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Playing with NEWST maps-mods

( By ????????? - old information I found while searching for WarZone Documents.)

NOTE: anyone having more info please advise - so i can give proper credit to the author.

 Also note - modswitcher - replaced by WarZone Starter and KMS2

Introduction:

AFTER you have first installed Member Sputnick’s ModSwitcher (Version 1.0 by the way, which you can confirm by clicking on the “About” tab within ModSwitcher) and set it up as per instructions as outlined in the “Install-Setup Instructions for Jan Release” document…you are then ready to start having some serious fun.  Make sure you have all the maps installed as well…there are 6 maps and 3 mods.  These maps/mods should be unzipped into the Warzone folder where “warzone.exe” resides.  If you don’t see “warzone.exe” in the folder you are about to unzip to, then you are probably in the wrong folder…make sure you double check.

  When you launch the ModSwitcher (assuming you have successfully set it up) these maps and mods will simply be in the GUI under the Tab “WDG Files” right along with Member Erwos’ “researchMOD” and the “noResearch” mod created by member Troman.

  Before we get into the details about each of the NEWST maps and mods, you need to get a summary of what options are available to you, when a certain map and/or mod is selected within ModSwitcher.  In Table 1 (next page), you see the first column “Map/Mod Name” this will list the name of the map or mod as it appears in the list within ModSwitcher.  The “Compatible Maps/Mods” column will tell you what you can expect to work with a particular map or mod.  This table only explicitly covers NEWST maps/mods.

  Please Look-over Table on the next page.

 

It details the Dependencies that are already coded into this Revised-Up Dated ModSwitcher. These "Dependencies" will prevent you from accidentally enabling conflicting Map or Mod .wdgs. ModSwitcher will NOT allow you to make that mistake - it's quite a masterpiece of coding by Member Sputnick and one of several things in this up-coming release that took many man-hours to work-out. And yet another sound reason for using it. Indeed you MUST use this Up-Dated ModSwitcher or you will encounter anomalies & not be able to play with the Map/Mods.

 

Map/Mod Name

Compatible Maps/Mods

Bones0ai *

Only official Pumpkin maps and other Non-NEWST third party maps are compatible with this AI mod at this time.

You should make your A.I. Player selections BEFORE you choose your Map.

It is compatible with the Revised Research Mod Released

Jan. 24th. You should delete the Dec. 23rd Research Mod from your WZ Directory – it not compatible and is now superceded by this revised version.

Vtol Trucks are also coded into this Mod.

 

NoResearch

Any official Pumpkin maps and other Non-NEWST third party maps are compatible with this research mod.  The only exception is that “Desert” and “Fortress” are compatible. Start a game with all research completed.

 

researchMOD

Revised Version released Jan. 24th is compatible with the New Bones0 Advanced Skirmish A.I. released. Compatible with ALL NEWST maps (except for 4c-CitadelElite), but not compatible with the NEWST No-Research mod.

 You should delete the Dec. 23rd Research Mod from your WZ Directory this revised version replaces it entirely.

Hey, you either want fast research or no research but both doesn’t make sense.

 

Also compatible with all official Pumpkin maps.

 

4c-Citadel

researchMOD only

4c-CitadelElite

This Map/Mod is only to be run by it self. It already has fast research coded into its wdg. file so don’t need the Research Mod. – Read Pdf. It only runs with Pumpkin a.i.

bootcamp

researchMOD only

Desert

noResearch OR researchMOD, not both

Fortress

noResearch OR researchMOD, not both

reflyingin

researchMOD only

Table 1

 

The ‘*’ next to bones0ai means that you select it from ModSwitcher’s “Skirmish AI” tab for one or more players, not from the “WDG Files” tab.

 

After selecting the map and/or mod you wish to play, you launch WarZone by clicking the “Start Warzone…” button in the ModSwitcher Interface.  You will subsequently be taken to the normal WarZone start screen. From there you simply setup as you normally would.  Keep in mind however that some of the NEWST maps require very specific settings so that you can enjoy them in the way in which they were designed, so read on to find out what settings are required for what maps. Basically only Boot Camp & Re-Flying in MUST be set so that you are Player “0” before you play and as a T-3 Map.

 

Warzone Startup Screen Requirements for NEWST maps:

 

Please note the startup settings for Maynard’s 2 Maps – “reflyingin” and “bootcamp” are very specific.

 

reflyingin  and bootcamp Maps by Maynard

 

Both of these Maps are designed to be played ONLY as a Single Player Skirmish Map against Maynard’s Custom A.I. and absolutely NOT as a Multi-player against other Live Opponents.  The reason is that it is balanced in such a way that in multi-player, a human opponent would have too great of an advantage over the other to be fair.  However, for an inferior computer opponent (who can only be so spontaneous and adaptable)…well it is balanced very well for that.  I’m sure Maynard envisioned much of the WZ community starving for “Single Player Skirmish” challenges and this one certainly delivers, if you try to beat it with the settings described below:

 

These 2 maps by Maynard have to be setup by you in EXACTLY the following way:

1.) Tech Level 3

2.) You the Player Select # "0" (color is not important, just the player # matters)

3.) All 3 A.I.'s Allied Against you - "Player 0"

4.) Advanced Bases

5.) High Power

That is exactly how these 2 Maps where designed to be played. If you play them in any other way then you will not have the awesome gaming experience that they were created to give you.  So don’t come complaining this, that and the other if you don’t set them up as per these instructions. This setup basically enables Maynard’s Custom A.I.. If you play it in any other way that Custom A.I. function is lost and you may as well forego the experience entirely.  In other words, it won’t be as challenging as we have claimed if you fail to go strictly by the above settings.

 

We are recommending that Gamers Play "reflyingin" first to get them ready for the challenges of "bootcamp".  I personally view them this way:

 

"reflyingin" = "Field Lieutenant-Level" Command Training.

 

"bootcamp" = "Field General-Level" Command Training.

 

You should be a good Field Lieutenant before you aspire to Field General... IMHO...

 

Both Maynard’s maps are very carefully designed as a blending of a Single Player Skirmish Map AND a Whole Multi-Level Campaign. In a way a First of it's Kind. Just YOU against the Enemy A.I.'s. That's it. They will test ALL your Command Skills in the Heat of Battle - ALL of them. At first glance it may appear that these maps are very similar but that would be very deceiving. Under that first glance are many fundamental differences. Even the eye-candy differs once you know them both well. And “bootcamp” definitely raises the level of challenge a few notches over “reflyingin”.

 

Some Tips:

Maynard's  Maps,  IMHO, are best viewed like a Campaign of at least 12 Mission-Levels all rolled-up into one Level Map. These are each more of a HUGE Campaign than a Skirmish Map.

 

First - you HAVE to secure your Start Base. If you don't your finished and you don't have a prayer.  There is a key to securing your Start Base. Certainly there are variations to this effort. BUT there is 4-THINGS you HAVE to do & do them with a cool head UNDER INTENSE assault by the A.I. Forces. This A.I. is surely fighting mad.

 

What those 4-Things are I am NOT going to say... because it would spoil the fun of discovering them for your self. But researching wisely, being prepared to fall back temporarily and all the while defending with a combination of mobile units and emplacements are surely a part of a favorable approach. But there is more to it naturally.

 

Still you are a long way from CONQUERING this A.I. even if you have secured your Start Base. The A.I. is relentless in it's Ground and Air Attacks on your start Base but if you get to the point were it will NOT over-run you then you have a fighting chance.

 

BUT that's NOTHING really because this is just the BEGINNING - Thank Goodness for Save Games! If you can respond like a Good Field Commander would and make good Command Decisions in the Heat of Battle then chances are you may indeed eventually conquer the enemy.

 

These can be viewed as "Training Maps" to hone your Skills in warding off multiple, simultaneous attacks that are relentless and give you a tremendous challenge in FAST decision-making from the get go. And, at the same time, being able to COMMAND and Deploy 2-3 Simultaneous Combat groups to fend off attacks and defend your Base. And, of course, still Build, Research and Manufacture - now that’s Field Training Opportunity!

 

These Maps quite simply are designed to make you a BETTER player when it comes time for you to play against other Human Players who are quite GOOD. This is the Unique Purpose behind Maynard’s Map design - Make you a Better Player against other good human players. "Field Commander Training Maps."  So you can Train against these A.I. that whip you good while you are honing your skills to Multitask under fire, in the Heat of Battle. Doing this without that sense of being embarrassed by losing to another Player, while you refine your skills and your cool command demeanor.

 

IF you decide to try and play “Fortress”, “desert”, “Citadel” and “CitadelElite” Skirmish Maps on the Game Services like MPlayer we recommend you follow our team mate Rhyno’s check-list as follows:

 

Okay, this is the fix that we have come up with so far...

 

1) Install all the NEWST files as instructed.

2) When installing the "mod-switcher" leave the command line blank (it defaults to 600X800).

3) Make sure that all the files (including the "Accelerated Research") are selected in the Mod switcher.

4) Start a one player skirmish game (to initialize the Mod Switcher).

5) Uninstall the current version of Mplayer.

6) Reinstall Mplayer.

7) When you enter the WZ2100 lobby it should prompt you to download "the repair files".

8) Download the files.

9) Start playing ONLY with someone who has done EXACTLY what you have done.

If you fail to do any part of this, or if you try to launch a game with some one who has not done this, the game will crash and you have to repeat 5 through 9 again.

 

------------------  RHYNO OUT!!!

 

Fortress  and desert Maps by Troman

 

There is no special set-up with these 2 maps. They are absolutely gorgeous and one of them is a “Turtle’s Dream”. You guess which one. The other is quite engaging for those of you who favor more Naval Theaters of Operation. You’ll soon know which is which.

 

Both are also designed to make you a BETTER player all the while having grand fun. These maps are also extremely re-playable. You can be sure of a wealth of riches to discover in these maps.

 

These 2-Maps can be played with other live players or the Skirmish A.I.

 

Commanding in the Heat of Battle is also a hallmark of these 2 stunning maps by Member Troman.

 

Citadel and CitadelElite  Maps by Laws215

 

These are also very specially designed maps.

 

As it stands right now Citadel will ONLY be for Multi-player with Live Opponents... you play it against 3 of your fellow WarZone gamer-buddies and that’s the only way.

 

I must stress here that Citadel is NOT for Single Player Skirmish against the A.I.

The New  CitadelElite (Jan. 24th release) is designed for Single Player Skirmish against the Pumpkin AI v. 1.10, so give it a go and tell us what you think. It’s also a T-3 Map only and has Fast research already coded into it’s wdg. file. It also was New Weapons, Turrets and Units. It comes with it’s own Read Me Acrobat Pdf. File – so please read as it also has a very interesting Story Scenario and some Screen Shots of the new stuff. Feel free to test it on Multiplayer Network but is something we make no Guarantees about – it’s at your own discretion.

 

Some tips for playing “Citadel” (not necessarily for CitadelElite):

 

1.)   Players  will have a couple VTOL Trucks and of course you will be able to build them... and

 

2.)   When you use your Troop Transport  be sure to assign your Cyborgs a Control Group #.

 

Now this Map has done some things never done before and it is all intentional and with a meticulous strategic design-end goal in mind. I can't tell you because it is part of the discovery process and enjoyment of the Map or perhaps it will just be something else - everyone's different in their tastes...

 

Here are the last clues. The "S.I.P.s" are key - Structural Integrity Plates and the Pre-Collapse Ruins. Also the VTOL "Patrol" command and creeping scout advance. All is not what it first appears to be as far as impassable. And do remember the "High Ground" from military history.

 

But enough said.... I'll leave it to you to uncover & unlock this maps secrets and surprises which for me seem to be inexhaustible in the opportunities they offer for different Tactics & Strategies when playing against 3 other good WarZone players.

 

Closing Statements:

 

Well, this pretty much covers everything that you need to know up front to allow you the optimal experience and enjoyment that we had during testing.  Happy gaming and please do tell us what you like and don’t like…it’s the best way for us to do better with each upcoming mod in the future.