These maps all have broken links. If you have these maps, upload them and we can update the links.
Forum rules
These topics need DIRECT links to the maps. You can post your website if you want but it must also include a direct link. If the maps are now included in a map pack, then post the link to the topic where the map pack is so that it leads to a valid link.
A big update is being released for the Dark Reign 2 world conversions that I made awhile back. This will improve some aspects of the worlds, including footprint improvements, particle effects, and new props for map makers to use. This updates all six current worlds for the Dark Reign 2 set, and will also update the 25 original multiplayer maps that come with the base game copy. The remaining Pandemic maps and a select few of the better custom community maps made for the game are planned to also be updated at a later date. Please note that after downloading this update, any previously released Dark Reign 2 maps maybe become unplayable. Please understand before downloading these files. The previous links have also all been updated.
Music .MP3s have been merged into the main .x archives.
A random track will now play when starting a map, instead of always being the same each play.
Added dust particle effects to vehicle units' wheels while moving.
All starting positions on all maps have been updated to use the default camera angle due north.
All maps will now start just after high noon, rather than some starting during night, hindering visibility.
All maps now have move::block regions around the map edges to help prevent units from reaching the edge.
All props' footprint files have been updated, and missing footprints have been created from Dark Reign 2's default.
Improved the inconsistent footprints of the taelon resources. Now, all four of them do not block line of sight and can be flown over by air units.
Map specific updates
King of the Hill
Removed a leftover debug ability to self destruct the Throne.
2crazed
Fixed some unintended pathways caused by slack slopes.
2siege
Rearranged the starting resources to contain plastic and electricity on both sides of the base.
3spooge
Replaced the Hover Collectors with a more appropriately themed collector helicopter.
4crazed
Fixed some unintended pathways caused by slack slopes.
Changed the orientation of three ambient props to the correct direction.
4octopussy
Replaced the Hover Collectors with a more appropriately themed collector helicopter.
4seadevil
Replaced the Hover Collectors with a more appropriately themed collector helicopter.
Changed the method of binding the "L" key to unload the chinook; it should no longer conflict with most keybind mods.
Increased Chinook's maximum health from 600 to 1525.
Increased Chinook's maximum move speed from 45 to 50.
Decreased Chinook's maximum carrying capacity from 15 to 12.
8angelbay
Fixed some unintended pathways caused by slack slopes.
8warway
Fixed some unintended pathways caused by slack slopes.
f2crazed
Fixed some unintended pathways caused by slack slopes.
f4crazed
Fixed some unintended pathways caused by slack slopes.
Changed the orientation of three ambient props to the correct direction.
f4siege
Fixed a missing taelon crystal near the top right corner.
One final note: unfortunately, the taelon resources will still have very poor synergy with the dump trucks. This means they will still cause traffic issues when multiple dump trucks attempt to collect the same resource. I have tried multiple avenues of creating a work around for this, including using an invisible base-mesh and spawning a fake crystal using a particle effect, and making the taelon crystals not block movement similar to plastic blobs. However, no available method has relieved this issue. I believe the only possible solution to this would be to either rip the model directly from Dark Reign 2 using a ripper, or to create an entirely new model from scratch. Unfortunately, neither of these methods are easily available to me at this time, and so this cannot be fixed... I hope that soon this problem can be solved and these maps can be enjoyed to their fullest. For now, I can only offer one solution: when starting a base, try to assign one dump truck each to their own crystal. This will help to alleviate some traffic.
Credit for the collector chopper model goes to Traffic_Accident and j3rry who have allowed me to borrow it early from their mod in progress.
Credit for the collector chopper's code is a modified version of j3rry's base code which has also been allowed for use early.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
Part 2 to the update has been released. It adds support for the remaining official Dark Reign 2 maps, as well as some additional bug fixes. All previous updates have been applied to these maps. The original links have also been updated.
Added localization files to the rulesets. They can now easily be translated for different langauges.
Map specific updates
6city
Added DarkenUnderFog property to some pipes I forgot to last update.
Spawn!
Removed types_radio.cfg file from .x archive.
Fixed spawn intervals for units to properly be 60 seconds.
Decreased unit limit from 150 to 70.
Corrected a typo in the tank's arrival message.
Added missing fire effects to temples.
Changed the order and quantity of the units spawned:
8 Grunts
3 Machine-Gunners
4 Grenadiers
2 Half-Tracks
4 Medics
1 Tank
5 Bazooka Men
2 Snipers
2 Choppers.
Cheeseburger Hill Spawn
Adjusted the spawning region to be center with the temples.
2kassarine
Fixed a sector of cells with missing textures.
2slimey
Fixed some unintended pathways caused by slack slopes.
4guerilla
Adjusted the terrain coloring to extend to the edges of the map.
4squarepusher
Changed the method of leveling the camera from using water to using blackened cells. This will allow more blobs to spawn until the camera layer studio tool is fixed.
6delta
Fixed some unintended pathways caused by slack slopes.
6shai_hulud
Widened the targeting cone of the sandworms to allow them to land hits easier.
Adjusted the rain's yaw by 90 degrees for better rain visibility.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
Part 3 to the update has now been released. It adds support for 15 custom community created maps chosen from the long list of those I converted a while ago. All previous updates have been applied to these maps, as well as some compatibility and balancing updates for specific maps. The original links have also been updated. This will hopefully be the last major update for the Dark Reign 2 maps and worlds, with the only remaining change being the rebalance of the taelon supplies, which cannot be done until a reliable way of .god editing is discovered.
A major update is now being released for my ported Dark Reign 2 worlds and the maps that use them. There are several things that have changed, as well as a few maps have had minor errors fixed or quality of life improvements and the like.
First thing I'll get out of the way right now: the taelon resources still do not have HP-RESOURCE hard points. At this point, I'm fairly sure the easiest way to get them would be to recreate the models from scratch and add them manually. Unfortunately, due to other circumstances, I'm not able to do this in time before my departure. However, everything else is I would consider feature complete, so this resource issue is hopefully the only lasting issue that these worlds have remaining.
With that, all existing links on the forums will have been updated when this post goes live. The following has been updated or introduced with this update.
Global Updates
====================
Included types_traction.cfg file is optimized to only include necessary traction types. For most worlds, this just means that redundant DR2 tractions have been removed. types_physics.cfg has been removed altogether.
Day / Night cycle from Dark Reign 2 is partially restored. The original initial time of day has been restored for all maps that were changed to high noon. The day / night cycle is now included in all but the following maps:
2slimey
8molecule
2hockey
4sSs
8dumbrush
8tbone
Maps / Mod files that had localization files are now properly supported. Playing in a different language will no longer trigger a 'different data' message. In addition, support for future languages has also been created.
Music tracks have been ripped by myself personally from a retail copy. I additionally compressed the tracks to match the bit rate of the original Army Men RTS tracks. A few redundant tracks have also been removed. Overall, this decreases the filesize of each individual world by ~60%.
Ruleset Updates
====================
King of the Hill
Maps that used the Dark Reign 2 version of this ruleset now use the Army Men RTS version. The hill will be blocked by fences for the first five minutes.
Maps start with 1,000 Electricity instead of 800.
Control Freak
Control Points no longer obstruct Chopper movement.
Dummy LoS unit that is created when capturing a Control Point is no longer selectable, and will no longer contribute to a player's losses stat. They are also now invisible to the mini-map, and will not trigger an 'Enemy Sighted' alert.
Assault!
Optimized / rewrote code.
Dezigner unit now uses the reticle type for vehicles.
Togran Portal prop now uses "Poly" mode for its ray tests.
Plastic and electricity resources can now be distinguished by their color. Plastic crystals are yellow, while electricity crystals are blue.
Depleting resources have decreased value.
3,000 per crystal -> 1,050 per crystal
Unlimited resources have their loading rate decreased.This means that these resources will take ~40% longer to fill a Dump Truck to max capacity. The reason I made this change was to: A) Encourage the use of depleting resources instead. B) In Dark Reign 2, these resources depleted as normal, but would slowly regenerate over time. They regenerated at a slower rate than what you could mine from them, therefore mining a resource excessively would result in a drastically reduced efficiency. I experimented with several ways to emulate this effect in the new engine, however this was the best compromise I could come up with, while also nerfing these powerful unlimited resources.
5 per second -> 3 per second
Restored a glowing halo particle effect from Dark Reign 2.
GC Shuttle
Unit now uses the reticle type for vehicles.
FP_Fencepost
Building can now be seen inside the fog of war.
Choppers should no longer be able to fly over this building.
Desert Ocean Props
deserto.prop.domegate
Prop can always be seen inside the fog of war.
Prop given a near fade factor of 0.
Falcon Tower
Added a missing particle effect 'common.class.building-death-small'.
Dome Props
Global Commonwealth Limo
Unit now uses the reticle type for vehicles.
dome.prop.tree1
Converted the non-damaging death explosion into an on-death particle effect.
Jungle Props
jungle.prop.tree1
jungle.prop.tree2
jungle.prop.tree3
Converted the non-damaging death explosion into an on-death particle effect.
Sigma Props
sigma.prop.twigtree02
sigma.prop.twigtree03
Converted the non-damaging death explosion into an on-death particle effect.
Sprawl Props
Auto 1
Auto 2
Auto 3
Civilian Vehicle 2
Unit now uses the reticle type for vehicles.
Civilian
Grain size changed to 1.
Several props have been given a near fade factor of 0.6, which causes them to fade out when the camera draws near to them. This allows you to more easily see obscured units behind these props when zoomed in. The following props have this property now:Spoiler
common.prop.floatingairport
deserto.prop.archrock
deserto.prop.archrock02
deserto.prop.rock1
deserto.prop.rock2
Falcon Tower
dome.prop.building_federal
dome.prop.building1
dome.prop.building2
dome.prop.billboard
dome.prop.guardianstatue
Retributor Obelisk
Force Door
sprawl.prop.billboard01
sprawl.prop.billboard02
sprawl.prop.billboard03
sprawl.prop.billboard04
sprawl.prop.billboard05
sprawl.prop.techbuilding05
sprawl.prop.techbuilding07
Footprint updates
====================
The following props now block units' line of sight
Spoiler
deserto.prop.dome_wall
deserto.prop.pipe2_1X1tsec
deserto.prop.pipe2_1X1tsec_1
deserto.prop.pipe_2x2turn
deserto.prop.pipe_3x3turn
sewer.prop.gaspipe
sprawl.prop.pipe_end-nf
sprawl.prop.techbuilding02 (Top right cell only)
The following props no longer block units' line of sight
Spoiler
deserto.prop.pipe_3x3_terminal
deserto.prop.pipe_4x2_terminal
dome.prop.building_federal
jungle.prop.hut2
sigma.prop.iceberg02
sigma.prop.iceberg03
sprawl.prop.brokenpipe (Top right cell only)
sprawl.prop.pipe_bend_1 (Bottom right cell only)
sprawl.prop.techbuilding02 (Bottom left cell only)
sprawl.prop.waterburst_pipe
The following props no longer obstruct Chopper movement This change was made since Dark Reign 2's air units flew much lower to the ground level than Choppers do in Army Men RTS. In both games, aside from explicitly stated exceptions, the only non-arbitrary basis for whether a prop blocks air units is whether that air unit will clear the prop's model without clipping through. Therefor, assuming modded units are not in play, the Chopper's high altitude allows many additional props to have this change applied.Spoiler
Common Props
common.prop.jdashuttlecrash
sprawl.prop.fueltank02
sprawl.prop.fueltank03
deserto.prop.hangarbay
Public Teleport
FP_Solar Power
Deserto Ocean Props
deserto.prop.pier01
deserto.prop.pier02
deserto.prop.pierdes03
deserto.prop.pierdes04
deserto.prop.guardtower01
deserto.prop.guardtower02
deserto.prop.pierdes01
deserto.prop.pierdes02
deserto.prop.pipe2_2x1down
deserto.prop.rock3
deserto.prop.rock5
deserto.prop.rock6
deserto.prop.tree1
deserto.prop.tree3
deserto.prop.pipe2_1x1
deserto.prop.pipe2_2x2_turn
deserto.prop.pipe2_1X1tsec
deserto.prop.pipe2_1X1tsec_1
deserto.prop.pipe2_3x3_turn
deserto.prop.pipe2_4x1
deserto.prop.pipe_2x2turn
deserto.prop.pipe_3x3_terminal
deserto.prop.pipe_3x3turn
deserto.prop.pipe_4x2_terminal
deserto.prop.rock4
Dome Props
Commonwealth Council Building
Defense Controls
dome.prop.building3
dome.prop.bush1
dome.prop.dockboxes
dome.prop.enforcerstatue
dome.prop.fountain
dome.prop.lamppost
dome.prop.senatorstatue
dome.prop.tree1
dome.prop.building1
dome.prop.building4
dome.prop.building_federal
dome.prop.building_float
Jungle Props
Deathfield
jungle.prop.hut1
jungle.prop.waterfall2
jungle.prop.forest_d
jungle.prop.hut2
Sewer Props
sewer.prop.chains
sewer.prop.pylon
sewer.prop.gaspipe
sewer.prop.sphinx
Togran Power Generator
Togran Pylon
togran.prop.column
sewer.prop.wires
Sigma Props
JDA Relay Station
sigma.prop.impale01
sigma.prop.impale02
sigma.prop.spike01
sigma.prop.twigtree02
sigma.prop.voodunDEC
Togran Temple
Sprawl Props
sprawl.prop.burntbldg
sprawl.prop.door01
sprawl.prop.dwelling03
sprawl.prop.pipe_end
sprawl.prop.pipe_t
sprawl.prop.techbuilding01
sprawl.prop.techbuilding03
sprawl.prop.techbuilding04
sprawl.prop.techbuilding06
sprawl.prop.techbuilding08
sprawl.prop.pipe_bend_1
sprawl.prop.pipe_long
sprawl.prop.ruin01
sprawl.prop.techbuilding02
sprawl.prop.techbuilding07
sprawl.prop.waterburst_pipe
sprawl.prop.waterpipe
The following props no longer permit Chopper movement Unlike stated above, these changes were mostly made to fix oversights and / or strange unit behaviors, such as discrepancies between a cell's assigned traction type and whether it claims the flyer layer.Spoiler
deserto.prop.pipe2_3x3_turn
Commonwealth Council Building
sigma.prop.iceberg02
sigma.prop.iceberg03
sprawl.prop.billboard01
sprawl.prop.pipe_end-nf
sprawl.prop.pipe_long-nf
The following props no longer obstruct ground movement Same as before. These are mostly bugfixes, such as a common error where a prop's footprint assumes the wrong orientation.Spoiler
deserto.prop.piershore01
deserto.prop.piershore02
deserto.prop.pipe2_1x1
deserto.prop.pipe2_2x2_turn
deserto.prop.pipe2_3x3_turn
deserto.prop.pipe_3x3turn
deserto.prop.pipe_4x2_terminal (Bottom left and bottom right cells only)
deserto.prop.rock4 (Bottom right cell only)
dome.prop.building_federal
jungle.prop.forest_d
sewer.prop.chains
sewer.prop.pylon
sewer.prop.gaspipe
JDA Relay Station
sprawl.prop.brokenpipe (Top right cell only)
sprawl.prop.pipe_bend_1 (Bottom right cell only)
sprawl.prop.pipe_long-nf
sprawl.prop.techbuilding07 (Top left and leftmost cells only)
sprawl.prop.waterburst_pipe
The following props no longer deform the terrain when zipped
sewer.prop.gaspipe
sprawl.prop.pipe_bend_1 (Bottom right vertex only)
sprawl.prop.waterburst_pipe
The following props now deform the terrain when zipped
The following maps have had naval based resources removed. This also means that the previously included Collector unit is no longer necessary and has been removed. Also, to compensate the economy, the removed taelon crystals have been moved to the nearest adjacent resource cache.
3spooge
4octopussy
2persistance
8makkengorge
The following maps have had specific resource caches re positioned to allow easier Depot placement.
2crazed
f2crazed
When playing a Fencepost map, there is an exploit / technique that allows a player to prevent the reconnection of two posts by physically blocking them. Now, the fenceposts will attempt to reconnect once the obstruction is no longer present.
The following community maps have been remade from scratch to have a much higher fidelity on par with the official Dark Reign 2 maps.
2hockey
4dome
4strata7
8pillars
8tbone
f4crazed
Adjusted move::block regions to prevent Choppers from circumventing fenceposts.
Re positioned top right fenceposts to match the three other corners.
Painted certain bottom left cells with Plaza1 terrain to match the three other corners.
4siege
Fixed misaligned water cell
4octopussy
Fixed unintended pathways caused by slack slopes
6city
Fixed unintended pathways caused by slack slopes
8snowpass
Fixed unintended pathways caused by slack slopes
c4siege
Fixed misaligned water cell
c8snowpass
Fixed unintended pathways caused by slack slopes
f4siege
Fixed misaligned water cell
Added additional fenceposts on the water pathways to prevent Choppers from circumventing the fenceposts.
4seadevil
Bulldozer is now transportable via Chinook
Chinook now uses "Poly" mode for ray tests.
s6city
Fixed unintended pathways caused by slack slopes
a4assault
The following units now use the reticle type for vehicles
Collector
Construction Rig
Disruptor
Added an extra Atomic Power Plant for the worship team, allowing them to start the mission with full power.Yes, this was intentional before, and yes that also means that in Dark Reign 2 they don't have enough power either.
a4seadevil
Disruptor now uses the reticle type for vehicles
Created a link between two fenceposts that previously did not have one.
Attic Assault!
Team color for crates now matches that of the worship team.
2slimey
Several out of bounds cells that were unpainted now use the Trash_Air textures. This prevents Choppers, Dump Trucks, and Paratroopers from leaving the playable space.
Some tunnels which had Trash_Air textures are now pathable.
6shai_hulud
Sandworm has had its HorizAngle setting removed, and its HorizSeparation setting changed to 30. This will once again allow it to land shots easier.
2persistance
AA Gun
Weapon style reverted back to "Projectile" type
Compared to default, projectile damage increased from 80 to 90
Projectile no longer has splash damage
AA Gun has new custom particle effects based upon previous "Instant" style version
4badlands
Colored map and added ambient props to increase map fidelity to match that of official Dark Reign 2 maps
Fixed unintended pathways caused by slack slopes
4dome
Reverted changes to Guard Tower
Taelon resource values have been adjusted to be double the new global values
4world
Adjusted bottom left team's resources to match that of the other three players
Adjusted rotation of the rain to allow it to be seen easier
Removed superfluous DR2deathmatch ruleset file in favor of baked in objective code for this map only.
Adjusted day / night cycle colors to fix harsh transition at midnight
5custom3v2
Raised a group of cells near the bottom left team spawn
Fixed the orientation of a bridge prop near the top right
Changed traction of terrain type "Desertobase" from "Base" to "ImpassibleAll"
Removed several unused textures
6highlow
Juggernaught
Model now has team colors
Solar Array required for purchase
Prototype Factor
Model now has team colors
Solar Array required for construction
Solar Array
Added "NoGroupSelect" property
Restored missing footprint file for Sprawler variant
8dumbrush
Eastmost move::block region adjusted to better match intended out of bounds
Removed several unused textures
8pillars
Unit limit reverted to default of 70
Replaced Grunt prisoners with Guardians from Dark Reign 2
Replaced Machine Gunner prisoners with Castigars from Dark Reign 2
Swapped the positioning of the Retributor Obelisk and Defense Controls
Prevented units from seeing between the four quadrants of the map, most notably preventing Bullseye and Shrap from destroying Prototype Factories extremely early
Computer players who obtain prisoners or a Prototype Factory will now utilize them
AA Gun
Weapon style reverted back to "Projectile" type
Compared to default, projectile damage increased from 80 to 90
Projectile no longer has splash damage
AA Gun has new custom particle effects based upon previous "Instant" style version
Juggernaught
Model now has team colors
Atomic Generator required for purchase
Prototype Factory
Model now has team colors
Defense Controls
Max health increased from 1,600 to 2,200This was done so the Defense Controls can survive a single Bombing Run with change, similar to an HQ.
Fission Control Rods no longer obstructs Chopper movement
JDA Sentry Guns
Seeing range increased to 72 from 65
Max fence distance decreased to 6 from 12
Firing delay decreased to 0.2 from 0.016…
Damage per shot increased to 160 from 74
No longer obstructs Chopper movement
Retributor Obelisk can no longer be fired upon
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.