Anzio mod
Select messages from
# through # Forum FAQ
[/[Print]\]
Goto page 1, 2  Next  :| |:
Close Combat Series -> Modding Workshop

#1: Anzio mod Author: pt11070 PostPosted: Sun Feb 16, 2014 5:50 pm
    —
Did anyone attempt Anzio mod? Do you think it would be worth it? And which game to make it for? Are newer additions to CC moldable. Would it be reasonable to wait for Gateway to Caen and mod it?
Pt

PS
Good recource for textures?

#2: Re: Anzio mod Author: TejszdLocation: Canada PostPosted: Sun Feb 16, 2014 6:35 pm
    —
The different versions of CC all bring certain features to the table thus determining what you want will determine which version to mod for....

#3: Re: Anzio mod Author: pt11070 PostPosted: Sun Feb 16, 2014 9:07 pm
    —
Tejszd wrote (View Post):
The different versions of CC all bring certain features to the table thus determining what you want will determine which version to mod for....


Can you help me in choosing? Ortona was done for CC5 since that was the version at time. Now are any of the new games modable?I don't see any mods for PiF.
Looks like Anzio would be similar to original CC5 in concept of beachhead with moderated advancement and threat of being send back to the sea.

I would like to use some of the new features, but that is not critical factor.
Pt


Last edited by pt11070 on Mon Feb 17, 2014 3:04 am; edited 1 time in total

#4: Re: Anzio mod Author: johnsilverLocation: Florida PostPosted: Sun Feb 16, 2014 11:37 pm
    —
I was always asking for some type of Italian Mod. The CM game that was based in Italy years ago I liked backed then, but never saw anything related to CC.

I always would vote "Italian theater" whenever someone asked for where they wanted a campaign at. LOL

Anzio, Monte cassino, leading up to it.. Anything

#5: Re: Anzio mod Author: TejszdLocation: Canada PostPosted: Mon Feb 17, 2014 3:05 am
    —
There has been a number of threads discussing pros/cons of the different releases but here is a quick summary in my view.

TLD/WAR:
+can use most CC5 data/graphics for mods
(Features added but in later releases too)
+BG's can retreat
+ability to rest battlegroups
+ability to use larger maps than CC5
+different sized battlegroups (max. number of squads that can be sent to battle)
+expanded strat map w/64 maps
+expanded strat map display/view
+play in windowed mode

LSA:
+blowing bridges
+static BG's
+reserve BG's can lend troops in battle
+attack from 2 different VL's
-can not use CC5 data/graphics in many spots due to changes

PiTF:
+32bit Graphics (textures, trees, vehicles, explosions)
+Soldiers' history is not erased if you return them to the Force pool
+guns can be towed
+troops can be carried in half tracks
+21 units per BG instead of 15
+ mortar teams have a delay for firing at a spot for the 1st time (3 last locations are saved and can be shot at again without much delay)
-new multiplayer lobby (no direct connection to host/join)
-less of the battlefield can be seen due to the map scale change (zoomed in view)
-reserve BG's do not lend units to the front line BG in battle
-can not use Previous CC data/graphics in many spots due to changes

#6: Re: Anzio mod Author: platoon_michaelLocation: Right behind you PostPosted: Mon Mar 03, 2014 9:00 pm
    —
I found this from the Waaaayyyy back machine.


#7: Re: Anzio mod Author: platoon_michaelLocation: Right behind you PostPosted: Mon Mar 03, 2014 9:12 pm
    —
Obviously we could do better but it does make one wonder.


normandy upsidedown.jpg
 Description:
 Filesize:  1.07 MB
 Viewed:  378 Time(s)

normandy upsidedown.jpg



#8: Re: Anzio mod Author: platoon_michaelLocation: Right behind you PostPosted: Mon Mar 03, 2014 9:15 pm
    —
I cant remember who did these or what they were for.
But they are cool to look at.



CARRIUSA.jpg
 Description:
 Filesize:  71.87 KB
 Viewed:  416 Time(s)

CARRIUSA.jpg



CARRIGER.jpg
 Description:
 Filesize:  110.32 KB
 Viewed:  441 Time(s)

CARRIGER.jpg



#9: Re: Anzio mod Author: johnsilverLocation: Florida PostPosted: Mon Mar 03, 2014 10:17 pm
    —
That's not a bad looking goal of what an italian campaign would/could/should consist of Michael.

You have kind of gotten onto me a couple of times with regards to if wanted a campaign, do it, or did once a few years ago. If someone takes on this project. I will go back and re learn some of the tools after so many years again.. Just give me the task that is desired and will give it the effort for the goal of an Eye-Tie campaign.  I did some data work on one many years ago.. never fooled with maps, but would be willing to learn if nobody else is willing.

#10: Re: Anzio mod Author: pt11070 PostPosted: Mon Mar 03, 2014 11:08 pm
    —
Opens up so many possibilities, but also questions. I like the idea of big cats (Tiger and Panther) being present and open terrain but limited maneuverability of Anzio area.  I like limited mods and smaller number of maps. Maps can be relatively large.

I need to read up on the whole operation to understand it better.

Which platform would be the best to start out with?
Pt

#11: Re: Anzio mod Author: platoon_michaelLocation: Right behind you PostPosted: Tue Mar 04, 2014 12:47 am
    —
pt11070 wrote (View Post):
Opens up so many possibilities, but also questions. I like the idea of big cats (Tiger and Panther) being present and open terrain but limited maneuverability of Anzio area.  I like limited mods and smaller number of maps. Maps can be relatively large.

I need to read up on the whole operation to understand it better.

Which platform would be the best to start out with?
Pt


I have no idea if Tigers or Panthers fought in that Campaign.
I may have no books on that campaign either.
I could try the local library but wouldn't hold out much hope (small town here)

I have COI,War and Pift.And ofcourse all the original versions.
What version do you have? Or are interested/enjoy playing?

If your envisioning larger maps I'd stay away from PiFT due to the zoomed in view.It just makes playing no fun.

However.
If one could change the bridge blowing in LSA to be applied to Monte Cassino,that would just be mind blowing all day long.
I imagine fighting in the Montasary until it was blown,then fighting among the rubble.

#12: Re: Anzio mod Author: johnsilverLocation: Florida PostPosted: Tue Mar 04, 2014 1:11 am
    —
Not trying to butt in Michael, but I have the hiistory stuff and you could DL most anything anyway,, I'd even be willing to do that aspect if you want.. I have done that part before on some PeG-WW2 US Civil War mods for a gentleman.

Weapons, units available.. THAT is what I enjoy, as well as have many books already on hand anyway to look at.

As for 'big cats"? pt11070 may enjoy the fact that many remaining Ferdinand TD's were removed from the Russian front, outfitted with a bow MG and sent to Italy and assigned to TD units.

#13: Re: Anzio mod Author: platoon_michaelLocation: Right behind you PostPosted: Tue Mar 04, 2014 1:14 am
    —
The Textures2 file is very annoying in the sense that it was so large when I first uploaded it that extracting just sucks.
Some of the textures are very nice though.

The Quick tutorial on heightmaps v1.1a.pdf I highly recommend viewing even if you don't use it.

Map stuff

The Monte Cassino map shown above I believe to be from CCIII it is a map already complete should you like it.

Buildings and graphics for the Monastery could be challenging.
I have no idea of the Terrain but I just always assumed something like this from CCIV Kreta.

Anzio Beachhead Book



AgiaMari.jpg
 Description:
 Filesize:  1.31 MB
 Viewed:  418 Time(s)

AgiaMari.jpg



#14: Re: Anzio mod Author: johnsilverLocation: Florida PostPosted: Tue Mar 04, 2014 1:32 am
    —
I take it that they never did release any versions of those Monte Cassino mod maps several years ago? Having a starting point would make it a whole lot easier.

As for terrain. Right. Could doi it that way (follow Kreta) or go with the research that I wouldn't mind doing, or do it yourself. I'll send you links so some books yourself that will aide you if you would rather have it in front of you as you are going along P/Michael.

#15: Re: Anzio mod Author: pt11070 PostPosted: Tue Mar 04, 2014 1:59 am
    —
I did some reading on Anzio, after Pete unknowingly send me that direction. The landing and beachhead battles were first month in late January and February. The breakthrough was in May. I was hoping to focus on the first part with possibility to reach Rome or follow through with the German plan to drive them to the sea. In a sense it would be more balanced campaign for playing either side. At the very outset anything could have happened.
I'll take anything you have platoon_michael. I just need to make sure that if it is started it will be done. I still have regrets about Ortona. If there are maps that are useful lets use them.
Pt

#16: Re: Anzio mod Author: platoon_michaelLocation: Right behind you PostPosted: Tue Mar 04, 2014 3:09 am
    —
I just don't know if another beachhead CC is really worth the effort.
We already have Normandy,GJS and Bloody Omaha

I'm also not a big fan of very large maps.

Is there the ability for both sides to have to go on the Offensive and Defensive fighting in Anzio?
To me that aspects the best part of a game.

If you have CCIV have a look at the Kreta Mod.
The maps are very nice

#17: Re: Anzio mod Author: pt11070 PostPosted: Wed Mar 05, 2014 3:54 am
    —
Not much really happened at the beaches and the port of Anzio. I was mostly inland limited to two different roads five six miles up the road. Allied offensive was first, end of January, and Germans countered in February. German side actually had pretty strong attack force, but nothing panned out. But it could be setup in interesting ways.

#18: Re: Anzio mod Author: johnsilverLocation: Florida PostPosted: Wed Mar 05, 2014 4:04 am
    —
Quote:
Not much really happened at the beaches and the port of Anzio.


Yeah, the beaches for the most part were a cluster*(&^. Mark Clark and Alexander saw to that. A bit later some action was there, but inland is where the action was, even some good armored warfare Michael.

Lots of Stugs, some Elefants, Shermans. MANY UK Commonwealth forces were present. Italy could be a field day for a modder to present forces from almost any nationality that fought during the war.

#19: Re: Anzio mod Author: platoon_michaelLocation: Right behind you PostPosted: Wed Mar 05, 2014 1:36 pm
    —
Hey pt11070.
I have a present for you
Check your PM

#20: Re: Anzio mod Author: pt11070 PostPosted: Thu Mar 06, 2014 1:28 am
    —
Downloading the files. There is a lot of stuff, thanks.

So any thought about the scope of things. Only Anzio area?
Pt



Close Combat Series -> Modding Workshop


output generated using printer-friendly topic mod. All times are GMT

Goto page 1, 2  Next  :| |:
Page 1 of 2