Z/Z95, the RTS and other obminations

Open RA = Open RTS?

Discussion about the game and its default mods.
Post Reply
errorgance
Posts: 4
Joined: Wed Oct 24, 2018 10:45 pm

Z/Z95, the RTS and other obminations

Post by errorgance »

Image
Image
first off, with the whole KKND mod, has anyone though of doing a Z95 mod or maybe something more blasphemous and crafty?





Image :evil: :evil: :evil: :evil: :evil: :evil:



:angel: now that that's out of the way, with C&C, RA, Dune 2000 support, and with TS and KKND upcoming, has anyone thought about how Open RA is now becoming more of an Open source RTS engine rather than just an open source C&C engine?

User avatar
anjew
Posts: 552
Joined: Sat Nov 08, 2014 4:16 am

Re: Z/Z95, the RTS and other obminations

Post by anjew »

errorgance wrote:
Sun Dec 23, 2018 11:03 pm
has anyone thought about how Open RA is now becoming more of an Open source RTS engine rather than just an open source C&C engine?
From my understanding, it is now the view of developers that OpenRA is more an RTS engine than a specifically C&C engine. There is quite a few mods unrelated to C&C created using the ORA engine (however all 3rd party).
It is also my understanding that they want to move away from the misconception that its all about Command & Conquer. Awhile back they wanted to change the logo and possibly the name of the engine due to these misconceptions.
eg: viewtopic.php?f=82&t=19917

It may not have started out this way but it only makes sense that an engine designed to emulate the C&C games, can also emulate games that tried to emulate C&C

User avatar
netnazgul
Posts: 507
Joined: Mon Jul 10, 2017 7:32 am
Location: Minsk
Contact:

Re: Z/Z95, the RTS and other obminations

Post by netnazgul »

As for Z, there is a modded map somewhere on RC which implements Z mechanics, though it is quite outdated and probably unlikely to be upgraded for the latest release now.

upd: Here it is https://resource.openra.net/maps/20682/

User avatar
Materianer
Posts: 199
Joined: Mon Jul 04, 2016 8:27 am

Re: Z/Z95, the RTS and other obminations

Post by Materianer »

netnazgul wrote:
Mon Dec 24, 2018 12:44 pm
though it is quite outdated and probably unlikely to be upgraded for the latest release now.
I just updated it should work fine now https://resource.openra.net/maps/30142/

Here is a bit bigger Z remake map with divisions, wich gives you the Z feeling a bit more than the other one.

https://resource.openra.net/maps/30143/

Both of the maps are 4 playermaps but the original Z game was singleplayer or 1on1.
So you can choose a spot ( choose a spot by changing the slots in lobby ) and put an ai player on the opposite of you.
For the 2 empty slots will be buildings created with the buildoptions for any faction then.
Yes faction matters here the buildings in your area will be created for your specific faction.
Ai is scripted and will search for flags, he is not as easy to beat as in normal games.
The mainbase is not the prime target like in normal Z here you have to capture all the enemys flags too.
Changed this because a chrono, tanya or madtanks could end the game too fast maybe.

You have no normal buildline like in Ra here, klick on a building to produce units there, each building produces its own units ( waypoints will work even if you dont see them )

Here are 2 other maps wich are a bit more like ra, unit and building production works like normal

https://resource.openra.net/maps/29737/
https://resource.openra.net/maps/29738/

I know this is of course far away from the original Z, if you want to work this a bit out i can give you a list with things to do hehe
Exploding tanks with flying turrets, exploding cliffs, infantry can walk through water or the funny units wich talked to you in the radar screen.
All this is possible if you put some work in it.

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: Z/Z95, the RTS and other obminations

Post by Matt »


Post Reply