Warzone 2100
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Warzone 2100 | |
---|---|
Developer(s) | Pumpkin Studios |
Publisher(s) | Eidos Interactive (Now available under the GPL) |
Release date(s) | 29 March 1999 |
Genre(s) | Real-time strategy |
Mode(s) | Single-player, Multiplayer over LAN or Internet |
Platform(s) | Linux, MS Windows, Mac OS |
Input | Mouse / Keyboard |
Warzone 2100 is a real-time strategy and real-time tactics hybrid computer game, developed by Pumpkin Studios and published by Eidos Interactive. Although comparable to Earth 2150 in many significant respects, it does contain certain unique aspects, which include various radar technologies, a greater focus on artillery and counter-battery technology, more frequent in-game cinematic updates as gameplay progresses, as well as a different vehicle design method. It was released in 1999 for both PC and PlayStation. 6 December 2004 the source code was released under the GPL.
Contents |
[edit] Story
In the late 21st Century, the North American Strategic Defense Agency (referred to in the game as NASDA) developed and deployed a massive missile defense system, including a network of nuclear-equipped satellites and ground-based launch sites. However, during a routine maintenance check one day, something went terribly wrong and the missiles fired...
From the official Warzone 2100 website[1]:
- "The Collapse came fast and hard. Following a technical error in
- the satellite defense system nuclear warheads were fired at
- Washington, Beijing and Moscow. Minutes later ground based sites
- fired in response to the launch. Millions died as nuclear firestorms
- wiped out the world's cities. Billions more died as plagues and
- epidemics swept away what remained of civilization. Less than a
- million people survived the Collapse. Earth broke into hundreds
- of small scavenger bands battling each other for the remnants of
- the former civilization. Only a few had the vision to attempt to
- rebuild a new world from the ashes."
(Note: The player plays the role of a character known only as "Commander" and is addressed in this way by the other characters in the game. It is probably the player that gives a monologue to the effect of the above quote during the intro movie.)
The Commander is part of a group of survivors that, immediately after the Collapse, sought shelter in a military installation in the Rocky Mountains. After an unstated period of time has passed (Although going on the details of the plot it must be between 1 and 13 years), the group emerges from the installation and declares a goal of rebuilding the now-wrecked world. This group calls themselves "The Project."
The Project dispatches three teams with the objective of reclaiming artifacts, thus allowing the research and application of pre-Collapse technologies. Alpha team is sent to a desert location South West of the shelter. Beta team is sent to what is probably remains of Chicago. Gamma team is sent into the northern Rockies.
The Campaign is devised into three segments:
[edit] Alpha campaign
In segment one, the Commander accompanies and commands Alpha team. Alpha team's primary objective is to find and recover the "Synaptic Link" technology, which is later explained to allow a neural interface between man and machine, and thus the construction of cyborg infantry.
Secondary and tertiary objectives include the collection of artifacts and the elimination of hostiles. The "Scavengers" are the first hostile race to be encountered. Weak but numerous, Scavengers provide a small challenge, ranging from infantry, motorcycles with machine guns, and buses with light cannons mounted on top.
Later, as technologies are recovered from the Scavengers, the "New Paradigm" faction is encountered, which possesses superior technology and more efficient weaponry than The Project. A transmission to the New Paradigm is intercepted by The Project's headquarters which makes it apparent that the New Paradigm is following orders from an entity called "Nexus."
Segment one ends with two immediately sequential events; the last standing base of the New Paradigm is eradicated, and Beta team sends a distress signal and informs Alpha team that it is under attack and needs reinforcements. Reinforcements are loaded onto a transport and segment one ends.
[edit] Beta campaign
In segment two, the commander arrives at and takes control of Beta base in the ruins of Chicago. After fending off a long and enduring attack by the then unnamed enemy, The Project headquarters informs the commander that the primary objective of Beta team is to recover VTOL technology from before the Collapse.
It is learned that Beta team's enemy calls themselves "The Collective" and constantly attempts to attack and destroy Beta team. As attacks increase in strength, The Project headquarters informs the commander that the VTOL technology must be acquired soon or Beta team will be simply overrun.
As a secondary objective, the commander is also sent to try and destroy existing missile bases in the area. These are successful, but The Project headquarters detects a missile launch from near the Rocky Mountains area which soon hits Alpha base. Suspecting a launch aimed at Beta base, The Project orders evacuation preparations to be made. As soon as nearby AA battery sites are destroyed, the evacuation is to take place.
However, the Collective then launches an overwhelmingly massive attack on Beta base, completely unaware of the impending nuclear attack. The Project races to evacuate as many troops as possible while still defending against an incredibly powerful and enduring attack. Segment two ends with Beta base being destroyed and the commander heading off with the evacuated forces to Gamma team's location.
[edit] Gamma campaign
Segment three begins with the commander and his forces landing in an unoccupied area near Gamma base. After setting up a base and defeating nearby enemy forces, it is learned that the enemy is Nexus. Further, this enemy possesses a unique technology that enables the permanent and sporadic conversion of random units from The Project's control to their faction's. The leader of Nexus calls this "absorption"; this is because Nexus is adept at hacking computer systems.
This is reflected as well in that The Project headquarters' computer systems are being apparently adversely affected by hacking attacks as well. Gamma base soon thereafter sends out a distress call requesting relief from attacks by Nexus. After fighting past Nexus forces to finally get to Gamma base, it is discovered that Gamma base was completely absorbed and, therefore, Gamma base is an enemy to The Project and thereby destroyed.
It is then that Nexus gives a history lesson by claiming to have had a military contract to develop the synaptic link technology. With years of research and little progress after an initial functioning prototype, the Synaptic Link development program is shut down. The man who was the leader of the program, Dr. Reed, is revealed to have the same facial features, and thus implying the same being, as the character who represents Nexus itself. This is stated to be no coincidence. Nexus claims to have, as an act of revenge, hacked into NASDA and achieve vengeance by causing the Collapse.
Segment three continues with a massive escalation in conflict. The Project learns that Nexus has gained control of a missile base in the Rocky Mountains region. An attack to neutralize the facility is immediately executed.
Although the attack is successful and the facility destroyed, the Nexus sets the missiles to detonate in their silos and the commander races to find shelter from the impending impact. After the explosion, the commander returns to base, only to find that components of Alpha team (which migrated north after evacuating from Alpha base before the nuclear strike) are under attack and need assistance.
Once rescued and found to be free of Nexus absorption, Alpha team reveals a small outpost it constructed and submits control to the commander. Nexus then announces that it has gained control of laser-equipped satellites and begins using them to regularly fire upon The Project's forces. However, the orbits of the satellites are unstable, so the firing is near-random.
The Project headquarters declares that these satellites must be eliminated before they compromise The Project. Another nearby missile base is located and an immediate attack is launched, all while lasers are firing periodically. The base is captured and Nexus informs the commander that the satellites' orbits are now stable, and that firing will be precise and deadly. For the exceptionally long time it takes the research centers to crack the safety codes set on the captured missiles silos, the lasers are firing every few seconds, systematically destroying The Project's forces while Nexus continually launches attacks with ground forces.
Segment three continues with the final cracking of the missile codes and, therefore, the destruction of the laser satellites. Segment three ends with a final assault on the Nexus Headquarters which effectively destroys Nexus. The Project then dedicates itself to the reconstruction of the world.
[edit] The Game
Outside of the story, Warzone 2100 only has a single faction, limiting some of the variety that can be expected from such games of its kind, although the faction is very complex. Essentially, Warzone 2100 plays much like Earth 2150 with 3D units and terrain, customizable vehicles, a lack of traditional standing infantry, use of "research" to acquire new technologies, and perceptible differentiation of vehicles types.
Warzone 2100 also has many unique differences from Earth 2150 — most of them are not cornerstones of the RTS genre, but they are all noteworthy:
- Vehicular drive system can be chosen among tires, half-tracks (wheels and treads), tracks (treads, a.k.a. the caterpillars tanks use for maneuvering), hover modules, or aerial VTOL wings.
- Warzone 2100 has a greater emphasis on sensors and radar—basic sensors detect units and can coordinate ground attacks. Counter-battery sensors detect enemy artillery (referred to as "batteries") by sensing their projectiles and firing arcs and pinpointing their location to coordinate artillery strikes against enemy artillery. VTOL sensors work like basic sensors, only that they coordinate VTOL attacks. VTOL counter-battery sensors coordinate VTOLs to find and destroy enemy batteries.
- There's a greater emphasis on artillery: although many direct-combat weapons and anti-air weapons can be researched and deployed, artillery is a staple of assault which is quite contrasting to Earth 2150, which is entirely devoid of artillery.
- While the technology tree is clearly defined and consistent, it never appears in-game and, therefore, the player can be left guessing as to what technology is next in the tree.
- Technology can be acquired by gathering artifacts left behind by certain destroyed enemy structures.
- Researching is composed of largely small and incremental advancements over existing weapons, armor, and chassis systems that, therefore, bear the same visual appearance, rather than complete overhauls of the visual appearance and effect of weapons, armor, and chassis.
The game shows its RTT form in the actual objectives of missions: every single level, excluding the very last, have a time limit which players must complete under. This gives a sense of urgency and keeps players from waiting very long to gather more resources for unit construction. Warzone 2100's side of real-time tactics fully shines in Away missions, where the player must select a limited group of units to transport to a territory completely away from the original base; thus it is classified more as a RTS/RTT hybrid rather than pure RTS.
It is also unique from other RTS brethren in that all of the terrain is essentially three areas, with different sectors for Away missions and other such levels; upon progression, previous maps simply expand and the player's original bases from past levels are maintained. Also, its resource system is quite different from mainstream RTS games; depots are merely established over specific, scarce locations which constantly provide a slow, fixed rate of income to the player—guarding miners as they move to and fro from resource fields and a particular structure is completely void in Warzone 2100. Combined with the mission time limit, this resource method prevents players from simply waiting for long periods of time to gather surplus resources, and makes the game all the more rigorous.
[edit] Community Development
After having released patch 1.10 final in November 1999, Pumkin Studios ended their support for Warzone 2100 at 5 January 2000 [2]. 15 March 2000, Pumpkin Studios was closed down by Eidos Interactive. Pumpkin Studios later reformed as Pivotal Games.
[edit] N.E.W.S.T
Formed in October 1999, a third-party group, N.E.W.S.T., completely took over. In November 2000, they released the unofficial patch 1.11. N.E.W.S.T. became Pumpkin-2 in February 2003 [3].
[edit] Pumpkin-2
Support was taken over by a fan group called Pumpkin-2. Pumpkin-2 established an anti-cheating Warzone 2100 server (named Directgames), and made a new patch, patch 1.12, released July 2003. This patch included many new improvements, most notably the addition of landmines. However, the host for Pumpkin-2 withdrew without warning, and Pumpkin-2 was confined to the backup forums at Directgames. It has since relocated itself to Realtimestrategies.net.
During this time however, Pumpkin-2 managed to petition[4] Eidos Interactive, the legal owner of the source, to make Warzone open-source, and with success: 6 December 2004 the Warzone source code was uploaded to Radiosity's FTP server by Alex McLean[5].
Several people at Pumpkin-2 were working on making a sequel to Warzone 2100, entitled Total Warzone. A pre-alpha demo has been released at the realtimestrategies.net forums. Since the source code release for Warzone 2100, most (if not all) development resources that were present in this project have been moved to the Warzone Re-Development project.
Pumpkin-2 has continued development as The Warzone 2100 Resurrection Project.
[edit] The Warzone 2100 Resurrection Project
Current development takes place at The Warzone 2100 Resurrection Project. At 11 June 2005 version 0.1 was released, with all properitary technology replaced by open-source alternatives, with the result that the game now runs on Linux, MacOS and Windows. After version 0.2.3 version numbering changed, and the next release was 2.0.3. The latest version is 2.0.6, released on 1 April 2007.
[edit] External links
- The Warzone 2100 Resurrection Project, official development site of the GPL version
- GNA! Project Page of the Resurrection Project
- Freshmeat Project Page
- Linux Game Tome Page
- BerliOS Project Page (discontinued)
- Strategyplanet.com WZ site
- Realtimestrategies.net Forum
- Pumpkin-2 Backup Forum (archival purposes)
- Warzone 2100 Link Turret
- Warzone 2100 at MobyGames
- German Warzone 2100 Page
[edit] Notes
- ^ Storyline from the official website: http://warzone2100.strategyplanet.gamespy.com/background.shtml
- ^ Pumpkin Studios announcing the discontinuement of Warzone 2100: http://www.pivotalgames.com/pumpkin/News/News.html
- ^ The only trace that N.E.W.S.T. became Pumpkin-2: http://www.duckandcover.cx/archives.php?id=7770
- ^ The petition that liberated Warzone 2100: http://www.petitiononline.com/pumpkin2/petition.html
- ^ The first upload of the GPL'ed source was to Radiosity's FTP server: https://mail.gna.org/public/warzone-dev/2006-09/msg00148.html