Battlezone: Combat Commander

Battlezone: Combat Commander

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Battlezone Classic
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Tags: Config, MP, IA, SP, BZC, TC
File Size
Posted
Updated
258.340 MB
13 Dec, 2020 @ 4:42am
19 Aug, 2023 @ 8:57pm
13 Change Notes ( view )

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Battlezone Classic

Description

!DISCLAIMER!
This mod is based on the original 1998 Activision title "Battlezone", collectively referred to as BZ1. All credit for IP/etc goes to the original BZ1 development team.

This mod has been partially ported from BZ2 to BZCC. The mod uses it's original low poly models, and currently lacks any normal/specular textures (~300 of them).

The conversion to BZCC is still a WIP, and as such, please report any bugs or issues you find to the DISCUSSION BOARD bug list.

For The Red Odyssey expansion see: Battlezone Classic: The Red Odyssey


Overview:

Battlezone Classic (BZC) is a Total Conversion mod for Battlezone 2 (BZ2), which is a re-creation of Battlezone 1 (BZ1) in the Battlezone 2 game engine. It utilizes features of the Battlezone 2 engine to enhance the game play experience of Battlezone 1.

History:
BZC is a mod originally started by Avatar(Av) in 2003 as a DM map called "Call of the Wild". It was just a few BZ1 units in BZ2. Eventually it expanded to become a full re-creation of BZ1 in the BZ2 engine. In 2007 Avatar released an early version for testers of the 1.3 Private Beta patch. This included all NSDF/CCA units and buildings, and the NSDF Single Player Campaign. At the time it was initially released, it was still using BZ2 stock weapons. General BlackDragon(GBD) began working on re-creations of the BZ1 weapons for the mod, and soon after, an entire UI for the mod, based on the BZ1 UI. In 2008 AV disappeared from activity due to RL issues. GBD continued to improve the mod from there, after Avatar stating that it was in good hands.

Battlezone Classic continued to develop and improve over the years, eventually becoming the most feature filled mod in existence for Battlezone 2. It contains all the BZ1 game play mechanics and unit behaviors, as much as is possible within the confines of the BZ2 engine. It also includes many new / unused features, a full list can be in the documentation in the SourceDocs folder within the mod.


Main Features:
  • Battlezone 1 style UI, with new features from BZ2 / other enhancements.

  • Playable BZ1 Races: American, Soviet, Black Dog, Red Wolf.

  • Full Battlezone 1 Campaign, with improvements / bug fixes. Hard mode has additional features / previously unused content.

  • Full Instant Action and Multiplayer support.

  • Fully configurable FFA style Strategy game play, with support for teaming up with or against multiple humans.

  • Instant Action / MPI settings that support multiple AI teams with individual Race, Team, and Difficulty settings.

  • New Game play features for the unfinished buildings from BZ1:
    • Command Centers objectify nearby enemies and play a warning sound when a new enemy enters range.
    • Launch Pads now have a Transport that lands and gives 5 pilots every 5 minutes. Modders can also make custom Transports that give scrap and/or units.
    • Shield towers now function. They makes a shield wall between two powered ends. The ends must be facing each other and have no buildings in between them.
    • Field HQ's now act as a singular double rate resupply for ammo.
    • Portals now function as teleporters.

  • Multiplayer maps have a new feature: Interchangeable game modes. This means that you no longer need multiple copies of a map in the map list for each sub game mode. (e.g. DM, KoTH, CTF, etc) All Stock DM and ST maps in BZClassic support 5 game modes each.

  • Deathmatch game modes:
    • DM: Standard Deathmatch, optional win by Score Limit.
    • CTF: Capture the Flag. Get score by capturing an enemy’s Flag.
    • KoTH: King of the Hill. Get score by spending time in the marked area. Support for marked area to move to a different location periodically.
    • Loot: New game mode, you spawn with a Launch Pad, after a minute a Transport lands on the pad and delivers 1 Tug and 2 Turrets. There are up to 100 Goal objects (crates, artifacts, etc) that spawn randomly around the center of the map. When you bring one back to the LPad, the Transport takes off with it. If it successfully escapes, you get +1 score. Transport lands again after a short time. Game Wins when there are no more goal objects. If there is a Tie, 1 additional goal is spawned for a tie breaker.
    • Race: Complete Laps around the map following a series of spawned Checkpoint markers. First person to complete the specified number of Laps wins.

  • Strategy game modes:
    • ST: Standard Strategy.
    • CTF: Strategy with a Goal object in the center of the map, guarded by mines. Bring the goal back to your Recycler to win. (or visa versa!)
    • MPI: Multiplayer Instant Action: Fight against AI team(s).
    • Loot: New game mode, the first person to collect X amount of scrap wins.
    • Capture: New game mode, inspired by modern FPS games. Several “Control Points” spawn around the map. A player must Target Lock on the objects for a specific time to Capture them. During that time, no other players can be nearby, or the timer pauses. Capture and hold all of the points to win.

  • Deathmatch added options:
    • (CTF) Toggle to enable flag Defences.
    • (KoTH) Slider for KoTH win time (in minutes).
    • (Loot) Slider for number of Loot Goals.

  • Instant Action /MP Instant Action added options:
    • Play against up to 5 AI opponents, with individual Faction, Difficulty, and Alliance settings.
    • AI Teams support use of intelligent Turret dispatch, Minelayers, Patrols, Hunting, Escorts, Repair/Reload, Cloaking, Using semi Random weapons from Armory.
    • Option for Defeat on Recycler loss or Player Death.
    • Reinforcements for periodic addition of units/service pods.

  • Strategy added options:
    • Scrap Respawn setting: Toggle buttons for respawning scrap method: none, instant, meteor.
    • Reinforcement slider. How often to get reinforcements.
    • FFA mode with Alliance settings per player.
    • Starting Forces ship list applies to all ST game modes, not just MPI.


Popular Discussions View All (2)
11
2 Aug, 2021 @ 7:22pm
Bug Reports
GenBlackDragon
2
9 Jul, 2023 @ 11:18am
How Classic Are We Talkin?
/3udweiser /3andit
20 Comments
GenBlackDragon  [author] 22 Jul @ 2:40pm 
Yeah, the unit textures are all still the original ones from the BZ2 1.3 version. I am not a good texture artist
Karlopitek 22 Jul @ 1:05pm 
really nice work, but seems like textures have a bit low resolution
Ryusho Yosei 27 Jan, 2024 @ 7:13pm 
Thank you for explaining, I didn't know the difference before, I will have to give this a try as well then.
GenBlackDragon  [author] 26 Jan, 2024 @ 3:33pm 
This mod is much older, and has a lot more under the hood work. BZClassic focuses on staying more true to the original, focusing on BZ1 style game play, and expanding upon that.

TC has remastered models, and BZ2 style game play, and has a lot more changes to the original story/game play.
Ryusho Yosei 24 Nov, 2023 @ 4:49pm 
I was about to ask how this is different from the "Total Command" mod which seems to do the same thing?
Lamper 8 Aug, 2021 @ 6:47pm 
Thank you.
GenBlackDragon  [author] 8 Aug, 2021 @ 6:35pm 
Ah, I see what you mean. Fixed it.
Lamper 2 Aug, 2021 @ 7:43pm 
any tank says 0 Ammo
Lamper 2 Aug, 2021 @ 7:43pm 
i have no Ammo with it.
GenBlackDragon  [author] 2 Aug, 2021 @ 7:20pm 
It's the same as BZ2's Blink, basically.