Red Alert 2 (CnCNet) | Depleted Bison| Extra Hard AI
Yuri's Revenge TV
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Red Alert 2 (CnCNet) | Depleted Bison| Extra Hard AI
16 просмотров · 3 часа назад
Yuri's Revenge TV
8,33 тыс. подписчиков
16 просмотров · 3 часа назад
Red Alert 2 (CnCNet) | Depleted Bison| Extra Hard AI
Original Name: | Depleted Bison
Link of Map: https://drive.google.com/file/d/1SMBm...
A. Map name: | Depleted Bison
B. Game mode: Standard
C. Number of players: 8 (1 human vs 7 AI)
D. Map size: 200 × 200 (Very Large)
E. Author: Unknown
F. Type: Desert / Open Land Combat Map
G. Theme: Arid Desert / Rocky Badlands
H. Play Style: Competitive, Expansion-Focused, Multi-Directional Combat
👉 This is a large, open desert battlefield with winding rocky terrain, scattered ore fields, and multiple separated starting positions. The map encourages expansion, long-range engagements, and attacks from several directions.
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Map Layout Overview
1. Two Major Zones
• Outer Desert Zone – The upper and side portions of the map contain most of the player starting locations and widely distributed ore fields.
• Central Rocky Zone – The middle of the map is dominated by winding ridges, narrow passages, and a large central terrain feature.
• Southern Valley Zone – The lower section provides additional open space and connects the rocky terrain with the outer battlefield.
This area favors:
• Mobile armies that can move around the rocky formations.
• Long-range units that can control the open desert and narrow passages.
• Players who expand aggressively to secure additional ore fields and strategic territory.
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2. Player Starting Positions
• Players 1 and 2 begin in the upper-left and upper-right corners, giving them relatively open starting areas.
• Players 3 and 6 occupy the left and right sides, creating strong side positions and several possible attack routes.
• Players 4 and 5 start in the lower-right and lower-left areas.
• Player 7 is positioned near the upper-central portion of the map, giving this position access to several directions.
• The starting locations are spread widely around the battlefield, reducing immediate contact and creating room for early expansion.
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3. Resource Distribution (Yellow Ore Fields)
• Ore fields are scattered across almost the entire map, rather than being concentrated in one location.
• Many starting areas have nearby ore, allowing players to establish their economy without immediately fighting for resources.
• Additional ore around the central and outer areas encourages players to expand away from their starting bases.
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Gameplay Flow
Early Game
• Players can build their economies safely because the starting positions are widely separated.
• Early scouting is important because the rocky terrain creates multiple possible attack routes.
• Players should quickly secure nearby ore fields and prepare defenses around the entrances to their base.
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Mid Game
• Expansion becomes increasingly important as players compete for the widely distributed ore fields.
• The central rocky area can become a major battlefield, especially when players attempt to move between opposite sides of the map.
• Fast units, air power, and long-range weapons can be effective because the map has both open areas and narrow terrain corridors.
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Late Game
• Battles can develop into large-scale multi-directional conflicts around the central and outer zones.
• Players with strong economies can establish multiple production bases and attack from different directions.
• Controlling the central passages and remaining resource fields can provide a major strategic advantage.
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👉 Overall pace: Medium to Fast-paced. The large 200×200 battlefield gives players time to develop their bases, but the numerous routes, scattered resources, and central terrain eventually create intense multi-directional battles. The map favors expansion, maneuvering, strategic positioning, and sustained combat rather than immediate close-quarters fighting.
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