lot of failure mission is not good for first playing, tg
Mission failed and no base makes TG a dull boy....
@@Nugire well, at least you have limited troop, so need to caculate the plan carefully when play a new one, just like some mission of Dune 2000