0 A.D. is a free, open-source, cross-platform real-time strategy (RTS) game of ancient warfare. It's a historically-based war/economy game that allows players to relive or rewrite the history of twelve ancient civilizations, from Iberia to Mauryan India, each depicted at their peak of economic growth and military prowess. Developed using Pyrogenesis, a ground-breaking new game engine custom-built to suit this project, 0 A.D. will give players a rich and entertaining real-time gaming experience.

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Media RSS Feed Report media 0 A.D. Functioning Gates Teaser
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hellodean Jul 28 2012, 5:47pm says:


nicely animated

+10 votes     reply to comment
fightermedic Jul 28 2012, 6:40pm says:

very nice

+4 votes     reply to comment
bikkebakke Jul 28 2012, 7:21pm says:

oh man this looks awesome. A very nice age of mythology feeling to it all, which I like a lot. Nice smooth walls and animations for the doors :)

+5 votes     reply to comment
StrykerCraft Jul 29 2012, 12:03am says:

Awesome, gives it an aesthetic and functional advantage over the original AoE game. Will there be more options for the gates?(Such as opening when your/friendly units are nearby or going through)

+3 votes     reply to comment
Spahbod Jul 30 2012, 2:57am replied:

Currently there are 2 modes. First is the mode you mentioned with the difference that enemy units can also move through it if it is open and second is a mode where the gate doesn't open at all to prevent your units from opening the gate and getting the enemy through. The whole system is like Age of Empires 2.

+2 votes     reply to comment
Addi_B Jul 29 2012, 6:54am says:

What about making the gates only usable if they are manned by some (maybe two) soldiers that operate them?
The enemy should be able to kill these soldiers in order to stop the gate from operating. => It will stay the way it is (opened or closed) and can't be opened or closed anymore until it is manned again.

+1 vote     reply to comment
plumo Author
plumo Jul 29 2012, 7:09am replied:

I'm afraid it would add too much micro-management. Don't you think?

+2 votes   reply to comment
Addi_B Jul 29 2012, 3:41pm replied:

I don't think this would be a big problem. The "gatekeepers" should be hard to kill of course. Maybe it would be an option that they could only be killed by an assassin type of soldier like the assassins in Stronghold Crusader.
These assasins could also serve as spies or an existing spy unit could also do this task.

+1 vote     reply to comment
AirborneSn1p3r Jul 29 2012, 9:47am says:

what i really am loving about the game is how you can use units to build and collect resources as well as acting as infantry

+2 votes     reply to comment
epictrooper Jul 30 2012, 8:49am says:

thank you! i was getting tired of my enemies waltzing and being all like " I'm in your base, killin your dudes."

+3 votes     reply to comment
Orac| Aug 1 2012, 6:12pm says:

Well played. Everything looks beautiful.

Any of the factions going to get vertically lifting gates rather than horizontally hinging ones?

+1 vote     reply to comment
Mythos_Ruler Creator
Mythos_Ruler Aug 12 2012, 5:30pm replied:

Not until Part 2 (AD1-AD500).

+1 vote   reply to comment
DaggerClassStudio Aug 6 2012, 11:55am says:

I really love how this game is going. As a suggestion would love in the future for soldiers to being able to go onto walls to run around freely on them like Rome total war, Medieval 2 Total war rather than being in fixed positions. Just a suggestion although I know that would take some working to do :) .. but can have a ladder/stair way going onto the walls so troops can easily go up the surface to be on a elevated level which would represent the top of the wall.

+1 vote     reply to comment
turtleman101 Dec 19 2012, 8:41pm says:


+1 vote     reply to comment
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Teaser video showing development of functioning gates. Three examples of gate are shown: Persian, Greek, and wooden palisade.

Note: Sound effects have not yet been recorded for the gate animations. Some of the gate models still need refinement.

Animations and video by Pureon.

Video Details
Jul 28th, 2012
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