Battlezone: Combat Commander

Battlezone: Combat Commander

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TOTAL COMMAND - Battlezone 1998, The Red Odyssey, Rise of the Black Dogs
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1.703 GB
31 Dec, 2020 @ 1:20pm
3 Oct @ 2:50pm
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TOTAL COMMAND - Battlezone 1998, The Red Odyssey, Rise of the Black Dogs

Description
REIMAGINED, REDESIGNED, REMADE

Battlezone TOTAL COMMAND (BZTC) is a new version of Battlezone (1998), The Red Odyssey, and Rise of the Black Dogs, constructed around BZCC gameplay mechanics.

Engage in combat with 6 playable races, in a 58-mission single-player campaign, built from the original campaign stories, and presented in a new chronological order with many enhancements for a new experience.

Inspired by the original games, all models, maps, and scripts have been recreated and redesigned to take advantage of BZCC's game engine's abilities for a new version of the original Battlezone saga.

Play as the NSDF, Black Dogs, CCA, CRA, and now as a fully playable race, the Furies, and introducing the CCA Crimson Bears Battalion.

Enter familiar battlezones in a whole new way and take Total Command.

Mod Highlights:
-Battlezone (1998) races fully integrated with BZCC gameplay mechanics and economy.
-Enhanced single-player campaign, with all 58 story-based missions in a new chronological order that tells the story of the Bio-metal War like never before.
-New BZ1 era maps created, and playable in IA, MPI, and MP. As well as several enhanced BZCC maps put into the BZ1 era.
-Stock IA, MPI, and MP maps are playable with the new races.
-Furies are now a fleshed out and playable race with many new structures and vehicles.
-CCA special operations Crimson Bears Battalion added as a full race.
-All models redone for design improvements and a more realistic appearance with greater detail and hi-res textures.
-All scripts created new, and SP maps completely rebuilt for a new experience.
-Numerous UI and HUD tweaks and enhancements for easier interaction.
-New units for each race added to their default list; service trucks and added versions of Special Ops and Heavy Tanks.
-Easter-egg units and structures.
-Old prop-only buildings redone as fully featured buildable structures for each race.
-BZCC style build-tree implemented.
-New weapons added.
-Assault and Combat weapon variants.
-Vehicle loadouts can be modified at a factory; blast-cannon-armed Grizzlies "right off the assembly line."

Great thanks and admiration to the original series developers, without whose work first, this mod would have never been possible.
Popular Discussions View All (9)
253
6 Oct @ 4:04pm
Post Issues Here
Aegeis
13
7 May @ 11:35am
Day Wrecker bomb defense.
Vykro
3
30 Jun, 2022 @ 9:26am
1st Chinese Mission bugs
Coxxon
438 Comments
Coxxon  [author] 28 Oct @ 9:17am 
Subprimer - There are two CRA recyclers used in that mission (pre and post cloakability). I put them both in my test map, and deployed and redeployed at least seven times for both. So, I'm not sure what's going on in your version. Some things to check- A. Do you have 40 scrap to pay for the upgrade (undeploy), and B - Are you going through a constructor to do the upgrade on the recy (sometimes I would forget that and go straight to the unit to upgrade it which o'course doesn't work)?
Subprimer 28 Oct @ 7:28am 
Think I may have found a bug. I'm unable to complete the last Chinese mission. Part-way through the mission I "upgraded" the recycler and deployed it inside the walls. But at the end of the mission I'm no longer able to "upgrade" it again to move it when needed to finish the mission.
Coxxon  [author] 3 Oct @ 2:57pm 
UPDATE: Config - DW15 Best Laid Plans - Fixed script so that if a CRA unit is sniped, it won't stop the mission from completing. (untested)
Coxxon  [author] 30 Sep @ 1:43pm 
Jalyssa - Good. Yup, you'll definitely need to take 2-3 of the biometal pools.
Jalyssa 29 Sep @ 10:35pm 
Thanks for the advice guys! Also I saw that there's three more Biometal pool Navs that pop up after you scan the volcano which I completely missed originally lol. Alright this is feeling more doable :)
Coxxon  [author] 27 Sep @ 7:28am 
Jalyssa - It's been years since I last played this, but as I recall, a big part of the early mission is building turrets. Alternating between defending the recy and the armory. Often though I would be able to get a factory built and told where to deploy before heading off to the volcano beacon. Once you do the go to volcano part, you'll still need to defend the recy with turrs, take a couple of pools, and build up an artillery group (which can act as somewhat of a defender near the factory) and build several tank squads. Then go kill the stuff in the volcano by drawing them out with the artillery, and killing them with tanks. Then just keep sending tanks up to the mouth of the volcano to protect what's inside. Moving the factory dropoff point helps with this.
Alternatively, as Maj. Cooke said, you can try taking out the CCA base to reduce enemy attacks.
Major Cooke 26 Sep @ 9:16pm 
Something I've learned is, don't attack the enemies within the volcano itself. Destroy the CCA base, and then the enemies will leave the volcano. Also don't forget to grab the cthonian scavenger.
Jalyssa 26 Sep @ 4:46pm 
I really like this project and you definitely put in a lot of work that deserves recognizing. But I have to say the difficulty spike in the second Mars mission (SS04) is absolutely absurd. The previous missions were about right in terms of being more challenging than in the original but still very doable if you're not a god at this game.

Like I'm guessing the idea is you allow the enemy to take the volcano and then just bombard them with artillery but I'm having trouble even getting to that part without failing for waiting too long lol. It's just bit too much and I'm kinda bouncing off here like when I tried Red Odyssey back in the day.
Coxxon  [author] 28 Aug @ 7:02pm 
Maj. Cooke - Good on the graphics options changes. As an aside, I think that there might be an issue with BZCC and RTX cards. When others have mentioned slowdowns, and have mentioned their video card type, most of the time it's been an RTX card -and again I believe it's a lighting issue rather than a poly count one. Years ago put 100 Grizzly tanks in a map and moved around, and the framerate never dropped below 58. This was on an old Nvidia 970(?) -an upper MID-level video card.
Major Cooke 26 Aug @ 10:34am 
Also you were right, setting the normals to off and textures from high to medium made a big difference. Thanks!

To anyone else who doesn't know, you can only change the texture quality when not in game, but in the main menu. Under Graphics, there's a "More Options" button that only appears in the main menu.