don't look for this in 4Q 2013, probably next Q
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Close Combat Series -> Close Combat Gateway to Caen

#1: don't look for this in 4Q 2013, probably next Q Author: Cathartes PostPosted: Sun Oct 13, 2013 11:53 pm
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title says it all

#2: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Thu Oct 17, 2013 8:15 am
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Thanks Cathartes!


Guys/gals be sure to check the forums for updates:


http://www.matrixgames.com/forums/tt.asp?forumid=1253


At least every two months or so we intend to post a few updates on our progres.

#3: Re: don't look for this in 4Q 2013, probably next Q Author: dj PostPosted: Thu Oct 24, 2013 6:29 am
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I might get this but disappointed Matrix won't do anything for East Front.  It's been so many years with nothing for East Front.

#4: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Thu Oct 24, 2013 8:21 am
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dj wrote (View Post):
I might get this but disappointed Matrix won't do anything for East Front.  It's been so many years with nothing for East Front.




Hi dj, I understand your point. There are probably several reasons why; Both Cathartes and I worked on GJS and our current interest is the Normandy sector as we both have quite a collection of books about it. Also commercially and symbolically it's one of the most interesting operations. A third reason is that the Normandy terrain is ideal for the current engine.

Changing most of the mentioned aspects would ask for a larger budget which we do not have. We are merely modders only now with more capabilities. Matrixgames accepted our proposal of our current project (since they own the rights to the engine)

For example I'm developing new effects, map graphics and working on some new voice overs, the voice actors are all volunteers since we're on a tight budget. Luckily we both have enough expertise to develop most of the elements ourselves. Next to that Steve McLair is willing to work on some aspects of the engine (with a limit)

#5: Re: don't look for this in 4Q 2013, probably next Q Author: southern_land PostPosted: Thu Oct 24, 2013 9:52 am
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[quote="Conrad";p="71596"]
dj wrote (View Post):
A third reason is that the Normandy terrain is ideal for the current engine.


I would dispute that.  I think the current and recent CC builds offer a better wide open tank battle than a CC battle (aka) eastern front

#6: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Thu Oct 24, 2013 10:23 am
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[quote="southern_land";p="71597"]
Conrad wrote (View Post):
dj wrote (View Post):
A third reason is that the Normandy terrain is ideal for the current engine.


I would dispute that.  I think the current and recent CC builds offer a better wide open tank battle than a CC battle (aka) eastern front




And GtC just offers that variaty Smile there are open plains and dense hedges to cross. Choosing eastern front could be possible but isn't within our current interest.

#7: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Thu Oct 24, 2013 10:39 am
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Here are some map examples:

Soon I hope to record a small preview video together with Cathartes

#8: Re: don't look for this in 4Q 2013, probably next Q Author: Pzt_CrackwiseLocation: Switzerland PostPosted: Thu Oct 24, 2013 5:42 pm
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The new 32 bit graphics are of course great. However, the maps look very pale. I mean, Panthers in the Fog maps also have this thing. Compared to the vivid maps of CC5 GJS all these maps are too pale and blurry.

#9: Re: don't look for this in 4Q 2013, probably next Q Author: mooxe PostPosted: Fri Oct 25, 2013 1:41 am
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Yeah the colours look faded. Like too much time in the sun.

Explosions look good. I wonder if there can be multiple types of explosions from the same type of ammo.

I see from the vehicle size what Steve was talking about, ref isometric views. That's too bad.

#10: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Fri Oct 25, 2013 9:55 am
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It depends on what kind of monitor you are currently viewing and weither it's an office screen or above avarage.

I'm using two monitors for my job (graphic design) a Apple cinema display and a acer office display. The colors and textures in PitF are more saturated,
the way I designed the new maps for GtC was to compare it to actual aerial photographs and develop new textures based on those conclusions (thanks to Davidsfx! since he provided quality photographs taken from a helicopter)


Before playing this game I can advice to recalibrate your monitor in order to see the true color palette. But stil the way we perceive colors and or objects remain subjectively. However if a majority thinks the graphics needs some adjustment then I'll fix this, no problem Smile

#11: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Fri Oct 25, 2013 10:17 am
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A good example of how we perceive and predetermine visual reality is the Wittgenstein rabbit Smile

During art school I had about 2 years of philosophy and this example was shown quite frequently, it's a challenge to see both the rabbit and the duck without choosing to see only one of those.

#12: Re: don't look for this in 4Q 2013, probably next Q Author: mooxe PostPosted: Fri Oct 25, 2013 11:01 am
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A Karelia 2 map and GtC comparison...




#13: Re: don't look for this in 4Q 2013, probably next Q Author: platoon_michaelLocation: Right behind you PostPosted: Fri Oct 25, 2013 11:03 am
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I don't mind the faded look of the Terrain.
But those perfectly clean and bright Roofs that seem to be the trend are horrible.

Atleast they corrected that.

#14: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Fri Oct 25, 2013 1:39 pm
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mooxe wrote (View Post):
A Karelia 2 map and GtC comparison...






I do hope you're spotting the difference  Very Happy

#15: Re: don't look for this in 4Q 2013, probably next Q Author: Sapa PostPosted: Fri Oct 25, 2013 2:09 pm
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Ohhh! Hedges...i was afraid there should be open step maps with forrest, hills and lakes or even worse! some Island with palmtrees...

#16: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Fri Oct 25, 2013 2:53 pm
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Sapa wrote (View Post):
Ohhh! Hedges...i was afraid there should be open step maps with forrest, hills and lakes or even worse! some Island with palmtrees...


I'm glad about that sapa Smile

#17: Re: don't look for this in 4Q 2013, probably next Q Author: mooxe PostPosted: Fri Oct 25, 2013 7:38 pm
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I am just comparing colours. Maybe Conrad, the colours used are just all so close it makes it look faded.

Another comparison...




#18: Re: don't look for this in 4Q 2013, probably next Q Author: HogansHeros PostPosted: Fri Oct 25, 2013 9:50 pm
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mooxe wrote (View Post):
I am just comparing colours. Maybe Conrad, the colours used are just all so close it makes it look faded.

Yes, I'd say "monochromatic" is a better description that "faded"

#19: Re: don't look for this in 4Q 2013, probably next Q Author: dj PostPosted: Sat Oct 26, 2013 4:33 am
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Conrad wrote (View Post):
dj wrote (View Post):
I might get this but disappointed Matrix won't do anything for East Front.  It's been so many years with nothing for East Front.




Hi dj, I understand your point. There are probably several reasons why; Both Cathartes and I worked on GJS and our current interest is the Normandy sector as we both have quite a collection of books about it. Also commercially and symbolically it's one of the most interesting operations. A third reason is that the Normandy terrain is ideal for the current engine.

Changing most of the mentioned aspects would ask for a larger budget which we do not have. We are merely modders only now with more capabilities. Matrixgames accepted our proposal of our current project (since they own the rights to the engine)

For example I'm developing new effects, map graphics and working on some new voice overs, the voice actors are all volunteers since we're on a tight budget. Luckily we both have enough expertise to develop most of the elements ourselves. Next to that Steve McLair is willing to work on some aspects of the engine (with a limit)


Yes I respect what you and Cathartes have done and how you have limited budget resources.  But I disagree about the costs.  Since it has over 10 years since there has been a new East Front CC game, the demand would be higher.  Plus there would be support within the community to help for other maps.

1 last East Front game for the current engine or Crete, or some other theater outside of Normandy...would be much more popular imo.

#20: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Sat Oct 26, 2013 6:46 am
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mooxe wrote (View Post):
I am just comparing colours. Maybe Conrad, the colours used are just all so close it makes it look faded.

Another comparison...






That's a nice comparison, I now understand your point.


Since multiple people noticed this I'll fix this issue.




dj wrote (View Post):
Conrad wrote (View Post):
dj wrote (View Post):
I might get this but disappointed Matrix won't do anything for East Front.  It's been so many years with nothing for East Front.




Hi dj, I understand your point. There are probably several reasons why; Both Cathartes and I worked on GJS and our current interest is the Normandy sector as we both have quite a collection of books about it. Also commercially and symbolically it's one of the most interesting operations. A third reason is that the Normandy terrain is ideal for the current engine.

Changing most of the mentioned aspects would ask for a larger budget which we do not have. We are merely modders only now with more capabilities. Matrixgames accepted our proposal of our current project (since they own the rights to the engine)

For example I'm developing new effects, map graphics and working on some new voice overs, the voice actors are all volunteers since we're on a tight budget. Luckily we both have enough expertise to develop most of the elements ourselves. Next to that Steve McLair is willing to work on some aspects of the engine (with a limit)


Yes I respect what you and Cathartes have done and how you have limited budget resources.  But I disagree about the costs.  Since it has over 10 years since there has been a new East Front CC game, the demand would be higher.  Plus there would be support within the community to help for other maps.

1 last East Front game for the current engine or Crete, or some other theater outside of Normandy...would be much more popular imo.



dj, there is almost no budget trust me. What could be done is some kind of fundraise. I'd say make a bold step and do something about it.
I'd love to do an eastern front version in the future, perhaps with the latest build of the 3D engine. For now it's the British versus the Germans which has also been a while , right?

#21: Re: don't look for this in 4Q 2013, probably next Q Author: TheImperatorKnight PostPosted: Sat Oct 26, 2013 10:09 am
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Conrad wrote (View Post):


That's a nice comparison, I now understand your point.


Since multiple people noticed this I'll fix this issue.



Thank god. One of the few good things I could say about PitF (single player at least was aweful) was that the colour palette was great. If you'd stuck with this pale palette it would have ruined GWTC.

#22: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Sat Oct 26, 2013 11:32 am
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TheImperatorKnight wrote (View Post):
Conrad wrote (View Post):


That's a nice comparison, I now understand your point.


Since multiple people noticed this I'll fix this issue.



Thank god. One of the few good things I could say about PitF (single player at least was aweful) was that the colour palette was great. If you'd stuck with this pale palette it would have ruined GWTC.



One reason single player was so bad in PitF is because of the way how the maps where coded in relation with the vl's. Besides that playing multiplayer has always been better than singleplayer, at least after cc2, don't you think?

Opinions are divided weither the color palette is good or not. It's such a difficult discussion because every monitor is different. One thing is that the color palette in PitF is slightly more unrealistic when comparing to reality. In nature colors are mostlikely to be faded in browns, blue's, green and thus greys and can appear faded because of the particles in the air.

Since it's pretty easy to change I'll seek a way inbetween. But it's not going to be like PitF.


Last edited by Conrad on Sat Oct 26, 2013 12:26 pm; edited 1 time in total

#23: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Sat Oct 26, 2013 12:10 pm
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Guys and gals, here's an example of a color fix.

Could you give me some feedback how it displays on your monitors and weither you like it or not.


Thanks in advance.

#24: Re: don't look for this in 4Q 2013, probably next Q Author: southern_land PostPosted: Sat Oct 26, 2013 7:41 pm
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I like it, a little more vibrancy and a marked increase in contrast without spoiling your great work (just my opinion)

#25: Re: don't look for this in 4Q 2013, probably next Q Author: dj PostPosted: Sat Oct 26, 2013 8:00 pm
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Quote:


dj, there is almost no budget trust me. What could be done is some kind of fundraise. I'd say make a bold step and do something about it.
I'd love to do an eastern front version in the future, perhaps with the latest build of the 3D engine. For now it's the British versus the Germans which has also been a while , right?


The solution would be recruiting another gaming company business partner with co-development budget and negotiate revenue sharing.  Happens all the time in software industry.  You guys have the leverage with the coding expertise and knowledge.  Partner could help with additional resources, etc.  It can work.  Maybe get the U.K. Slitherine developers to chip in more resources too.

Isn't that what Atomic did with Microsoft back in the day???

#26: Re: don't look for this in 4Q 2013, probably next Q Author: AT_Stalky PostPosted: Sat Oct 26, 2013 9:13 pm
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To be frank, faded is an understatement.
They look like lacking detail and just GMO monoculture football fields, or paved parking lots.
IMO Abstract and not that intreseting.

#27: Re: don't look for this in 4Q 2013, probably next Q Author: TheImperatorKnight PostPosted: Sat Oct 26, 2013 10:33 pm
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Tbh, I don't see a difference in the colour fix. It still looks like it's watered down. If you can't see a difference you may need to correct the contrast ratio on your monitors.

Quote:
One thing is that the color palette in PitF is slightly more unrealistic when comparing to reality. In nature colors are mostlikely to be faded in browns, blue's, green and thus greys and can appear faded because of the particles in the air.


Realism is fine, but this is a game. It has to look attractive otherwise we'll people won't buy it and those that do will get bored of it. There's a point where realism becomes dull. And whilst PitF may be unrealistic, it looks a lot more attractive than a lot of games in the series. They messed up a lot in PitF, but they got the look of the game spot on.

On a side note, the map layout looks great btw. The town in the centre makes it worth attacking/defending, which should lead to a decent close quarters fight for the centre. Some of the best maps in PitF have a similar layout.

#28: Re: don't look for this in 4Q 2013, probably next Q Author: mooxe PostPosted: Sat Oct 26, 2013 10:49 pm
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I couldn't see much of a difference either. I have viewed the maps on four different screens to.

#29: Re: don't look for this in 4Q 2013, probably next Q Author: Schmal_Turm PostPosted: Sat Oct 26, 2013 10:54 pm
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I could see a little more definition but even that was hard to spot.

#30: Re: don't look for this in 4Q 2013, probably next Q Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sun Oct 27, 2013 8:57 am
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The difference is barely noticeable on my screen, which is adequately calibrated for my photography. Top quality screens may be able to render subtle texture and colour differences better but as a graphic designer you should bear in mind that the game will be played on consumer grade screens rather than Eizo's or the like. Also, please bear in mind that different consumer markets around the world have different tastes (also in colour). If I remember well (back from the film days) Kodak would sell different versions of their film in Europe and the USA. A question I probably shouldn't be asking: Is the colour space in which you are designing the same as on our screens?
Commenting on your style: to me, the slightly washed out appearance resembles a somewhat hazy view from a distance in a season where bright foliage greens have muted. If you are posting screenshots of complete maps they will not look particularly appealing. It is not until zoomed in that we see the fine detail. Having said all this, I like the style and appreciate the quality of your work.

#31: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Sun Oct 27, 2013 9:33 am
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here's another go!


Thanks pete, Currently I'm using two monitors and just recently a Macbook pro screen. The most avarage screen is a acer desktop screen by which I can compare the current map graphics.

I'm aware that taste is somewhat subjectively, it becomes even more difficult when people have different monitors, I would not assume my monitor is displaying the best settings for the game. That's why I need your help.

But keep in mind that most players out here are used to a different type of graphic. I value the opinions of people that never played this game above the conventions, since that's also a target group. Besides that what would a Monet or a Mark Rothko painting be like when they would have listened too much to their audience?


I'd like to seek a way inbetween what I think is the best and what you guys think is the best. all your feedback is very welcome.


Last edited by Conrad on Sun Oct 27, 2013 9:44 am; edited 1 time in total

#32: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Sun Oct 27, 2013 9:44 am
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Saturation +20

#33: Re: don't look for this in 4Q 2013, probably next Q Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sun Oct 27, 2013 12:22 pm
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I reckon the +20 saturation results in a more "consumer pleasing" appearance and reduces the haze. +15 and a touch of contrast will probably be sufficient for my personal taste.
I had to look up Mark Rothko (and I understand why). Search google for "Slow Swirl by the Edge of the Sea" and click on images and anyone will see the problem of accurate colour reproduction  Wink

#34: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Sun Oct 27, 2013 12:44 pm
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Thanks for the feedback! 'Slow girl by the edge of the sea' is indeed a nice example of how difficult colour reproduction actually is, aspecially for Mark Rothko this was a nightmare, he was very keen on how his work was being displayed with a certain amount of light.


Even for visual branding it's very importnant for a company to have a consistency in the color of the brand, a slight error could cause people not to choose their product.



Anyway I'll do my best to patch things up.

#35: Re: don't look for this in 4Q 2013, probably next Q Author: Pzt_CrackwiseLocation: Switzerland PostPosted: Sun Oct 27, 2013 4:19 pm
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For me the second one with +20 saturation is more pleasing to the eye. The first one gives me the impression that it is autumn and the weather is cloudy. Whereas the second one gives the impression that the action takes place on a sunny day.

#36: Re: don't look for this in 4Q 2013, probably next Q Author: stienerLocation: Gibsons B.C. canada PostPosted: Sun Nov 03, 2013 8:40 am
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this is all exciting news...but...is the new game going to have all the LSA options like borrowing teams from the stacked BG etc or is it going to be exactly like PITF?

the LSA options rock and are not too complicated as matrix said they were.....come on....

also, is something being done about the way squads and support are picked? PITF was horrible. it needs a better way to pick your support teams and more support teams. in PITF why would you take a HMG when you had to sacrifice a tank to do it.

#37: Re: don't look for this in 4Q 2013, probably next Q Author: Miner PostPosted: Sun Dec 29, 2013 4:05 pm
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There is an update for Gateway to Caen.        http://www.matrixgames.com/forums/tm.asp?m=3505258

#38: Re: don't look for this in 4Q 2013, probably next Q Author: DoktorPajLocation: Norrköping PostPosted: Wed Jan 01, 2014 3:36 am
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The explosions and vehicles look great, but the short view distance and limited unit selection system is not really that appealing.
Great work however, especially the maps.

#39: Re: don't look for this in 4Q 2013, probably next Q Author: DoktorPajLocation: Norrköping PostPosted: Wed Mar 12, 2014 6:13 pm
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@Conrad
I was rereading this old out of interest for our upcoming game and noticed that you mentioned new voice actors, I might be late but are you currently working with them? If so, I was wondering you are going to make separate voice files for the SS units and the Wehrmacht units? In all versions so far the same has been used with the Wehrmacht ranks being shouted out when a squad leader or officer is injured or killed, will there be a voice file with the SS ranks being shouted?
I made a thread about this some time ago but it didn't lead to much, and since you are/were working with voice actors I thought I could ask.

#40: Re: don't look for this in 4Q 2013, probably next Q Author: Cathartes PostPosted: Thu Mar 13, 2014 7:22 pm
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DoktorPaj wrote (View Post):
@Conrad
I was rereading this old out of interest for our upcoming game and noticed that you mentioned new voice actors, I might be late but are you currently working with them? If so, I was wondering you are going to make separate voice files for the SS units and the Wehrmacht units? In all versions so far the same has been used with the Wehrmacht ranks being shouted out when a squad leader or officer is injured or killed, will there be a voice file with the SS ranks being shouted?
I made a thread about this some time ago but it didn't lead to much, and since you are/were working with voice actors I thought I could ask.


Know this was directed at Conrad, but I'll chime in:
We are working on new German voice files that may be included to refresh the previous voices.  No plans to change the English version of the German voice files.  Also, no distinction between Wehrmacht and SS-- too few Wermacht forces in this specific area--it's over 90% SS with a smattering of Luftwaffe Flak and supporting Wehrmacht tanks.  On the Brit side--definitely some native Scottish accent cues mixed in with past and new British CC cues. Sounds are mostly new and take advantage of some recent, accurately recorded weapon and effects sounds that are out there in the world.

#41: Re: don't look for this in 4Q 2013, probably next Q Author: DoktorPajLocation: Norrköping PostPosted: Thu Mar 13, 2014 10:54 pm
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Know this was directed at Conrad, but I'll chime in:
We are working on new German voice files that may be included to refresh the previous voices.  No plans to change the English version of the German voice files.  Also, no distinction between Wehrmacht and SS-- too few Wermacht forces in this specific area--it's over 90% SS with a smattering of Luftwaffe Flak and supporting Wehrmacht tanks.  On the Brit side--definitely some native Scottish accent cues mixed in with past and new British CC cues. Sounds are mostly new and take advantage of some recent, accurately recorded weapon and effects sounds that are out there in the world.[/quote]


Ok, thank you for a fast reply! You say there will be no distinction between SS and Wehrmacht, does that mean you are completely using the SS ranks or the Wehrmacht ones?
Anyway Scottish voices for the allied side sound great, looking forward to seeing how this turns out.

#42: Re: don't look for this in 4Q 2013, probably next Q Author: pt11070 PostPosted: Thu Mar 13, 2014 11:42 pm
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DoktorPaj";p= wrote:
You say there will be no distinction between SS and Wehrmacht, does that mean you are completely using the SS ranks or the Wehrmacht ones?
Anyway Scottish voices for the allied side sound great, looking forward to seeing how this turns out.


It seems that sounds will be same, no info of the ranks and units. Not that many updates for a game that should be out in near future.

Where are the teasers? Give us some bones, people!
Pt


Last edited by pt11070 on Fri Mar 14, 2014 12:34 am; edited 1 time in total

#43: Re: don't look for this in 4Q 2013, probably next Q Author: DigsLocation: Ontario, Canada PostPosted: Thu Mar 13, 2014 11:55 pm
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It should be out the end of April right?, not that long of a wait.  Wink

#44: Re: don't look for this in 4Q 2013, probably next Q Author: Cathartes PostPosted: Fri Mar 14, 2014 12:56 am
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Quote:
Ok, thank you for a fast reply! You say there will be no distinction between SS and Wehrmacht, does that mean you are completely using the SS ranks or the Wehrmacht ones?


No distinction in voice cues, but there will be distinction in gadget uniform/ranks and color of units.  

Quote:
It seems that sounds will be same, no info of the ranks and units. Not that many updates for a game that should be out in near future.
 A more detailed rundown of new features is coming real soon.  I'm not much of a marketing person.  Usually my attempts make people run the other way.

Quote:
It should be out the end of April right?, not that long of a wait.
Certainly possible.

#45: Re: don't look for this in 4Q 2013, probably next Q Author: dj PostPosted: Sat Mar 15, 2014 4:27 am
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Cathartes wrote (View Post):
Quote:
Ok, thank you for a fast reply! You say there will be no distinction between SS and Wehrmacht, does that mean you are completely using the SS ranks or the Wehrmacht ones?


No distinction in voice cues, but there will be distinction in gadget uniform/ranks and color of units.  

Quote:
It seems that sounds will be same, no info of the ranks and units. Not that many updates for a game that should be out in near future.
 A more detailed rundown of new features is coming real soon.  I'm not much of a marketing person.  Usually my attempts make people run the other way.

Quote:
It should be out the end of April right?, not that long of a wait.
Certainly possible.



Thanks for the update Cathartes.  Do you still have leftover maps from old Crete or North Africa mods?  I remember you and Dom, maybe a few others from FFL made a bunch of maps for Mediterranean theater/North Africa.  CC releases have never been done for that region...it would be nice to see a different theater for one last game on old engine.

#46: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Sat Mar 15, 2014 7:51 am
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DoktorPaj wrote (View Post):
Ok, thank you for a fast reply! You say there will be no distinction between SS and Wehrmacht, does that mean you are completely using the SS ranks or the Wehrmacht ones?
Anyway Scottish voices for the allied side sound great, looking forward to seeing how this turns out.



Good point about the ranks. Since it's going to be a mix I came up with a different solution. Currently I'm working on the latest German voices with a new voice actor. The Allied voices are already done, you'll hear and see more very soon in the trailer/teaser.

#47: Re: don't look for this in 4Q 2013, probably next Q Author: Piper_1 PostPosted: Wed Apr 16, 2014 7:34 pm
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I met the sales team at salute (a uk wargame's show) they told me to expect to see the game in store for 6th June this year, not sure if you can trust a sales man? but that's what he told me.........

#48: Re: don't look for this in 4Q 2013, probably next Q Author: Pzt_KanovLocation: México PostPosted: Wed Apr 16, 2014 10:49 pm
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Looking good.

I like the return of drawn art for strat units instead of insipid NATO markers.

#49: Re: don't look for this in 4Q 2013, probably next Q Author: dj PostPosted: Fri Apr 18, 2014 4:24 am
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[quote="Conrad";p="71598"]
southern_land wrote (View Post):
Conrad wrote (View Post):
dj wrote (View Post):
A third reason is that the Normandy terrain is ideal for the current engine.


I would dispute that.  I think the current and recent CC builds offer a better wide open tank battle than a CC battle (aka) eastern front




And GtC just offers that variaty Smile there are open plains and dense hedges to cross. Choosing eastern front could be possible but isn't within our current interest.


Conrad maybe you and Steve will reconsider East Front release after Caen is done.  I read Steve is making a lot of progress on NextGen and working on A.I.  Maybe there is time for one last release on old engine for East Front.  I really think there should be at least one new East Front release.  Normandy has been done so many times and I think most people would like to see something new for East Front.  Even the re-release of CCIII has been almost 10  years now.

#50: Re: don't look for this in 4Q 2013, probably next Q Author: Conrad PostPosted: Wed Apr 23, 2014 9:15 am
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[quote="dj";p="74421"]
Conrad wrote (View Post):
southern_land wrote (View Post):
Conrad wrote (View Post):
dj wrote (View Post):
A third reason is that the Normandy terrain is ideal for the current engine.


I would dispute that.  I think the current and recent CC builds offer a better wide open tank battle than a CC battle (aka) eastern front




And GtC just offers that variaty Smile there are open plains and dense hedges to cross. Choosing eastern front could be possible but isn't within our current interest.


Conrad maybe you and Steve will reconsider East Front release after Caen is done.  I read Steve is making a lot of progress on NextGen and working on A.I.  Maybe there is time for one last release on old engine for East Front.  I really think there should be at least one new East Front release.  Normandy has been done so many times and I think most people would like to see something new for East Front.  Even the re-release of CCIII has been almost 10  years now.



Currently I'm working on the textures for the maps of TBF, since the main work (for GtC) of creating all the effects and maps are done.

Personally I would prefer an easternfront version of cc so I couldn't agree with you more. When I have some free time left I mostly spend my time researching and collecting, this in order to present some solid material to the staff of Slitherine/Matrixgames for a future release.

#51: Re: don't look for this in 4Q 2013, probably next Q Author: dj PostPosted: Thu Apr 24, 2014 4:08 am
    —
[quote="Conrad";p="74490"]
dj wrote (View Post):
Conrad wrote (View Post):
southern_land wrote (View Post):
Conrad wrote (View Post):
dj wrote (View Post):
A third reason is that the Normandy terrain is ideal for the current engine.


I would dispute that.  I think the current and recent CC builds offer a better wide open tank battle than a CC battle (aka) eastern front




And GtC just offers that variaty Smile there are open plains and dense hedges to cross. Choosing eastern front could be possible but isn't within our current interest.


Conrad maybe you and Steve will reconsider East Front release after Caen is done.  I read Steve is making a lot of progress on NextGen and working on A.I.  Maybe there is time for one last release on old engine for East Front.  I really think there should be at least one new East Front release.  Normandy has been done so many times and I think most people would like to see something new for East Front.  Even the re-release of CCIII has been almost 10  years now.



Currently I'm working on the textures for the maps of TBF, since the main work (for GtC) of creating all the effects and maps are done.

Personally I would prefer an easternfront version of cc so I couldn't agree with you more. When I have some free time left I mostly spend my time researching and collecting, this in order to present some solid material to the staff of Slitherine/Matrixgames for a future release.


Thanks Conrad, much appreciated.  Yes I do think it would be very compelling...maybe we can even pool together some expertise from people that have already worked on East Front maps, etc.
Stalingrad, Kharkov, Kursk, Leningrad...many choices.



Close Combat Series -> Close Combat Gateway to Caen


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