It is easier to state this in terms of years. We also wanted to give players lots of starting options, hence the different base set-ups and the add-on options of the starting the game at any of the three tech levels (watch out for CAM 3 tech trees next week).ģ: How many hours (roughly) where put into this game's creation? In addition to a great single player game we also set out to create an exciting multiplayer game that we would continue to support and expand over the internet. It is difficult to see how a 2D system, even when using a pseudo 3D look, could do this so well as a full 3D environment like Warzone’s. Height and elevation play an important tactical part of Warzone 2100, as it does in real warfare. Combat in the real world takes place in three dimensions after all. The movement into a three-dimensional environment was also a logical move. We felt that the RTS market at that time was somewhat stagnant and that were many areas that could be improved. It was a game that we had all wanted to do for some time. The original idea grew from a brainstorming session between Jim Bambra, Alex Mclean, and myself back in the summer of 1996. Info from an old interview with Nick & Jim:Ģ: So who came up with the concept of Warzone 2100, the layout and the 3d and awesome camera? Their primary goal was to develop Warzone 2100, a new breed of RTS that would significantly improve the RTS genre. As for the T1 version, it match the large body size better.Pumpkin Studios was formed in 1996. Even if the T3 was already different with their 3 barrels, they were merged into a single heavy one with a wider base to better reflect the power versus rate of fire effect. The T1 cannon is much shorter and thinner to match the size of small bodies and be more different from the T2 variant. T3 missile turret was updated to be more distinctive from the T2 version, with longer and wider tubes. T1 missile and rockets were shrinked and T3 enlarged, so you better see the difference outside their damage. There are now more visual differences between weapons from the same branch. So it can come faster but still costs a lot to build. The sensors are mostly long range scouts, so the research cost was reduced, from 300 to 200, CB sensor from 450 to 300 and the wide spectrum/laser satellite command was untouched. As most of the time there are few opportunities for a unit to retreat, the repair didn't looked to be much interesting instead of upgrading your main weapon or increasing the body hit points. The repair path is much shorter, with the repair research cost reduced from 300 to 200, heavy repair from 450 to 300 and the autorepair from 600 to 400. Their HP was reduced as well as their building cost to make them more easy to build and use. Tank traps and walls could soak a huge amount of damage but were rather long to build. As before, they also automatically unlock bunkers. The wall research cost was reduced from 300 to 200. So they can be used earlier and support your army instead of requiring as much as a new or enhanced weapon. The non-offensive researches now cost less for their first step, matching the upgrade costs. All of them are now visible from start, so you don't have to memorise where the oil patches are located from the map preview. High Ground Pass now includes more features, trees and buildings as well. Vision and Roughness are removed in favor of less linear maps. The Fighter league contains all maps for Battleplan. The Builder league still focuses on medium to large maps, keeping Vision and Roughness and adding Ember Canyon, Hill Sides and a 1v1 version of Training Mounds. Three 1v1 maps, Ember Canyon, Channel Docks and Hill Sides are included in the additional map pack and the map pool for the online leagues was updated. This release is mostly centered around maps, with changes brought to the png map compiler and the support for symmetrical feature placement from csv files.
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