Erik Rutins wrote: |
CC in 3D will work well and maintain the option for the top down perspective that CC gamers are used to, while finally bringing CC forward in terms of its looks and interface to the 21st Century. We're not planning to throw out the baby with the bathwater here. It will be Close Combat. Making a new 3D engine gives you all the capabilities of 2D and a lot more. A new 2D-only engine at this point would not give CC the future success we would like it to have. Regards, - Erik |
platoon_michael wrote (View Post): |
[i]Scott Parrino The team will definitely be preserving the essence and atmosphere of the Close Combat series, we believe that moving it to the Unity engine will definitely help make it more current and also help greatly in addressing LOS and LOF issues from the "flat" graphical view of the classic series. Panthers in the Fog will be a well-done game in that more features and graphical fidelity has been added. Number of squads to control in Close Combat: Panthers in the Fog has been upped to a total of 21 squads, with sizes up to ten men! With Slitherine acquiring the Close Combat license, this will be the last Close Combat on the original engine, with a new Close Combat coming out in the near future utilizing a new engine. The graphical detail in Panthers in the Fog has been updated to 32-bit, with an improved UI as well, along with Slitherine's integrated multiplayer lobbies. Iain McNeil announced that the new Close Combat will be using the Unity engine, moving the series into 3D, while still retaining the essence of the game, while improving gameplay such as the LOS detail. Projected release is 2013, with a release on both the Mac and PC. In the not-too-distant future the series will move to the iPad tablet. |
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along with Slitherine's integrated multiplayer lobbies. |
AT_Stalky wrote (View Post): |
Thanx
so i remember right then 16 bits. When I draw map, I made em in 32 bits, and then saved em in 16 bits to be used in CC, cant remember that I saw any difference.. Was wnter maps though! How do you make maps Manoi? |
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Sapa wrote (View Post): |
more units = more clicks on girls running in the wrong direction |
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AT_Stalky wrote (View Post): |
Hm, I would not really mind “just” 35 maps.
I felt like 44 maps were rather cool on a strategy layer. Though I fined that the strategy layer design is very important, and probably more important than the number of maps. I don’t know if the 64 maps added much? You guys who played WaR and compared it to CC4, does the 22 extra maps add anything that can be translated into game quality improvements or enhancement of the game experience? |
Privateryan1 wrote (View Post): |
I see nothing wrong with 21 teams and yes 64 maps is a waste of time against the AI and too cumbersome . After all these releases and mods , I would like to see real air drops like in CC2 where you could reinforce an out of supply or cut off battlegroup and of course a settled upon map size where the AI will actually attack you .Large maps just don't work and what would be wrong with multiple airstrikes and an end of battle popup screen where you could write your own after battle report , save and of course print ! |
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Privateryan1 wrote (View Post): |
.The more mods I see the worse the vehicle graphics have become ( only my opinion ) . Thats why I have spent over two years making a SUPERMOD , where I managed to get all of the best vehicles into one mod and have the same in COI and of course have tried to make maps as well 3D as possible .Like this... |
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They also keep re-doing Normandy over and over again. |
johnsilver wrote (View Post): | ||
That is an understatement, as well as many of the usermade mods have been based on Normandy. Have been longing to see a Africa, even Italy based Mod with TLD, or WAR based Forcepool system. |
Manoi wrote (View Post): |
Don't know what you think but seeing the comments and the number of posts of some members of their staff on the matrix ans slitherine forum, I think that a new wind is (finaly) blowing on the CC world!!! |
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