Reinforcements have arrived from Romanov's Vengeance as Romanov's Vengeance Release-20220124 has been recently released by their team. For those who are not aware, Romanov's Vengeance is a game that uses the OpenRa engine to recreate the experience from Command & Conquer Red Alert 2: Yur's Revenge, with a better balance and new logic to make Allies, Soviets and Yuri become more competitive. Here are the changes and the fun stuff from Romanov''s Vengeance Release-20220124:


Hello, everyone. We are here for another update of Romanov's Vengeance. With the last update (which we haven't posted a release article for), we introduced the upgrade system to the mod. We decided that the logic has room for some more upgrades, so 7 more upgrades were added. United Kingdom got its upgrade replaced as the old one was not good enough and Iraq got a new upgrade in favor of old one being available for all Soviets. Here's how the upgrades currently look like for 3 factions.

Old British Upgrade is still in the game, it is just not available, so i quickly shopped it out.

And, yes Psi-Corps has one more upgrade than others.

With the initial implementation of upgrades, we added visual indications to some units to show that they are upgraded. While still not inclusive of all upgrades, we added more of such indications for upgrades.

Harrier with both Air-to-Air Missiles and Predator Missiles.

Dreadnoughts with both Radioactive Warheads and Advanced Irradiators.

Nuclear Reactor again, changes color with Advanced Irradiators, even though only thing affected from that is its explosion when killed.

Gatling Weapons with Chainguns upgrade get bullet tracers.

Leech Disc with Disc Armor become gray, that's not a new one though.

RV's dog fights can be up to chance at times. To make the logic more microable we added a deploy ability for dogs that stuns nearby infantry including other dogs, similar to what Attack Dogs and Bears have in Red Alert 3. With a well timed stun, you can ensure that your dog comes out victorious in a fight.

Dogs stun enemy units within 3 cells when deployed.

It takes them 1 minute to recharge this ability, you can see the recharge from the bar above.

Of course as with every update, this update comes with numerous balance changes. Mostly to the upgrades. 4 new maps are also added in this update. You can find the full list of changes here.

You can download the new version from the following links:

Windows (x86|x64) - Linux - MacOS X (Compat)

You can check more information about Romanov's Vengeance by visiting their ModDB Profile. Download Romanov's Vengeance Release-20220124 Here. And that's all regarding Romanov's Vengeance for now. Stay tuned at PPM for more news about Romanov's Vengeance!

Sole Survivor is back online!
January 24, 2022 - 18:59

It's been almost 20 years since the last official server went offline...

Is back!

We (OmniBlade, CCHyper, tomsons26) are currently in the process of performing a controlled alpha test
with selected players (including some of the original top-ranking Sole Survivor players!).

This has been quite the journey for us to get Sole Survivor back online; Including reaching out to many of the old school Sole Survivor players for feedback and balancing, uncovering an early Sole Survivor beta test build, and also getting the game work on modern systems.

These alpha testing sessions will help us balance the game modes to ensure they are as close to the original servers as possible. Once we are happy with the performance and stability of the server configuration, and we are able to perform player load tests, we will start to explore permanent solutions for hosting full-time servers, allowing us to finally open up the servers to the whole community!

So, make sure to follow this topic to be notified of any updates!

"Welcome to Sole Survivor"

Hi everyone! The staff from Red Counter Strike has recently shared some bits about how the veterancy system will work on their project. For those who are not acquainted with it, Red Counter Strike is a mod for Yuri''s Revenge, with Ares and Phobos, that brings real-life military weapons to the game, although it maintains the wacky units and technologies that make Red Alert 2 fun. Here is what was posted about it:


I will be covering the basic veterancy system base of the allies and soviets. I will also give a detailed example on how this system function exactly. Please note that this system will base for the very basic component of all allied and soviet countries respectively unless stated otherwise in the veterancy focus sheet that I had released a while back on moddb.

Before starting, I would like to thank the ARES and PHOBOS logic expansion developers and contributors of the command and conquer community as without them none of the features you have been seeing in a mod like mine or other mods would have been possible to implement.

Now, without further ado let’s start. First off, the major powers of the allies and soviet IE the United States of America and Union of Soviet Socialist Republics with their allies, partners or affiliates follow a generic path of veterancy bonuses:

  • The allies generally places emphasis defensive measures.

  • The soviets generally places emphasis on offensive measures.

Again, both blocs follow their own veterancy respective bonus path unless again stated otherwise in the focus sheet.

For the United States of America and Union of Soviet Socialist Republics this veterancy bonus generally path applies to all its armed forces branches, but please note that this may not be always the case for them or their affiliates, allies, or partners.

Bear in mind insignia shapes that I will be using for each of the blocs veterancy paths will be almost entirely from the United States and USSR respectively unless there is a special unit of a certain country then that special unit will follow a different veterancy path and will have his or her own unique insignia shapes.

That said I would like to stress that, during the beta phase I will be trying to make the mod’s essential components that the other future releases would be based out of. As of now in the next foreseeable release, you will get the generic veterancy ranking system for both blocs, generic homogenous unit list per bloc and a single special unit with its own unique veterancy system and insignia shape related to selected country of either of the blocs. Said special unit will follow that stated special veterancy focus on the focus sheet if it is applicable to it.

Currently I have released the allies focus sheet and I have yet to release the soviet variant. Note, both bloc’s infantry units mostly have enlisted and warrant officer rank insignias whilst vehicles, aircrafts and naval units will mostly have officer insignias.

To be continued in:

You can check more information about Red Counter Strike by visiting their ModDB Profile. That's all folks! Stay tuned at PPM for more news coverage on Red Counter Strike!

VS INI Version 15 has been released!
January 14, 2022 - 06:09
Hello everyone! Reinforcements have arrived from VS INI as VS INI Version 15 has been recently released by their team. For those who are not aware, VS INI is a modification for Yuri's Revenge that aims to redesign the gameplay with new units, balance changes, etc, and improve the AI. Here are the official words about VS INI Version 15:

Version 15 introduced a variety of new units and structures. These additions can change the tide of battles when being utilized to their full potential. With the said appending arsenals above, some of the existing units and their respective properties have been modified to preserve overall gameplay balance and integrity.

New units showcase

Game-play changes:
1. Armor Crate's armor bonus decreased from 1.5x to 1.2x.
2. Paradrop descend speed decreased from 5 to 4.
3. Force Shield radius increased from 5 to 6.

1. Chrono Miner now has BuildTimeMultiplier=0.95.
2. Tanya C4 detonation delay time decreased from 0.2 to 0.15.
3. Ore Purifier's HP increased from 1000 to 1200.
4. Added Moon Breaker ($1950) -- A new T3 hovering aircraft. This unit is equipped with quad rocket launchers capable of bombarding clustered enemy units and structures from afar while its missile pods can engage enemy air targets.
5. Prism Tank weapon's warhead effectiveness against buildings decreased from 200%,150%,200% to 160%,140%,150%

1. Tesla Trooper's speed decreased from 7 to 6, cost decreased from 450 to 400.
2. Battle Bunker's cost increased from 400 to 450.
3. Soviet Spy is now able to obtain veterancy, chaos pistol weapon can now also inflict damage to infantries in addition to enemy disorientation, weapon range decreased from 6.75 to 5.75.
4. Iraq Desolator cost increased from 900 to 1000, HP increased from 330 to 335, weapon range increased from 5.75 to 6.75, now leaves small radiation field upon death.
5. War Miner now has BuildTimeMultiplier=0.95.
6. Radar Component upgrade's cost increased from 1000 to 1200.
7. Siege Chopper missile weapon's warhead effectiveness against infantries decreased from 100%,100%,80% to 100% 90%,75%, deploy weapon burst increased from 1 to 3, damage and ROF adjusted accordingly, warhead effectiveness against buildings increased from 15%,15%,15% to 18%,25%,15%, against infantries increased from 100%,85%,80% to 100%,90%,85%, PercentAtMax increased from 0.25 to 0.7, weapon projectile changed from invisible homing to slow scattered arcing.
8. V3 Rockect's minimum range increased from 5.5 to 6.
9. Industrial Plant's HP increased from 1000 to 1200.
10. Korean Black Eagle bomb's vertical descending speed increased by 50%.
11. FlakTrack/SeaScorpion AG weapons' warhead effectiveness against infantries decreased from 150%,125%,100% to 120%,100%,85%.
12. Added HeatWave ($650) -- A new T2 light and fast hover vehicle. This unit is equipped with depleted uranium rockets and mini torpedos for amphibious hit-n-run swarm tactics.

1. Chaos Drone's primary weapon projectile changed from homing to arcing, damage increased from 100 to 110, warhead AoE increased from 0.75 to 0.85.
2. Virus AA weapon's warhead effectiveness against [medium] armor decreased from 60% to 55%.
3. Yuri Statue's prerequisite changed from BattleLab+Grinder to BattleLab. Secondary weapon's infantry kill anim changed from virus explosion to electrocution, warhead no longer produces poison gas.
4. Added Toxic Spiller ($1350) -- A new T2.5 melee combat vehicle. This unit is equipped with a life-leeching grinder and toxin sprayer which excels at exterminating enemy infantry groups.
5. Cloning Vats now increases infantry cost by 25%.
6. Yuri Spy's deploy ability effective radius increased from 750 to 800, duration increased from 400 to 500.
7. Psychic Radar can no longer be deployed to provide shroud coverage at the cost of extra power, psychic sensor radius decreased from 10 to 8.
8. Added Psychic Sensor ($750) -- A new support tower unlocked by Psychic Radar which has a psychic sensor radius of 8, And it can be deployed to provide additional shroud coverage at the cost of extra power.
9. Added Mobile War Platform ($2600) -- A new multi-purpose War Platform built from defense tab that can be packed into mobile form as needed. The War Platform features frontline vehicle production, ore collection, and unit grinding/recycling(Vehicle blueprints still require a conventional Yuri war factory).
10. Warmonger's cost decreased from 1300 to 1200.
11. Slaveminer in mobile form no longer automatically attempts to move and deploy on its own after sitting idle for a set amount of time.
12. Grinder's cost increased from 800 to 1000.
13. Magnetron's prerequisite changed from Grinder to BattleLab.

Other changes:
1. Added additional green smoke particles for the Nuclear missile's warhead.
2. Updated/Modified Dominator warhead's damaging particle animations.
3. Added rocker effect for Magnetron's lift weapon warhead.
4. Added additional particles effects for Warmonger's warhead.
5. Yuri Statue in the campaign now has a new weapon that deals AoE damage to all air/ground targets and can mutate infantries into Brutes.
6. Misc teams and triggers adjustments and error fixes in AIMD.ini.
7. Medium and Easy AI's total defense count increased from 25,22 to 28,24.
8. Yuri AI no longer builds 2nd Psychic Radar due to the change above, it now builds Pyshich Sensors with shroud capability instead.
9. Yuri AI no longer builds 3rd War Factory due to the change above, it now builds War Platform instead.
10.AI Naval Yard placement range decreased from 30 to 25.

You can check more information about VS INI by visiting the ModDB Profile. Download VS INI Version 15. That's all folks! Stay tuned at PPM for more news coverage on VS INI!

Parametheus, the leader of Red Alert 3: Rejuvenation, has released Red Alert 3: Rejuvenation V1.09 last week. For those who are not acquainted with it, Red Alert 3: Rejuvenation is a modification for Red Alert 3 that adds 3 sub-factions such as GRF (Allies), Legion (Soviet) and Fujitai (Rising Sun) and also adds lots of new units, special effects, voices, as well as tweaks the upgrade system. Here is the changelog from Red Alert 3: Rejuvenation's staff about Red Alert 3: Rejuvenation V1.09:


Red Alert 3: Rejuvenation v 1.09
Change Log


  • All Skirmish Sub-factions' PVE AI available. Now you can play with the AI opponent or allies like the original factions with 9 commanders, inheriting their personalities and combat style, with their cute faces. I learned how to code AI in 3 days. I have them tested, fixed again and again for about 2 weeks to make sure they will not crash.

  • New sound effects (mainly fire) to Zone Reaction Captain, Cockroach, Triblade, Tesla growler, Wave-burst Angel. I made them with materials on the net using Adobe Audition.

  • New skin for Soviet Flak Troopers with TP shell Upgrade.


  • Hammer Tank had an issue rotating turret until its upgrade. And the expected 2nd weapon from the absorbed new vehicles was missing, now it is all fixed with a new model of 2nd weapon.


  • Chronograph will now cost 2200 instead of 2500, with build-time from 25s to 22s.


  • Zone Reaction Captain will now only have the Chrono-jump range of 1350 (nearly 1/5 of the average map width, while Chronograph is 2500).

  • Wave-Burst Angel will now have about 80% health and 89% firepower than V1.05. Price from 1500 to 1600

To be improved

I am working on Japan’s new T3 transforming combat robot (New model and voice, not using any materials from the existing CNC series). Its purpose is for advanced anti-air/infantry in ground mode and advanced anti-Armor in air mode to make them a perfect companion for the King-onis.

Note: The file name remains the same (as of V1.0, V1.05) for you to replace them easily.

Shots from AI battles

You can learn more about Red Alert 3: Rejuvenation by visiting their ModDB Profile. You can grab the latest version of Red Alert 3: Rejuvenation by clicking Here. And that's all for now! Have fun and enjoy Red Alert 3: Rejuvenation!

Phobos Build 26 has been released!
January 07, 2022 - 15:29
Howdy! The crew behind Phobos have been busy recently in order to release Phobos Build 26. For those who are not acquainted with it, Phobos extends the modding features from Red Alert 2: Yuri's Revenge with Ares and, unlike Ares, is completely open-source. Here are the updates from Phobos Build 26:

Phobos development build 26 is up! Changes compared to build 25:


  • Script Action 104 to 105 for new AI attacks (by FS-21)

  • Script Action 99 to 102 and 106 to 109 for new AI movements towards certain objects (by FS-21)

  • Script Action 103 that Modify Target Distance in the new move actions (by FS-21)

  • Script Action 110 that Modify how ends the new move actions (by FS-21)

  • Script Action 113 to Randomly Skip Next Action (by FS-21)

  • Customizable projectile gravity (by secsome)

  • Gates can now link with walls correctly via NSGates or EWGates (by Uranusian)

  • Per-warhead toggle for decloaking of damaged targets (by Starkku)

  • DeployFireWeapon=-1 now allows the deployed infantries using both weapons as undeployed (by Uranusian)

  • Power delta (surplus) counter for sidebar (by Morton)

  • Added Production and Money to Dump Object Info command (by FS-21)

Vanilla fixes:

  • Fixed the bug when occupied building's MuzzleFlashX is drawn on the center of the building when X goes past 10 (by Otamaa)

Phobos fixes:

  • Fixed non-powered shields not automatically starting self-healing (by Starkku)

  • Improved shield behavior for forced damage (by Uranusian)

  • Fixed false debug.log notice for LaserTrailTypes (by Uranusian)

  • Fixed SplashList animations playing when a unit is hit on a bridge over water (by Uranusian)

  • Fixed shielded objects not decloaking if shield takes damage (by Starkku)

  • Fixed negative shield self-healing (by Starkku)

  • Fixed shield issues on TechnoType change (by Starkku)

Also, Phobos will now automatically detach from Syringe if built with a debug config, which means you can attach without messing with Process Hacker or VS, thank secsome for that voodoo magic.

Also welcome @MortonPL to the family of Phobos developers!

You can find more information about Phobos by visiting this Topic at PPM Forums. Download Phobos Here And that's all regarding Phobos for now. Stay tuned at PPM for more news about Phobos!

New Horizons update report!
January 07, 2022 - 05:29
Hello everyone! Lee3y, the leader of New Horizons, has been busy recently working on it and shared its progress report with us. For those who are not acquainted with it, New Horizons is a modification for Red Alert 2: Yuri's Revenge that tweaks the gameplay, factions, and units with more emphasis on realism. It also provides new campaigns. Here are the official words about it:

Greetings fellow Command & Conquer fans; a new year, a new version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version 12. An in keeping with a promise I made many versions ago, that each major new number of releases would bring either a new campaign mission or a new playable country, I have delivered the much-planned 3<sup>rd</sup> new country, this time belonging to the Allied/NATO faction. As always, I highly recommend reading the articles on the previous releases to learn more about what’s new, should you be interested.

3rd New Playable Country

Having previously added Belarus and China to the list of playable countries on the Soviet/CSTO faction, I have now added another to the Allied/NATO faction. The country in question has the 2<sup>nd</sup> largest army of the NATO members, so for me, this was an obvious omission that logically should be included. It is also a host country for U.S. nuclear weapons. And that country is of course Turkey! Turkey has always had a strong place in history, for better or for worse, operating as or under various empires, known for trade, culture, a tourist destination, but also as a major belligerent nation (it has a, let’s say, a ‘contentious’ relationship with just about all of its neighbors, usually a result of attacking and/or occupying them). Although sometimes overtly (and even covertly) snubbed by its fellow NATO members (such as its long-term attempts to join the EU, or its lack of support when the Turkish government nearly collapsed in a coup), it is extremely useful to NATO as an attack dog on a leash; it is currently a very convenient launchpad for the proxy war on neighboring Syria, where the Turkish armed forces have occupied northern parts of the country, and shamelessly embedded with terrorist groups to subdue local populations. This is very in line with other NATO masters (or vassal states) who are in tandem illegally occupying other parts of Syria, such as the U.S. base in Al-Tanf, French & U.S. forces occupying the oil-rich regions in the east, or Zionist Israel’s occupation of the Golan in the west (all of which benefit from the damage done by their terrorist proxies to Syria).

Much effort has been made to create a unique set of possible choices when playing as Turkey, but before I get into that, I’ll first mention some basic new unique units available…

BMC 350 Kirpi

Manufactured by BMC, this Mine Resistant Ambush Protected (MRAP) vehicle can carry 13 troops, and is currently used in occupied Syrian territory. Although Turkey is embedded with the likes of Al-Nusra, Nour al-din al-Zenky, Hayat Tahrir al-Sham, Al-Qaeda, etc., etc., Turkish armored vehicles have inevitably offered some protection to Turkish troops who have been (and occasionally continue to be) attacked and/or killed by these same ‘allies’.

In New Horizons, the 4x4 version of this vehicle has been modeled (with a great deal of care, I might add, which I hope any Turkish players will appreciate!). Remember when using it, that it is Not a battle tank; it is an APC for moving troops around and is therefore not suitable for heavy fighting. It is armed with a remote machinegun module on the roof.

Here is a screenshot of it modeled ingame;

You can even have the option of building empty ones, or for an associated higher price, you can roll them out of the factory filled with a variety of troops (plus some of the various aforementioned name-juggling terrorist proxies for the company).

Bayraktar TB2 Drone

Previously, I added the MQ9 Reaper drone to the Allied/NATO faction’s arsenal; thus offering the means to a relatively cheap, fast to manufacture air force. Such drones have been used widely for aggression against various victims of NATO. Turkey has decided to take an extra step by going to their in-house domestic manufacturing, and thus they produce the Bayraktar TB2. Most recently, these were used against the Armenians ( with the Armenians led by a compromised, incompetent political figure) in the disputed Nagorno-Karabakh region, as part of Turkey’s assistance to the Azeri’s attack (including the thoughtful shipments of the same terrorist proxies that were used in Syria and Libya). These drones did manage to do some significant damage to the poorly organized Armenians and even destroyed some of their empty and/or parked air defenses (which otherwise could have been put to good use in the right hands).

Gameplay-wise, this can be considered as a more modern version of the MQ9. They are good for picking off stray targets, or striking areas with moderate-to-no air defenses (same as the MQ9).

See the screenshot further below for how the drone looks ingame.

2 Paths To Choose

As I alluded to earlier, I aimed to create a unique set of possible choices when playing as Turkey, which I shall now explain. Turkey is unique in Europe, in the sense that it is seen as a great divide, a meeting point between European and Middle-eastern / Asian cultures, but also, because of its potential outwith NATO. As hinted earlier, Turkey isn’t exactly (in NATO’s eyes) seen as a shining exemplary beacon of their ‘democratic’ values; what with Turkey’s history of invasions (hypocritical from NATO’s standpoint), genocides, the previously mentioned snubbing by fellow members, the recent hardcore Islamisation of the country from inclusive secularism, and the years of blackmailing European nations (rightly or wrongly here) with the threat of unleashing waves of immigrants (from countries NATO, including Turkey, helped destroy). Turkey has also shown some signs of its alternate potential as a strong independent actor; it even managed to get NATO’s wrath by choosing to buy Russian S-400 air defense systems, which in turn led to NATO terminating Turkey’s role in the F-35 cash cow program. Right up until the so-called ‘Arab Spring’ (also known as proxy wars of terror, following the Zionist Greater Israel Project), Turkey was a hugely popular tourist destination for many NATO and non-NATO-member citizens alike, including Russian citizens.

As such, players will have 2 options, each with its own benefits and drawbacks.

Option 1; Build a Russian embassy.

This will allow you to build an export variant of the S-400 air defense system; one of the most powerful, longest-ranged air defense systems in the world. Being an export variant, it will have some limitations; such as difficulty targeting certain CSTO aircraft.

You will also be able to buy Russian Mig-29’s. I have even given these imported versions their own unique look; including the color scheme, and the Turkish flag.

All of these are in the screenshot below (also included Bayraktar TB2 drones in shot);

Option 2; Build an Israeli / Zionist Occupied Palestine embassy.

Building this embassy will immediately bring one small drawback; you will slowly lose resources (as all NATO members do by giving funding and equipment to this apartheid state). However, by choosing this embassy to build, you can fully embrace the Oded Yinon Plan, a.k.a. ‘Greater Israel Project’, by then having the option of building a Daesh/Islamic State oil smuggling depot; from the outbreak of the terrorist proxy war unleashed on Syria, Turkey (and indeed, NATO) profiteered directly from stealing Syrian resources. This theft of resources was so brazen, Russia publicly published footage of large columns (some were several kilometers long) of Daesh/ISIS oil smuggling tankers driving Directly to the Turkish border (bad news, for these illicit dealings anyway, is that Russia also then publicly published footage of their aircraft pummelling these columns with their aircraft). Through paying these constant tributes via this embassy, you will however be granted cheaper infantry (10% cheaper, in fact).

See screenshot below;

Building this embassy, and subsequently, the Daesh/Islamic State oil smuggling depot, allows you to directly build/train terrorists (Islamic State/Daesh/ISIS, also sarcastically referred to as Israeli Secret Intelligence Service by some), including machinegun-armed pickup trucks and suicide-borne improvised explosive device (SBVIED’s) laden vehicles Directly from your War Factory; unlike playing as the U.S., where you can only build/train them from a CIA Black Site, here you are embracing the unashamed cooperation that Turkey has with them in real life. After all, it doesn’t matter to whom NATO is allied, so long as it benefits them. Operation Timber Sycamore, anyone? Or Operation Gladio? Or the (recently-disclosed Israeli) euphemistically-named Operation Good Neighbour?

Note; choosing one path of cooperation will cease further possibilities of pursuing the other path. For example, if you own a Daesh/I.S. oil smuggling depot, you will not be able to build a Russian embassy.

Both embassies were modeled with great care based on actual respective embassies based in Turkey, so I hope they are appreciated!

Overhauled Su-57 Model

After doing a nice job of the Turkish-themed Mig-29, I took the liberty of giving the Russian Su-57 model a paint job; the overhaul is based on an Actual theme used by the Russian Aerospace Forces;

Here is the new paint scheme ingame;


Last but not least, the mysterious Miscellaneous changes; various light debugging, and neatening of code/files has been done, a new(er) version of Phobos extension was added, and of course, I had to teach the AI how to operate using the new country Turkey!

I sincerely hope wherever you are playing from, that you enjoy the new additions, as well as all the stuff from previous versions. As always, have fun!

Command & Conquer Westwood Fans
Red Alert 2 YR: New Horizons
C&C: Yuri's Revenge
C&C: Red Alert 2

For further information about New Horizons, visit its ModDB Profile. And that's all regarding New Horizons for now.

MapTool has been released!
January 06, 2022 - 20:50
Howdy! Starkku has published a new version of MapTool called MapTool MapTool is an open-source tool designed to apply changes to tile, overlay, and object data of map files of Command & Conquer: Tiberian Sun & Red Alert 2 based on pre-defined conversion profiles. It is capable of performing operations such as converting maps from one terrain theater or another, or even between those two aforementioned games. Here are the updates from MapTool


BUGFIX: Fixed multiple parsing issues with [SectionRules]. NOTE: This includes a breaking change, = is no longer accepted as a separator between old & new section / key names, need to use -> instead, this has been amended in the documentation.
BUGFIX: Fixed an issue where non-comment lines before the first section in INI file caused the program to crash.
BUGFIX: Fixed an issue where the GUI program wouldn't let one to add maps with valid extension if the extension contained uppercase letters.

For further information about MapTool, visit its Topic at PPM. Download the latest version of MapTool Here. That's all folks! Stay tuned at PPM for more news coverage on MapTool!