Warzone 2100 | |
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Developer(s) | Pumpkin Studios |
Publisher(s) | Eidos Interactive |
Version | 2.3.9 (2011-10-24) (Warzone Project) |
Platform(s) | PlayStation, Microsoft Windows, Linux, FreeBSD, Mac OS X, AmigaOS 4, more since |
Release date(s) |
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Genre(s) | Real-time strategy |
Mode(s) | Single-player, Multiplayer |
Rating(s) | |
Media/distribution | CD; free download since 2004, http://www.wz2100.net/ |
Warzone 2100 is an open source real-time strategy and real-time tactics hybrid computer game, originally developed by Pumpkin Studios and published by Eidos Interactive. It was originally released in 1999 for Microsoft Windows and PlayStation, and is now also available for Mac OS X, Linux, FreeBSD, AmigaOS 4,[1] and other operating systems.
Warzone 2100 was released as a proprietary commercial game, but on December 6, 2004, source code and most of its data was released under the GNU General Public License. On June 10, 2008 the license of the game was clarified, loosened and distribution of films and soundtrack was permitted.[2]
Contents |
In the late 21st century, the world's civilizations are wiped out by a series of nuclear strikes, caused by a network of satellites created by North America that have the task of protecting the US from any nuclear threat, known as NASDA. While most of the survivors form scavenger bands to survive, one group of people, who refer to themselves as "The Project", seeks to rebuild civilization using pre-war technology.
The game begins with The Project sending three teams (Alpha, Beta, and Gamma) to gather technology that would help with reconstruction; the player assumes command of Team Alpha in Arizona. While gathering said "artifacts", the Project fends off attacks from an organization called the New Paradigm, another major survivalist organisation, which is more advanced than the player's forces. Later however, it is discovered that a self-aware computer parasite named 'Nexus' is actually controlling the New Paradigm.
After the player defeates the New Paradigm, Nexus vows revenge, and begins attacks on Team Beta, which is based in an urban zone in the Northern Sector. Again, the player starts out less advanced than 'The Collective'. It is again discovered that Nexus is controlling this faction too. At the end of the campaign, Nexus launches nuclear missiles at Alpha and Beta bases, prompting the player to abandon the facility in the final mission of the second campaign.
In the final campaign, the player fights Nexus head on. After the player discovers that most of Gamma Team has been 'absorbed' by Nexus, it takes control of the remaining NASDA satellites and attempts to destroy the player. However, before he can succeed, the Project captures a NASDA Missile site, and shoots down the orbitting laser weapons. At this point, the three Project teams unite, and launch a full-scale assault on Nexus. It is learned that a scientist that was bankrupted by the US military created the Nexus parasite and used it to begin the nuclear attack on Earth, by infiltrating the 'NASDA' systems. The three teams destroy Nexus and begin rebuilding civilization.
However, in the final cinematic, one of the remaining NASDA sites is shown contacting an object in orbit, while Nexus' laugh can be heard.
The game is fully 3D, based on the iViS games and 3D graphics engine developed by Sam Kerbeck of Eidos. The terrain is mapped by a grid; vehicles tilt to meet hilly terrain, and projectiles can be realistically blocked by steep mountains. The camera is free-moving and can zoom in and out, rotate, and pan up or down while navigating the battlefield.
In the game, units of different factions are painted different colors. The New Paradigm, the Collective, and Nexus are the enemies of the Project in the campaign, and they can be seen attacking Project forces as well as Scavengers, survivors of the nuclear fallout.
Units can all be customized according to: chassis (which, for example, takes weight and power into account); drive system (such as wheels or tracks); and mounted object (such as a weapon, or one of various support tools). Units can earn experience. Earning experience cause units to level up from ranks such as Rookie to Trained and Professional.
Warzone 2100 places an emphasis on sensors and radar to detect units and to coordinate ground attacks. Counter-battery sensors detect enemy artillery 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 they coordinate VTOL attacks. VTOL counter-battery sensors coordinate VTOLs to find and destroy enemy batteries.
There is an emphasis on artillery: although many direct- and close-combat weapons and anti-air weapons can be researched and deployed, artillery is a staple of assault on enemy bases and outposts. 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 or units. Researching is composed of largely small and incremental advancements over existing weapons, armor, and chassis types.
Every level, excluding the first and last, has a time limit. This gives a sense of urgency and keeps players from waiting very long to gather more resources for unit construction. However, in Away missions, the player must select a limited group of units to transport to a territory completely away from the original base.
All of the terrain throughout the campaign is essentially composed of 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; Oil Derricks are established over specific, scarce locations which constantly provide a slow, fixed rate of income. Combined with a mission time limit, this resource method makes it generally infeasible for players to utilize certain traditional RTS tactics such as "turtling" (fortifying one or more bases against enemy attack, while stockpiling resources with which to produce a massive army).
However, there are certain missions throughout the game that do not have a time limit, and in these missions it is possible to use more traditional RTS tactics to prepare for subsequent timed missions.
After having released patch 1.10 final in November 1999, Pumpkin Studios ended their support for Warzone 2100 at January 5, 2000.[3] March 15, 2000, Pumpkin Studios was closed down by Eidos Interactive. Pumpkin Studios later reformed as Pivotal Games.
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.[4]
An anti-cheating add-on was developed for MPlayer.com for Warzone 2100 that lead to the anti-cheating server Direct Games.
Support was taken over by a fan group called Pumpkin-2. Pumpkin-2 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. The forums were later moved to Realtimestrategies.net.
During this time however, Pumpkin-2 sent a petition[4][5] to Eidos Interactive, the legal copyright holder and holder of the source code, to make Warzone free and open-source. On December 6, 2004 the Warzone source code was uploaded to Radiosity's FTP server by Alex McLean.[6]
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.
The Warzone Re-Development Project was later renamed to the Warzone 2100 Resurrection Project, and then to the Warzone 2100 Project.
Current development takes place at The Warzone 2100 Project. On June 11, 2005, version 0.1 was released, with all proprietary technology replaced by free and open-source alternatives, with the result that the game now runs on GNU/Linux, Mac OS X and Windows. After version 0.2.3, the numbering scheme changed, and the next release became 2.0.3. The latest stable version is 2.3.9, released October 24, 2011.
Diorama, a random map generator has been written independently for version 2.2.0, which can create maps for skirmish and multiplayer games. Diorama is currently only known to work in GNU/Linux.[7]
Warzone 2100 was generally well received amongst reviewers, with the PC version receiving an average of 81% from GameRankings, and the PlayStation version an average of 76%.[8]
Gamespot gave the PlayStation version a 6.5, and the PC version a 7.6. Gamespot praised the game for its high level of customizability and concluded, "Warzone 2100's highly navigable 3D engine, unique campaign structure, and multiplayer gameplay should please most real-time strategy fans."[9][10]
IGN shared similar sentiments, rating the PC version 8.0, and the PlayStation version 7.5. IGN praised the PlayStation version for being one of the few RTS games on the system, "In the end the weird truth is that Warzone 2100 is one of the best RTS on the system."[11] In their PC review, the author expressed disappointment with the lack of innovation, but praised it nonetheless, "Mostly it boils down to taking great ideas found in other RTS titles and combining them into one. Pumpkin Studios did a fantastic job with that task and this one is certainly worth playing all the way through."[12]