Author |
Message |
Topic: CSO (CloseCombat.org) |
LuckyDummy
Replies: 1
Views: 1796
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Forum: The Mess Posted: Sun Dec 30, 2018 3:12 pm Subject: CSO (CloseCombat.org) |
Noticed for weeks/months now the site has been down. Anyone know whats going on or if they're coming back? Looking to get back at some resources there
-LD |
Topic: Operation Stalemate II: Peleliu mod or pocket mod |
LuckyDummy
Replies: 12
Views: 15526
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Forum: Modding Workshop Posted: Mon Aug 22, 2016 4:21 am Subject: Re: Operation Stalemate II: Peleliu mod or pocket mod |
Greetings all,
Coming back into all this after several years of hard drive failures and other shinanigans. I've decided to start with a smaller/pocket mod for the Battle of Angaur involving the 81st Infantry Divison, which later was tasked with relief efforts and taking over on Peleliu due to the heavy marine casualties in securing the island.
I've drafted up a possible strat map idea. I believe the release will use TLD as porting over units/sounds/weapon/scrn images etc will speed up delivery considerably.
Depending on my ability to manipulate the days/hours involved, this could be anywhere from 8 maps or up to 25 if i really wanted to reflect the advancement over the coarse of hours during the 4 day gains.
The Assault begins on Red & Blue beaches. N side, and E side of the island. involved Battle groups would be made up of the 81st INF Div. 1/2/3 Battalions of the 322nd & 321st. Four Battlions spearhead the attack each of 322 & 321st, with 1 battalion in reserve. Later support does arrive but may not suit the campaign map.
What do you think?
Thanks,
LD |
Topic: Operation Stalemate II: Peleliu mod or pocket mod |
LuckyDummy
Replies: 12
Views: 15526
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Forum: Modding Workshop Posted: Tue Jun 25, 2013 1:58 am Subject: Re: Operation Stalemate II: Peleliu mod or pocket mod |
DAK_Legion wrote (View Post):
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maybe you can see in bloody betio a reference for your Project....
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DAK, thats actually where I thought I read it at. Looking now , it shows beach maps with a south position, so this works in CC5? |
Topic: Operation Stalemate II: Peleliu mod or pocket mod |
LuckyDummy
Replies: 12
Views: 15526
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Forum: Modding Workshop Posted: Mon Jun 24, 2013 1:03 am Subject: Operation Stalemate II: Peleliu mod or pocket mod |
Greetings friends!
I've happened my way back into the CC mindset and have been toying the the idea for a new Pocket mod/ eventually like to create a GC for the battle of Peleliu.
I'm sure many are familiar with this battle largely thanks to The Pacific HBO series. I am considering starting with a pocket mod covering some of the action around portions of the epic clash like the fighting south of Peleliu on Angaur Island or north of Peleliu, Ngesebus Is, and wanted to see if there was an interest in the idea.
Porting this over the Okinawa mod I think would be relatively simpler. Needing only to create and code the maps for the specific areas initially as well as changing/updating some of the involved battle groups and interfaces/artwork.
I've been studying over the details, maps, and images of the battle for a couple of years now and feel confident to begin. I originally sought help from Yukongold and a few others who were gracious enough to bestow upon me some basic knowledge and materials (textures, tools, etc) but was unable to pursue this at great length.
The third/fourth image below is some experimentation with the stratmap idea for the main island. I recall reading something about beach maps requiring to a right to left attack(beach on right?) in order for single battles to work properly. So this is the reason for the orientation of the strat map with N pointing relatively South SW. (anyone know if this is accurate for beach maps to work?) Again mostly experimenting with different approaches to see what I might do. I layered portions of aerial photographs of the airfield partially in overlay and partially the actual image as reference to the relative accuracy of the strat map testing to the island/maps themselves.
Following is a sample of my first map attempt two years ago, mostly just playing with textures, (clearly shown the cc5 beach map reversed) cc3 pacific trees, testing my own trees etc just trying to experiment with different looks.
A recent discovery of a huge cache of photos from the battle has given me new perspective on the area and the ability to create fairly accurate maps to reflect the action, whereas my first attempt was merely an imagining with little factual respect to the area around the beaches. Some issues with the eventually GC i believe would be:
1. The length of the battle ran roughly over two months, so I'm not sure how to reflect this in relativity to the CC5 engine(assuming it is the one used) 2. Gains made by the invading marines made by the 2nd day included all of the airfield and most of the southern island. Yet the fighting in and around Umurbrogal Mountain, "Bloody Nose Ridge" lasted for weeks. The relative distances for the airfield in actuality scaled down and compared on a 1:1 ratio for "game play" would make creating a map size capable of reflecting potential gains of territory on a map equivalent to historical ones difficult/impossible. Or so I perceive. not sure how this could be overcome, other than sacrificing some historical consistency for playability purposes.
My goal I believe (wisest path to proceed with) would to be to create a pocket again, focusing on Ngesebus or Angaur Islands. There are many questions I would have, for example If It is necessary to orient the StratMap so the invasion beaches are on the right. Could the campaign feature beach maps that are coded in such a way to function as a supply without needing the "beach map orientation", and show only the beach map terrain for aesthetic purposes?
A summary of the battle can be found at wikipedia, and a more indepth/detailed accounting can be found Here: http://www.ibiblio.org/hyperwar/USMC/USMC-M-Peleliu/
So i'd like to get others feedback on the possibly of this , your thoughts, opinions, suggestions, etc, or if you don't believe this is a good idea, please feel free to give honest feedback.
Cheers,
LD. |
Topic: Dodam's Map Textures |
LuckyDummy
Replies: 22
Views: 25630
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Forum: Modding Workshop Posted: Sat Oct 23, 2010 2:48 pm Subject: Re: Dodam's Map Textures |
Hey, i have pms! haha.
Thanks for the heads up! :P
-Ld |
Topic: Dodam's Map Textures |
LuckyDummy
Replies: 22
Views: 25630
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Forum: Modding Workshop Posted: Thu Oct 21, 2010 12:18 am Subject: Re: Dodam's Map Textures |
Is there anywhere to acquire the files mentioned in Sbufkle's tutorial?
http://closecombat.matrixgames.com/ClassicCC/mmg/before.html |
Topic: Dodam's Map Textures |
LuckyDummy
Replies: 22
Views: 25630
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Forum: Modding Workshop Posted: Tue Oct 05, 2010 3:21 pm Subject: Re: Dodam's Map Textures |
I'm using PSP and Photoshop.
Matrix Page Download contains following:
brickroad01.psd darksnow01.psd drygrass SD.psd
field A SD.psd field ploughed SD.psd fields01.psd forest_understory01_01.psd forestbrush01_01.psd forestbrush01_02.psd
grass.psd grndtex.psd
highgrass01.psd highgrass02.psd highgrass03.psd highgrass_darker01.psd highgrass_lighter01.psd
kurskmines01.psd kurskmines02.psd packed_dir SD.psd
roughgrasspaper01_02.psd roughgrasspaper01_03.psd roughgrasspaper01_04.psd roughgrasspaper01_05.psd roughgrasspaper01_06.psd roughgrasspaper01_07.psd roughgrasspaper01_08.psd roughgrasspaper02_01.psd roughgrasspaper03_01.psd roughgrasspaper04_01.psd
snowmines_hose01_01.psd snowmines_hose01_02.psd snowmines_hose01_03.psd snowy01_01.psd snowy_treeunderstory01_01.psd snowy_treeunderstory02_01.psd snowyminefield01.psd snowyminefield02.psd snowyminefield05.psd steppebrush01_01.psd steppegrass01_01.psd steppegrass02_02.psd
tallgrass01_01.psd tallgrass01_02.psd tallgrass02_01.psd tallgrass03_01.psd tallgrass03_02.psd
wavysnow01_01.psd wintermud01_01.psd
curvedfield01_01.bmp curvedfield01_02.bmp curvedfield02_01.bmp curvedfield02_02.bmp curvedfield03_01.bmp curvedfield04_01.bmp curvedfield04_02.bmp
roughgrasspaper05_03.bmp water01.bmp dirt textures dirt textures copy
grass rough texture grass texture grass texture 2
plowed field texture plowed field texture2 roof texture
bareground01_01.pct burntgrass01_01.pct
cliffs01_01.pct dark_snow01_01.pct dark_snowy_brush01_01.pct darkroad01_01.pct darksnow01.pct dirt01.pct dried_dirt01.pct dried_dirt02.pct
flagstones.pct forest_leaves01.pct forestbrush01_02.pct forestbrush_dark01_01.pct forestbrush_light01_01.pct
gray test.pct highgrass01.pct highgrass03.pct highgrass_darker01.pct highgrass_lighter01.pct highsteppe01_01.pct
riverbed01_01.pct road01_01.pct rockface01.pct rockface02.pct
shortgrass01.pct shortgrass01_01.pct shortgrass02.pct snow01_01.pct snow02_01.pct snowfootsteps01_01.pct snowy_tree_understory01_01.pct snowy_tree_understory01_02.pct snowy_tree_understory01_03.pct snowy_treeunderstory02_01.pct snowyminefield02.pct snowyminefield03.pct snowyminefield04.pct snowyminefield05.pct steppe_dirt01.pct steppebrush01_01.pct steppegrass01_01.pct steppegrass01_02.pct steppegrass02_01.pct steppegrass_darker01_02.pct steppegrass_lighter01_02.pct stepperock02.pct sunbakedroad01_01.pct
waterripples01.pct roughgrasspaper01_01.rif roughgrasspaper01_02.rif roughgrasspaper05_01.rif roughgrasspaper05_02.rif roughgrasspaper05_03.rif snowmines_hose01_01.rif snowmines_hose01_03.rif
driedmud texture 2.tga driedmud texture.tga field01.tga field02.tga field03.tga field04.tga grass texture.tga grassrough.tga grassroughdead.tga
plowed brown.tga plowed green.tga scrubtxtr1.tga scrubtxtr2.tga scrubtxtr3.tga trenchdirt01.tga wheat field texture.tga
I beleive that is all of them!
Thanks! -LD |
Topic: Dodam's Map Textures |
LuckyDummy
Replies: 22
Views: 25630
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Forum: Modding Workshop Posted: Sun Oct 03, 2010 8:26 pm Subject: Re: Dodam's Map Textures |
So are there any other texture packs? I recall one with bushes/trees. I suppose i could just get these from pre-existing maps. However I'll need to contact respective mod-makers, as I would like their permission before releasing anything. |
Topic: Dodam's Map Textures |
LuckyDummy
Replies: 22
Views: 25630
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Forum: Modding Workshop Posted: Tue Sep 28, 2010 3:48 pm Subject: Re: Dodam's Map Textures |
Danke Schrecken!
appreciate the responses guys. |
Topic: Dodam's Map Textures |
LuckyDummy
Replies: 22
Views: 25630
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Forum: Modding Workshop Posted: Tue Sep 28, 2010 4:35 am Subject: Re: Dodam's Map Textures |
Anyone? |
Topic: Dodam's Map Textures |
LuckyDummy
Replies: 22
Views: 25630
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Forum: Modding Workshop Posted: Sat Sep 25, 2010 4:46 pm Subject: Re: Dodam's Map Textures |
Also, I want to thank all the modders over the years who's mods have kept this classic series alive.
I've enjoyed many mods through CSO and here. It's really a tremenedous and effort and thought quietly i've played these mods, i've never thanks you guys.
Here's to keeping Strategy gamers playing these classics!
-LD |
Topic: Dodam's Map Textures |
LuckyDummy
Replies: 22
Views: 25630
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Forum: Modding Workshop Posted: Sat Sep 25, 2010 4:42 pm Subject: Dodam's Map Textures |
Hello all,
I've been tinkering with modding CC for a few years now. Nothing major at all, just playing around with all the different tools and such. Easy enough to do the cosmetic things, Main screen, soldier screen, etc.
However, I've been messing around with Paintshop and Photoshop, and am looking to start making maps. I've seen references both here and at Dodam's Tutorial home at matrix games about his sample textures. Just wondering if there is somewhere I can get these files still, or if they have been pulled. Matrix games says there's a texture download link on the left, but it doesn't seem to be there.
I'm looking perhaps to take a crack at a pocket mod and perhaps in the near future a more indepth one.
Thanks for any help!
-LD. |
Topic: What would it take to create an CC5 Iwo Jima mod? |
LuckyDummy
Replies: 16
Views: 10276
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Forum: Modding Workshop Posted: Tue Aug 25, 2009 9:25 am Subject: What would it take to create an CC5 Iwo Jima mod? |
Like the Batt of Berlin Mod, I think this would be a momentously enjoyable mod for SP action. It was the US marine's bloodiest battle in history. I think it deserves some attention.
cheers |
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