A Mod idea---call me crazy
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#121: Re: A Mod idea---call me crazy Author: lifer1 PostPosted: Mon Dec 22, 2014 12:38 am
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Hi Bel,

I was lurking here after many years away. I was previously working on CC3
& CCMT mods:

http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=9593
http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=9695
 

I don't have GTC but I'm thinking about getting back in the game and making a few maps (and other graphics work). Let me know if you're interested.

#122: Re: A Mod idea---call me crazy Author: DAK_Legion PostPosted: Mon Dec 22, 2014 11:33 am
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Hey lifer!!!

your maps must be done for this mod please..do not forget those maps in your computer comrade;)

#123: Re: A Mod idea---call me crazy Author: ke_mechial PostPosted: Mon Dec 22, 2014 11:37 am
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welcome  back lifer! Your X-ray map is impressive!!! like the one from the movie... By the way, I noticed you were able to simulate rotating blades for UH-1. I wish you and Bel would cooperate and implement this in the new mod...

#124: Re: A Mod idea---call me crazy Author: Bel8910 PostPosted: Mon Dec 22, 2014 7:55 pm
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It is supposed to be a rescue hook....

#125: Re: A Mod idea---call me crazy Author: Bel8910 PostPosted: Mon Dec 22, 2014 8:01 pm
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loved to work with lifer1 on a mod...especially rotating blades!!

#126: Re: A Mod idea---call me crazy Author: lifer1 PostPosted: Wed Dec 24, 2014 5:36 am
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So... I've attached a preview of some maps I did a while ago and a few I've drawn up in the last day or so. Few more details to add - trees, huts, objects, etc. I figure they could pass for the A Shau valley area. Be aware: these maps are small (like 1800x1440) - I'd consider increasing size a bit here and there but I honestly believe smaller maps make for better engagements and less of a lag in waiting for the AI to respond.

Bel - one question about the mod: If it's set in the A Shau does it specify a particular time period, unit or battle? i.e. if it's around the time of LZ Xray, it's a week or two in 1965 and pretty much air cav and maybe some special forces against the NVA and (less so) VC.

Finally, re: spinning rotor blades. These worked in CCMT because they were inserted as aircraft and simply replaced existing helicopters in the close support role. Bel - I assume you've inserted your choppers as vehicles which means they are bound by the same code as tanks, which means (sadly) no rotor rotation.

#127: Re: A Mod idea---call me crazy Author: Bel8910 PostPosted: Wed Dec 24, 2014 3:13 pm
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lifer1...I knew that about the graphics...I just thought maybe you cracked the code!  My A Shau Valley mod covers a range of dates and times and even areas.  I have incorporated early MACV units, Air Cav units, Air Assault Units, Marine Corps and even Game Warden units into the game.  The original intent was to focus on the valley with one area dedicated to LZ X-ray, but it expanded to include Hue City, and general jungle maps that could be anywhere. The game even dips into Laos (Air America/CIA units!). So, in short, I didn't limit the game to one area or group of units.



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