From Site itself:
THE PROJECT
UFO2000 is free and opensource turn based tactical squad simulation multiplayer game, heavily inspired by the famous UFO: Enemy Unknown and providing a very similar reimplementation of its tactical part.
Currently UFO2000 has its own basic set of fan-made graphics which is included in UFO2000 distribution by default (see screenshots). But those who also have a copy of UFO: Enemy Unknown game (there are plenty of places to buy it nowadays), have the possibility to use the original graphics from it for extending UFO2000 with additional maps, weapon sets and units.
TECHNOLOGY
UFO2000 is written in C++ language with Lua scripting and is known to compile and run on
Linux and
Windows systems.
Right now only
human vs. human multiplayer is supported. You may find human opponents much more challenging than AI from the original game.
RESOURCES
Our
forum is the primary source of information for UFO2000 players, here you can ask questions, discuss the game with the other people and find opponents to play.
If you have found a bug in the game, please report it on our
bugtracker.
If you have some software development or artwork creation skills and want to contribute to the development of the game, please visit
this forum section.
You can also join IRC chat at
irc.freenode.net channel #ufo2000 to communicate with ufo2000 developers in realtime.
Mailing list is now also available:
http://groups.google.com/group/ufo2000
Basically, it's XCOM minus... well, the XCOM part (research and whatnot). Sure we may not be able to shoot each other out of the sky and then raid the remains of the Skyranger or UFO, but nonetheless, you can do some turn-based multiplayer tactical combat.
BUT WAIT!!! THAT'S NOT ALL! It turns out to be a LUA scripted game; which means, you guessed it, custom content. From the team and members of the XcomUfo boards, they have produced new combat environments, skins, hell, even weapons. They even went as far as making zombies playable (sorta; as far as I know, they're still just skins). How often do you get to replicate the Battle for Normandy with plasma guns and aliens? How often did you want to, instead of stunning your opponent, you fillet them with a laser sword? Ever want to bring a high explosive to a paintball match? WELL YOU CAN!
...Unfortunately, it's still only a 1-on-1 multiplayer duel, But I do believe that commentary and chatting is allowed, provided everyone else is sharing the same battle room and just spectating. Oh, right, I also forgot to mention that you also must have the XCOM games for it to use the content of in order to make full use of it.
EDIT:
HOW-TO: Get more maps than the initial loadout (especially with the XCOM games supplying the data)
To get all the maps, just go to resources, a map link should be there. The rest should be simple enough to install. Just extract all the folders in the map pack into the Extensions folder. And for the Plane Crash Site map, just extract the ZIP into the main folder of UFO2000.
While we're at it, here's an XCOM map editor I came across some time ago, and finally found a reliable link while lurking the XCOMUFO forums:
MapView -- Sourceforge Link
Now then, for my input: Thanks to a bit of hanging out in the HAPPY forum, I've decided "What the hell?" and wanted to invite anyone interested to a little XCOM tactical deathmatching to go nuts and blow each other apart. Well, at least give more meaning to the term "Redshirt Army".
Anyway, this thread is to help everyone arrange some meeting times and whatnot to have a little fun with this game. And to help out with extending gameplay, I have a fair share of ideas to lend that I had some fun with:
Essentially it's a simple "Living vs. Undead" game. However, there's a bit of a twist.
-Team Living has either a limited set of points, or a limited set of troops. One or the other. (discuss further details when readying match)
-Team Undead can use as many units as possible, however, they're limited only to melee weapons/ However, there's a trade-off. The more damage the melee weapon (implying the damage the zombie can do), the less time units can use (limited to game's allowable minimum (50TU I believe))
-Team living cannot re-use Undead's leftover "limbs".
=Taking place in the Mothership map, a few citizens plan an escape before the abductors decide to tinker with them.
-Full-team vs. Full-team combat.
-Team Abductor (with full stock) must designate a prison; but must place their troops a considerable distance away from the prison, aside a single Redshirt guard to "play dumb" (possible sacrifice).
-NOTE: Only a few citizens are trained well enough to actually take down an alien in hand-to-hand combat (IE- knife). Also, to give the citizens a bit more of a fighting chance, all civilians are named "Civilian". Only the player of the team should be able to know who's who. Use this to your advantage.
-Game starts after the first notice of the prisoner's activity (IE- spotted, killed, unit lost). Plays similar to ==Zombies==, but the point of this one is escape. There should be a game mode already available that makes that the main goal.