Posts Tagged ‘warzone-2100’

Warzone 2100 Remains In The Zone (Of War)

By Jim Rossignol on January 16th, 2013.


Many years ago I mentioned that long-lost RTS classic Warzone 2100 had been resurrected and maintained by a stalwart group of fans. That project is ongoing, with a new update arriving this week. Warzone 2100 3.1.0 appeared yesterday and “brings along over 2 1/2 years worth of bug fixes and improvements.” There are Windows, Linux, and Mac versions.

Warzone 2100 was notable for its early use of 3D, and stood next to Ground Control in the first round of the 3D RTS wars. It also had an awesome tech tree, of the kind games today only deign to imitate. I’ve dun up the old-fashioned CGI intro video for your perusal below. Oh how things have changed/stayed the same.
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Warzone 2100 Resurrection

By Jim Rossignol on February 3rd, 2009.


Back in the slower, happier year of 1999 there were a number of contenders for victory in the first round of “proper-3D” real time strategies. The finest of these was known as Warzone 2100, and its base-building prowess was practically unparalleled. The game has been freeware for some time, but is now supported by the Warzone 2100 Resurrection project, which is doing its best to provide for, and improve on, the original game. I’ve been playing Warzone again in 2009, and I’ve posted some thoughts and impressions after the jump.

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Zoning, Out

By Kieron Gillen on January 2nd, 2008.

We probably don’t pay enough attention to the GNU projects, but Rllmuk brought it to my attention that a team are cheerily developing from the now-openly-sourceable remains of one the great lost RTS games of the nineties: Warzone 2100.

The only PC, Zone we can stand. Yeah, you heard. Outside, Log. Right now.

The current version, 2.0.8, seems to include operative campaign and multiplayer (though the next release, which has been delayed from December into early 2008 promises full online compatibility between all its supported formats). Returning to the game after so long away brings back a fair few memories – as far as I’m concerned, it was the first real 3D RTS and its lack of sales success a complete mystery. In fact, its novelty in those areas may even be part of its failure – people were bewildered by the 3D power being thrown around, as well as its novel (pre-Earth 2150) unit-assembling functionality. In fact, its ever-expanding maps look even more prescient in world of Supreme Commander. Still worth playing and probably the greatest game to ever come from the City of Bath. Except, possibly, Zeewolf.

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