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Map Related

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This is a sub-page of Command & Conquer: Red Alert (DOS, Windows).

Map History Tracing#

The use of the old clear terrain with tile id 255 (see Interior Theater ARRO0003 Tile) has some interesting side effects for tracing the history of the game's missions and maps. Not only can it be used to see which maps were made in the early stage of the game, since they will be using the old clear terrain, but it can also be used to see where edits were made on such maps in later game development stages, since such edits did not convert the entire map, but simply used the modern Clear terrain on the edited parts. On top of showing cleared areas, this method also seems to show places where walls were added or removed; this also seems to have converted any clear terrain underneath the walls. On Interior maps viewed in an editor that (unlike the game) correctly displays the ARRO0003 tileset, these changes are very obvious, since it will show ARRO0003 everywhere except on these more recently-edited parts. Here you see how in mission SCG10EB, "Evidence", four room-shaped areas, and a connection to the west edge of the map, were clearly removed in later edits:

SCG10EB

Because this quirk has been known for a long time, most map editors will automatically show ARRO0003 tiles on Temperate and Snow maps as Clear terrain. However, if this is not done, this same method can be used to detect edits on these maps. Here you see SCG05EA; the mission "Tanya's Tale", compared between the v0.09c version and the retail version, with the old Clear terrain cells marked in grey-bordered white:

SCG05EA - v0.09c

SCG05EA - Retail

SCG05EA - Edits

On the retail version of the map, two areas at the east side, and the north-east corner of the south-west peninsula, clearly stand out as being expanded with modern Clear terrain. And indeed, these areas are different on the beta map. However, since the beta already uses the new format, even older edits can be traced: even on the beta map, it can be seen that near the beach in the north-west corner, a cliff was opened up.

Here is a full overview of all maps on which edits could be detected or which were detected to predate the modern map format, and any terrain edits identified on these maps. The dark pink colour indicates where edits were made. Generally, this is modern clear terrain on maps mainly using the old clear terrain, but on one Aftermath multiplayer map, it is the mentioned W2 tile.

Allied Campaign#

This lists all the maps in the Allied campaign using old Clear terrain. The maps SCG03EB, SCG05EB, SCG05EC, SCG08EB, SCG09EB, SCG11EB, SCG12EA, SCG13EA, and SCG14EA are all completely new.

Map

Notable edits

Visualised

SCG01EA

Cliff around the south-east power plants is opened up, and some small edits around the barrels and in the south-west corner.

SCG02EA

Small edits outside the border, and around the barrels in the north-east.

SCG03EA

Some edits around the ford north of the War Factory. The crossing might be newly added. A single leftover river cell at 7638 also shows there was a more diagonal river at that point.

SCG04EA

In the center north of the map there are two fords with a waterfall in between. The cliff leading west from that waterfall seems to be shortened.

SCG05EA

New areas were opened up at the north-east shore, where the shore touches the east edge of the map, and in the north-east corner of the south-west peninsula. A cliff going parallel with the shoreline in the north-west corner also appears to have been shortened.

SCG06EA

Significant edits can be seen in the cliff south-west of the start position, and in the center of the main enemy base. The southern resources area of the enemy base was expanded, and the island full of resources seems to be completely new.

SCG06EB

Appears to be completely new, but made on an older map which was copied and cleared. Only the area outside the map, and a little bit of the north, use the old terrain.

SCG07EA

Minor edits on cliffs. Oddly, a rather large area south-west of the accessible map is cleared with the new clear terrain.

SCG08EA

The south-west corner ore field seems to be completely new, and the island to the west also seems to be made up mostly of new clear terrain. The ore field north-east of the Allied base looks like cliffs were removed from it. It also looks like walls were added and removed, and this also cleared the terrain underneath.

SCG09EA

Significant edits to the south of the main southern island, as well as to area leading to the north-east bridge. From leftovers outside the accessible map, the whole map seems to have been 14 cells higher initially, but that change predates the conversion to the new Clear terrain.

SCG10EA

Quite some edits appear to have been made to the cliffs in this mission. However, the most noticeable change is a huge silhouette of a removed area north of the accessible map. Given that this matches the ends of rivers and roads, it appears that the map was planned to be an 80×80 map (24 cells higher) with the Soviet base dead center.

The 0.09c version of the map contains the entire undamaged top part. It was most likely cleared to reduce the size of the compressed [MapPack] data block in the final map file.

SCG10EB

Three room-shaped areas connecting to the main complex, and a connection to the west edge of the map, were removed. A hole can also be seen in the north-east corner, possibly where more off-map power plants and/or a construction yard were placed. The elevator start position in the center also shows new clear tiles.

SCG11EA

On the east side, most ore field areas appear to have been expanded. A vertical strip seems to indicate the removal of a road leading towards the Soviet base. On the west side, it seems cliffs were removed to give the player more space to establish a base. In the center, the most northern island was significantly expanded in size.

Soviet Campaign#

This lists all the maps in the Campaign campaign using old Clear terrain. The maps SCU04EB, SCU07EA, SCU08EB, SCU11EA, SCU11EB, SCU13EA, SCU13EB and SCU14EA are all completely new.

Map

Notable edits

Visualised

SCU01EA

Many edits both inside and outside the accessible bounds. The areas outside the map, and image material used in the briefing videos, seem to indicate the original map was most likely quite a bit larger; around 42x50.

SCU02EA

The entire center of the map, and the shore south of the soviet base, seem to have been redone. Only the west and south-west parts remain untouched.

SCU03EA

Edits can be seen to shores, cliffs and open areas all over the map. The area outside the accessible map seem to indicate the map went through many revisions, making it increasingly smaller; the full edited area is more than 20 cells wider than the final map.

SCU04EA

This map went through significant edits, with the roads appearing to be the only remaining original features. This map was also looks like it went through several revisions that made it smaller, with the full area extending 8 cells to the north and 12 cells to the west.

SCU05EA

This map was edited so much no distinguishing leftovers of the original remain, besides the road on the west side of the map. The map also seems to have gone through a few changes in size.

SCU06EA

The most significant edits on this map are that the area where you are supposed to build your base was opened up, and the islands in the center north seem to be completely new. Besides that, to the east of the accessible area, the remains of a bridge can be found which has the footprint of the Tiberian Dawn version.

SCU06EB

This is an edit of the original older version of the A map. It shows some of the features removed from the A map, and shows how the main bridge is still the same. Most of the edits visible on this map match the removal of elements on the A version.

SCU08EA

Most of this map seems to be unedited since the conversion. The only significant edits are the western side of the starting area, and the north-east of the Allied base.

SCU09EA

This map appears to have been larger, showing content 13 cells farther to the east. Significant edits were made to the western escape route, the cliff area south of the Soviet base, and the little peninsula in the north-east with German buildings guarding crates.

SCU10EA

Some changes were made in the center south part, and at the inaccessible areas north and south of the canyon guarded by Gun Turrets. The map seems largely unmodified from its original design, though.

SCU12EA

The starting area in the north-west seems to be completely redone. Besides that, an edit to the east side of the Chronosphere island seems to indicate they made space to add more Advanced Power Plants, and it can be seen that originally, there was an opening in the walls allowing direct access to the Chronosphere.

Multiplayer Maps#

This lists all multiplayer maps that either use old Clear terrain, or which have edits which could be detected in some other way.

Map

Name

Release

Notable edits

Visualised

SCM01EA

Coastal Influence (4-6)

Red Alert

Uses tile 255. Some edits on the center north and south shores, and the island in the center.

SCM04EA

Marooned II (4-6)

Red Alert

Uses tile 255. No significant edits, but a cross of new clear terrain appears to have been drawn across the center axes. This might have been a line of walls temporarily added for visualising map symmetry.

SCM17EA

No Escape (4-6)

Red Alert

Uses tile 255, without any edits.

SCM20EA

Pond Skirmish (2-4)

Red Alert

Uses tile 255, without any edits.

SCM24EA

Treasure Isle (4-6)

Red Alert

Uses tile 255, without any edits.

SCMK4EA

Circles of Death (Mega 8p) [AM only]

Aftermath

Does not use tile 255, but this is an edit of the Counterstrike map "Bullseye (Lg)". All edits on the water are done with the W2 tile, while all original water only uses W1, making it easy to see the original boundaries, and where bridges and islands were removed.

SCMK7EA

Death Valley (Mega 8 players)

Aftermath

Uses tile 255, with some slight edits. It is surprising to find a megamap in The Aftermath that predates a lot of the game's missions.

Unused Mission Areas#

Allied Missions#

Map Name

Differences

Proto

Final

style="text-align: center; vertical-align: auto;"; |Allies 01
In the Thick of It
scg01ea

  • Some cliffs to the south may suggest older terrain formations.

style="text-align: center; vertical-align: auto;"; |Allies 02
Five to One
scg02ea

  • Some water can be found around the edges which maybe be blocking AI pathing or be a remnant of ocean.

style="text-align: center; vertical-align: auto;"; |Allies 03
Dead End
[A] variant
scg03ea

  • Another bridge is just off-screen to the north east with suggestion it was in ocean rather than a river.

style="text-align: center; vertical-align: auto;"; |Allies 03
Dead End
[B] variant
scg03eb

style="text-align: center; vertical-align: auto;"; |Allies 04
Ten to One
scg04ea

  • Like scg02ea old cliffs can be seen to the east of the level.

style="text-align: center; vertical-align: auto;"; |Allies 05
Tanya's Tale
[A] variant
scg05ea

  • Lots of terrain visible to the east of the level suggests it was a much larger level at one point.

style="text-align: center; vertical-align: auto;"; |Allies 05
Tanya's Tale
[B] variant
scg05eb

  • A slightly different coastline is seen to the west and some cliffs extend in the south west.

style="text-align: center; vertical-align: auto;"; |Allies 05
Tanya's Tale
[C] variant
scg05ec

style="text-align: center; vertical-align: auto;"; |Allies 06
Iron Curtain Infiltration
[A] variant
scg06ea

style="text-align: center; vertical-align: auto;"; |Allies 06
Iron Curtain Infiltration
[B] variant
scg06eb

style="text-align: center; vertical-align: auto;"; |Allies 07
Sunken Treasure
scg07ea

style="text-align: center; vertical-align: auto;"; |Allies 07
Sunken Treasure
scg07wa

style="text-align: center; vertical-align: auto;"; |Allies 08
Protect the Chronosphere
[A] variant
scg08ea

  • Some cliffs and trees can be seen to the east.
  • Completely different terrain to the north west with an ocean, road, river and cliffs.

style="text-align: center; vertical-align: auto;"; |Allies 08
Protect the Chronosphere
[B] variant
scg08eb

  • An ocean can be seen on the west of the level that was completely removed.

style="text-align: center; vertical-align: auto;"; |Allies 09
Extract Kosygin
[A] variant
scg09ea

  • Additional cliffs and water to the north suggest this map may have been taller at one point.
  • Some cliffs can be seen in the ocean to the west.

style="text-align: center; vertical-align: auto;"; |Allies 09
Extract Kosygin
[B] variant
scg09eb

style="text-align: center; vertical-align: auto;"; |Allies 10
Suspicion
scg10ea

style="text-align: center; vertical-align: auto;"; |Allies 10
Evidence
scg10eb

style="text-align: center; vertical-align: auto;"; |Allies 11
Naval Supremacy
[A] variant
scg11ea

style="text-align: center; vertical-align: auto;"; |Allies 11
Naval Supremacy
[B] variant
scg11eb

style="text-align: center; vertical-align: auto;"; |Allies 12
Takedown
scg12ea

style="text-align: center; vertical-align: auto;"; |Allies 13
Focused Blast
scg13ea

style="text-align: center; vertical-align: auto;"; |Allies 14
No Remorse
scg14ea

Counter-Strike, Allied

Map Name

Description

Map

style="text-align: center; vertical-align: auto;"; |Counterstrike - Allies
Crackdown
scg20ea

  • An entire cut continent is to the east. Waypoints suggest truck going into a transport, unloading at the north coast, and running away offscreen to the south. No triggers reference the points.

Soviet Missions#

Map Name

Differences

Proto

Final

style="text-align: center; vertical-align: auto;"; |Soviet 01
Lesson in Blood
scu01ea

  • Extra terrain can be seen to the north and east suggesting the level was bigger once.
  • A slight bit of extra terrain can be seen to the south.

style="text-align: center; vertical-align: auto;"; |Soviet 02
Guard Duty
[A] variant
scu02ea

  • Cliffs and a ruin can be seen in the south west.
  • The water in the south suggests a slightly different coast.

style="text-align: center; vertical-align: auto;"; |Soviet 02
Guard Duty
[B] variant
scu02eb

  • An extra cliff line can be seen to the north east.
  • An coast line is placed to the south.

style="text-align: center; vertical-align: auto;"; |Soviet 03
Covert Cleanup
scu03ea

  • A slight bit of terrain was cut off in the west.
  • Completely different terrain to the west suggests the level was much wider and was redesigned multiple times.
  • A cove with road exists to the south west.
  • The only instance of units existing out of bounds.

style="text-align: center; vertical-align: auto;"; |Soviet 04
Behind the Lines
[A] variant
scu04ea

  • A lot of terrain to the north and west suggests the map was bigger in the past.
  • A river to the south west gets cut off.
  • A piece of cliff exists in the south near where you start.

style="text-align: center; vertical-align: auto;"; |Soviet 04
Behind the Lines
[B] variant
scu04eb

style="text-align: center; vertical-align: auto;"; |Soviet 05
Distant Thunder
scu05ea

style="text-align: center; vertical-align: auto;"; |Soviet 06
Bridge over the River Grotzny
[A] variant
scu06ea

  • A coast line and pieces of a bridge are on the east.
  • A piece of river is cut off on the west.

style="text-align: center; vertical-align: auto;"; |Soviet 06
Bridge over the River VizchGoi
[B] variant
scu06eb

  • Seemingly based on the [A] variant.
    • Suggests an old design for the Allies base in the north west, the barbed wire fence aligns with the used version but ends early.
    • The cliffline is different and may have prevented a flank attack or required.
    • The island to the north east with ore may be a remnant of an old [A] version.

style="text-align: center; vertical-align: auto;"; |Soviet 07
Core of the Matter
scu07ea

style="text-align: center; vertical-align: auto;"; |Soviet 08
Elba Island
[A] variant
scu08ea

style="text-align: center; vertical-align: auto;"; |Soviet 08
Elba Island
[B] variant
scu08eb

style="text-align: center; vertical-align: auto;"; |Soviet 09
Liability Elimination
scu09ea

  • Extra terrain to the east suggests the starting base was once larger.
  • An cliffline to the south east suggests maybe the south was different with an ocean.
  • Extra water to the south off map suggests the south west may have been isolated and required a transport to access the ore there.

style="text-align: center; vertical-align: auto;"; |Soviet 10
Overseer
scu10ea

  • Some water is seen to the east which may just be to block AI pathfinding.

style="text-align: center; vertical-align: auto;"; |Soviet 11
Sunk Costs
[A] variant
scu11ea

style="text-align: center; vertical-align: auto;"; |Soviet 11
Sunk Costs
[B] variant
scu11eb

style="text-align: center; vertical-align: auto;"; |Soviet 12
Capture the Tech Centers
scu12ea

style="text-align: center; vertical-align: auto;"; |Soviet 13
Capture the Chronosphere
scu13ea

style="text-align: center; vertical-align: auto;"; |Soviet 13
Capture the Chronosphere
scu13eb

style="text-align: center; vertical-align: auto;"; |Soviet 14
Soviet Supremacy
scu14ea

Counter-Strike, Soviet

Map Name

Description

Map

style="text-align: center; vertical-align: auto;"; |Counterstrike - Soviet
Soviet Soldier Volkov & Chitzkoi
scu35ea

  • A long section of concrete wall is to the east.
  • A disconnected section of road is also to the south east.
  • A brief section of concrete wall is to the south suggesting the base was bigger.
  • A piece of cliff is to the north.

style="text-align: center; vertical-align: auto;"; |Counterstrike - Soviet
Top O' The World
scu36ea

  • Additional terrain is cut off the north suggesting the map was once taller.

style="text-align: center; vertical-align: auto;"; |Counterstrike - Soviet
Paradox Equation
scu37ea

  • Some water to the north suggests the ore peninsula didn't exist in the past.

style="text-align: center; vertical-align: auto;"; |Counterstrike - Soviet
Nuclear Escalation
scu38ea

  • Multiple cliff sections and columns of roads at the border.

Skirmish#

Map Name

Description

Map

style="text-align: center; vertical-align: auto;"; |Skirmish
Oz
scm41ea

  • Part of New Zealand is cut off at the south of the map.

style="text-align: center; vertical-align: auto;"; |Skirmish
Australia (Long EW) - Warlord
scm47ea

  • Once again New Zealand is completely missing.