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I've mentioned this in a few threads before, on /general/, /jp/ & /v/, namely, so a few of you may already know what this is all about. Short story long, I'm in the process of making a Valkyria Chronicles mod for Company of Heroes. This is currently a solo project, I can handle most of the shit that needs to be done, so I'm not actively recruiting people to help at present, though if anyone feels like offering help, chances are I won't say no.
The mod will only be MP skirmish to start off with, once that's fully finished a single-player campaign will likely follow.
Also, I'm doing this in vanilla CoH with the 1.71 patch, so if you have OF/ToV installed you're out of luck. There is, however, a way to have vCoH & OF/ToV installed at the same time, which involves registry changes, if memory serves. Google it, if you're interested.
This is intended to be a full conversion mod, so it will consist of the following:
Coding/editing/call it what you will.
Sound.
New maps.
New models.
New textures.
New UI stuff (icons/menus etc.).
Coding/editing is largely finished, so the game is playable in its current state, there's just a few minor things that still need to be added, some minor bug-fixing needs to be done, and the gameplay needs a bit of balancing work. All of that is fairly easy to do, I'll get to it later when I'm less busy.
The enemy AI also needs to be sorted out, as all the changes I've made have thrown it for a loop, I'll get that fixed at some point too.
I've just started on sound today, so that will get done over the coming days/weeks. Unit speech will be in English. I'm not using the Japanese voices, don't bitch at me if you don't like it, I don't care.
I've (roughly) drawn up some plans for a few maps and started making them, one is mostly finished, just needs some tweaking, and I've started on a second, so they'll get done at some point.
I'll be doing UI stuff when scans of the Developments Artwork artbook show up. Currently there's only some photos of a few pages floating around, but no scans. Someone from /v/ said they may be able to help out with that, so we'll see what happens.
Models & skins are up in the air at the moment, firstly because I'm busy working on the afore mentioned stuff, secondly because my experience with such things is rather limited, so these two things I'm likely to need help with, but if push comes to shove I'm sure I can figure it out, and thirdly because I haven't decided on what direction to take yet, art-wise. It's currently a toss-up between keeping the bright, colourful brushed/canvas look VC has, or going for a more realistic look to keep in line with CoH. I'm leaning towards the former, but I'd like some suggestions from people as to which they'd prefer.
Now then, the low-down on what's what. The Gallians' Squad 7 comprises one side, the Imperial Army the other.
First off, units. They and their weapons/abilities are as follows:
Scouts: Rifle. Grenade, rifle 'nade & ragnaid healing as abilities. Rifle 'nade is currently a global upgrade, may change it to a veterency reward to keep in line with VC.
Shocktroopers: SMG. Grenade, flamethrower & ragnaid healing as abilities. Flamethrower is currently a global upgrade, may change it to a veterency reward to keep in line with VC.
Lancers: AT lance + healing ragnaid. Probably won't implement the AP mortar lance.
Snipers: Sniper rifle. Healing ragnaid + camouflage ability.
Engineers: Rifle. Build & repair abilities, more potent version of healing ragnaid and a satchel charge (instead of the grenade x3 they have in VC).
Selvaria: Ruhm. No grenades/healing ragnaid/other abilities as per VC. She is quite strong, though.
Tanks: Main gun + coaxial/hull machineguns, the MGs differ slightly from tank to tank. Edelweiss & Lupus also have smoke & mortar rounds. The Shamrock will get its interchangable flame/gatling turrets if models get made for them, otherwise it'll use the standard main gun.
Tanks included are the Edelweiss & Shamrock for the Gallians, and the Light/Medium/Heavy tanks, Tank Destroyer & Lupus for the Imperials. The Dromedarius Heavy Tank may also feature for the Imperials, I haven't decided yet.
The Imps will also have Gatling/AT guns.
The Gallian infantry line-up consists of 6 scouts, 6 shocktroopers, 3 lancers, 3 snipers and 2 engineers. My whole squad from VC, mostly. There'll be an on-field limit of 1 for each soldier, for obvious reasons.
They are:
Scouts: Alicia, Noce, Aika, Freesia, Ramona, Juno.
Shocktroopers: Rosie, Vyse, Wendy, Jane, Lynn, Alex.
Lancers: Largo, Audrey, Elysse. No, I am not putting Jann in, don't fucking ask me to, I'm not doing it.
Snipers: Marina, Catherine, and Captain Eleanor Goddamn Varrot, just because I can.
Engineers: Dallas & Claudia. Really should add another one, but I'm not real keen on the others.
Gameplay-wise, the Gallians are a mainly small, but powerful infantry-heavy force, while the Imperials go for larger numbers of weaker units. The Imperials will utilize CoH's squad function to some degree, the Gallians won't.
The Gallian infantry will have some of their battle/personal potentials available to them in the form of positive modifiers, 3 to 5 of them, depending on the indivdiual, the exact modifier depending on the potential. Note that only positive potentials are in, I haven't implemented any of the negative ones, though for the sake of variety/balance I certainly could.
Production-wise, both sides have 4 base buildings plus the HQ. Units are 'bought' from these buildings, same as CoH. Each base building deploys certain units plus their respective upgrades.
HQ's are the same for both sides, deploying Engineers and infantry armour upgrades. The other buildings (with the possible exception of the Imp. Officer Barracks, which deploys Selvaria & Lupus) are pretty self-explanatory:
Gallians: Scout Barracks, Shocktrooper Barracks, Sniper & Lancer Barracks, Tank Depot.
Imperials: Scout & Shocktrooper Barracks, Lancer & Sniper Barracks, Tank Depot, Officer Barracks.
As I mentioned, upgrades all go into whichever building their respective owners spawn from. Having them all in one building would be more accurate in relation to VC, but I don't really like having more than 4 buildings around, 5 or more take up too much space for my liking, and why put stuff in a whole other building when there's plenty of space elsewhere alongside related items?
The upgrade system itself is a scaled down & somewhat simplified version of what it was in VC, each upgrade has 3 levels. Rifles, sniper rifles, SMGs, AT lances, infantry armour and tank guns/armour all feature, grenade & flamethrower damage don't, they aren't worth the trouble. I haven't implemented the different infantry weapon trees, reason being I don't think the AP mortar lance is worth bothering with, and the 'status down' small arms would more than likely be a pain to put in, as it's not possible for small arms fire to apply negative modifiers, to the best of my knowledge. I can think of several possible work-arounds for this, but I really can't be bothered with any of them, it's not worth the trouble.
If anyone wants specifics on the upgrades, let me know.
On another base building related note, veterency will be earned in combat for both sides, as opposed to purchasing it from a dedicated building. Having it come from a building would be more accurate in relation to VC, but I don't like that idea for two reasons: first being the same reason upgrades don't have their own building, second being I've never liked the idea of 'buying' veterency, it's fucking daft. Earning it in combat makes more sense to me, so that's what I'm going with. Again, if anyone wants specifics, let me know.
Next, Doctrines. At present, I only have enough ideas for one doctrine tree each side, with six items in the doctrine tree, same as CoH. One side of the tree is intended to be more offensive in nature, the other side defensive. If I can come up with a few more ideas, I'd like to spread out what I currently have to make two doctrines per side, one being primarily offensive, the other defensive. The doctrine trees consist of the following:
Gallians: Area Recon, Off-map Mortars, Awaken Potential, All Units Evade, Heal All, Off-map Artillery.
Imperials: Area Recon, All Units Attack, Heavy Tank call-in, All Units Defend, Heal All, Equus Off-map Arty.
I can see Area Recon making it too easy to drop arty on bases, so that may end up being either removed or altered significantly.
Awaken Potential will make one soldier dish out/take more damage for a short time, and the All Units X abilities will raise the respective stats of all soldiers in smallish area for a short time. Heal All does something similar.
The off-map arty abilities are pretty straight-forward, as is the Heavy Tank call-in.
Now, I have two ideas in regard to doctrine costs that I'd like some opinions on. First is to leave things the way they are in CoH, spending command points to acquire doctrinal items, then spending munitions to actually use the abilities, or manpower/fuel, in the case of the Heavy Tank call-in.
Second is to go with something more akin to VC. Using command points to pick doctrine items would remain the same, but doctrine abilities would require command points to use, instead of munitions, much the same as how command points activate Orders and request reinforcements in VC. Command points are, of course, acquired by gaining exp. points, which are acquired by killing stuff. Therefore, your command point income rate would be dependent on how well you fare in battle. Doing it this way also presents a choice to the player, either to unlock the whole doctrine tree, but only have enough command points available to make limited use of them initially, or to only unlock a handful of doctrine items and use them often.
Only potential problem with this is that experience/command points stop racking up after all items in the doctrine tree have been picked. I have figured out a way to get around that, but I haven't tried it yet, though in theory, it should work.
Exp. point/munitions income rate would need to be adjusted accordingly, of course.
Just a couple of misc. things to wrap this up.
First, team/combo attacks. This aren't really possible in CoH the same way they work in VC, best I can come up with is having some positive modifiers applied whenever a 'friend' of the unit is within a certain range. In the interest of balance and to prevent blobbing, this modifiers will only be minor, and each unit will only have one 'friend', as opposed to 3 in VC. Potentials such as Born Leader & Camaradaire will also work in a similar fashion.
Second, movement. VC's AP movement cost doesn't exist in CoH, so I've translated it into differing movement speeds. Snipers use the base CoH movement speed, though they'll move slower when using camo, shocktroopers & lancers move a bit slower than the base speed, while scouts & engineers move a bit faster than the base speed.
Tank movement speed, on the other hand, is based more around their top speed & weight, taken from the in-game encyclopedia.
Third, the implementation of VC's camp/reinforcement points. I can do one of two things here, first would be to continue using Forward HQs in civilian buildings, ala CoH, or use resource points, probably the manpower points, in the same manner.
FHQs make a bit more sense than points, problem is not all maps have civilian buildings available for capture & use. Kloden, Marberry, Barious & Naggiar come to mind.
Using points would be a bit accurate in relation to VC, but would look slightly odd, and may not actually be possible to implement, I haven't tried it.
Fourth, and last, there'll be no Valkyrian powers in-game. Namely because fancy beamspam weapons would be a bit out of place in what is supposed to be a fairly serious guns & tanks affair and they'd no doubt be a pain to animate & make look right in CoH's engine, seeing as it's not designed for such things.
As such, Alicia & Selvaria will function as normal soldiers, albeit a fairly strong one in Sevy's case.
'bout it, off the top of my head. If anyone has any questions/comments/suggestions, fire away.
This sounds kind of neat.
>So I'm guessing those with the Steam version of CoH are SOL too, right?
Not really sure, to be honest. As long as it's vCoH 1.71 it should be fine, but I'll find out.
I don't have any screenies as of yet, I'll take some of the map that I've finished once I've tweaked it a bit. The other map I'm currently working on doesn't quite have enough in it yet to warrant taking screenshots, but I'll take some as it nears completion.
For the record, the completed map is Bruhl - Outskirts, based off the very first VC SP map, and the WIP map is the town of Bruhl itself.
The maps I've currently got plans for are the two Naggiar Plains battles, outside the front gate of the Ghirlandiao Fortress, and the town of Vasel. I'll also do Kloden, Barious & Marberry at some point, and maybe a few of the smaller maps from those unique missions Ellet hands out, Largo's, Varrot's, Rosie's & Welkin's, namely.
I don't have a scanner, so I can't really up my plans. If you're really interested though, I could probably draw them up in GIMP or something. Anything in particular you'd like to see?
Chris, I even tried to contact you through [spoiler]messengers[/spoiler], but I couldn't find you anywhere.
I have a Steam acc, if you want to contact me there, see link.
>>6
Here's Vasel, I'll draw up Ghirlandiao shortly.
Note that these plans aren't meant to be 100% accurate to-scale drawings, I only put them together roughly so I know what goes where when I make them in Worldbuilder, although this version is a good bit tidier than what I drew on paper.
Vasel was pretty simple to work out, the original map itself is a decent size for CoH, so I didn't really need to alter it, unlike the two Bruhl maps, which have been enlarged/expanded on to make them a bit more interesting.
I'll probably end up moving some of the points around, the two VPs towards the outer edges especially. The fuel point in the middle of Randgriz Boulevard will be high, the other two will be mediums. The four munition points will be either low or medium, though I might end up switching out the high fuel point for a high/medium muntions point and change the medium fuels to high.
The position of the HQs isn't final, either, I might move the right-hand one south a bit, to where the Gallians have their base camp in VC.
Vasel Bridge & the river currently sit just outside the playable area, though I might move them in so they sit just inside the playable area.
>>7
Indeed you did, I haven't seen you signed in, though. I'm normally signed when I'm at the computer, but I have my status set to 'appear offline', so send me a message if you like, I'll respond to it if I'm around.
I'm not the easiest person to get hold of, I know, sorry.
>>8
Well, I guess I'll try again later, I'm a bit busy right now.
>>6
And here's Ghirlandiao - Front Gate. Again, pretty straight forward, though the map will be a bit narrower & longer than how I've drawn it. Also again, positioning of the points etc. isn't final.
The map is currently stacked towards one end a bit, so I'll have to do something with that, maybe thin out the sandbags/tank traps etc. a bit and add some stuff to the southern end.
I haven't fully decided on a plan for the interior of the fortress yet, in it's current VC state it's a bit cramped for CoH, so I'll have to expand on it.
One idea I do have is to combine the two maps, Front Gate & Fortress, into one map, with the Citadel wall stretching across the middle of the map, while one side starts inside the fortress, the other outside. If I did it this way, the two maps wouldn't need to be enlarged like I've done to make them suitable for CoH, then I could cut off the empty bottom half of the Front Gate map and fit the Fortress in to suit.
These two plans I just posted aren't the most interesting, I know, seeing as they're fairly accurate ports of the VC versions, due to the fact they're large enough to work well in CoH. The Naggiar Plains maps are pretty much the same.
The two Bruhl maps, plus Kloden, Marberry, & the unique mission maps, once I draw them up, are a bit more exciting to look at, they are/were a tad small in VC, so I've fleshed them out a bit to work in CoH.
Quick random question, but will defensive structures still exist? Sandbags, tank traps, mines, machinegun nests and so forth.
>>11
Yeah, they're still in, though I'm thinking of keeping MG nests for base defense only, and taking tank traps away from the Imperials, seeing as the Gallians only have two tanks.
I've got two maps, Bruhl Outskirts & Town, pretty much finished, barring any minor adjustments/changes, so I'll post some screenshots of them. I took these in Worldbuilder, so they aren't perfect, they look a bit better in-game. Don't mind the blue/green/red Low/Med/High arrows, they're just markers for the AI that Worldbuilder uses.
I'll put the maps themselves up as well, if anyone feels like playtesting them.
Here's the Outskirts, based off the first VC story map.
And here's the Town, which may potentially need its number of houses/buildings cut down somewhat. I playtested it, and it runs alright, but I suspect it could chug quite a bit on lower-end computers.
>I'll put the maps themselves up as well, if anyone feels like playtesting them.
Would you mind? I'd like to give them a whirl.
>>15
Here they are: http://www.mediafire.com/?tjndumx5whj
The maps are in .sgb format, so they go into YourmainCoHfolder/WW2/Data/Scenarios/mp and the CoH shortcut needs -dev added to it.
The 'art' folder contains the windmill, which I imported from OF, drop that into the WW2/Data folder as well.
So how did you guys go with the maps?
Any suggestions or comments? Lay 'em on me, I'm open to ideas.
These are my first CoH maps, by the by, so I am aware they aren't the greatest.
I'm starting to think the Outskirts map could do with a bit more work, it's a bit....lacking, I dunno.
I'm relatively happy with the Town map, though it might be a tad cramped.
Both maps could probably do with some resource point alterations as well. I also noticed I forgot to extract the sounds for the windmill when I imported it, so I'll get that sorted, and an entity file for it too, as it isn't garrisonable without one.
In other news, I've started on the Vasel map, so I'll have that up at some point during the next few days.
<--- Screenie of where it's at, for those of you who are interested. Roads are in, as is the riverfront & bridge, which I couldn't make as fancy as in VC, as no assests exist for such things in CoH, so I made do. Buildings are going in next, followed by resource points & detail.
I'm also trying to get the AI working properly, fucking temperamental cocksucking piece of shit that it is, so I can iron out any bugs or major balance issues that are left, though everything seems to be in fairly good order, from what I've seen of it.
Haven't done much in the way of sound work yet, just recorded a few things.
Also, I'd like some lolopinions on a couple of things.
Namely:
Which would people prefer?
2. Doctrine costs. I can either leave things the way they are in CoH, spending command points to acquire doctrinal items, then spending munitions to actually use the abilities, or manpower/fuel, in the case of the Heavy Tank call-in, or go with something more akin to VC, which would mean using command points to pick doctrine items would remain the same, but doctrine abilities would require command points to use, instead of munitions, much the same as how command points activate Orders and request reinforcements in VC.
Any preferences?
Oh, and does anyone know what the filesize limit is for /projects/?
>Oh, and does anyone know what the filesize limit is for /projects/?
If you're talking about the image size limit, then I think it is 1kb more than /jp/'s, whatever that is. Aya has a strange sense of humour.
>1.71 patch, so if you have OF/ToV installed you're out of luck.
I have the latest patched version of CoH on steam so would this not work with the mod?
If it's 1.71, yes it'll work with Steam.
If it's 2.xxx, which is what the latest patches for OF/ToV are, then no, it won't work.
While I adore the art style of VC, would it even be feasible to utilise it/something like it? Wouldn't it require some fairly chunky modifications to the engine? Maybe I'm completely wrong, I don't know much about modding, so feel free to prove me mistaken. For powers I'd just stick with the way CoH does things, with fuel and munitions and all that. It works well enough.
Haven't actually tried the maps out yet, even though I'm the guy who requested 'em. I'm so sorry, please forgive me ;_; I should have some feedback by the end of the weekend though.
First off, i gotta say this is such a fucking cool idea for a mod i don't know why it hasn't been done sooner.
I haven't played the maps yet but I'll do it shortly. First impressions on the screenshots is that they need more finer detail; lampposts, civvie cars, crates and general junk lying around to give the town a more lived in feel. Other than that i'm really impressed with the accuracy of the maps. GJ.
>Art Direction
Stick with CoH. I just cannot see animu bright pastel colours everywhere shit working at all.
>doctrine abilities would require command points to use after purchase
This is a great idea and you should totally do this.
Everything else seems fine and dandy. I eagerly await the beta/alpha.
Did you choose CoH because you know how to mod it, or because you like it?
Heh, I wish I could convince you to make a Men of War mod.
>>21
To the best of my knowledge, yes it is possible. Not in the exact same way as VC, though. I'm not sure it's possible to apply that 'brushed' look full-screen like VC has, but retexturing everything appropriately would make it look more or less the same.
Someone on the Relicnews forums told me CoH supports custom shaders for stuff like this, but I have no idea how they work, I'd have to find out.
>For powers I'd just stick with the way CoH does things, with fuel and munitions and all that. It works well enough.
Noted.
>this is such a fucking cool idea for a mod i don't know why it hasn't been done sooner
My thoughts exactly, though I must confess I was originally inspired to do this after seeing a model of the Edelweiss someone is/was making for CoH. They were starting to work on some sort of VC/other stuff hybrid mod, though it looks like they aren't bothering much with the VC side of things anymore.
My mod ideas are somewhat different to theirs, so I decided to start my own.
>First impressions on the screenshots is that they need more finer detail; lampposts, civvie cars, crates and general junk lying around to give the town a more lived in feel.
I thought that might be the case, though some of the detail is hard to see from the screenshots, as Worldbuilder doesn't render things well/at all from a distance. There are some lampposts in there, up the main road and around the windmill area, I can't put any civilian cars in because the only ones in CoH are wrecked versions, though I might see if OF has any I can import.
I also didn't want to go overboard with detail in the Town map because the sheer number of buildings is putting a fair strain on the map as it is, but I'll see what I can do.
>Stick with CoH. I just cannot see animu bright pastel colours everywhere shit working at all.
>This is a great idea and you should totally do this.
Noted and noted.
>>23
Both, I've been modding & playing CoH since it came out. OF/ToV not so much, on the other hand. Prior to this, my modding knowledge of CoH was mostly limited to the coding/editing side of things, but all the other stuff is pretty easy to figure out, so I haven't too much trouble. CoH is fairly easy to mod, nowadays anyway. Back before some of the mod tools got put together it was a different story.
I haven't actually played Men Of War yet, though I have been meaning to.
Okay, had a bit of a play around on the maps. Balancing is good, and the maps themselves are nicely made for the most part. As the other Anon said they're a little lacking in the finer details (although given Bruhl wasn't actually involved all that much in the war early game I suppose it makes sense they'd be 'clean'), and Bruhl Town feels curiously flat. The headquarters also feel a little out of place, oddly... naked. I can't explain it very well and its probbably all just in my head though.
Don't take anything I say too seriously and definatly wait for more feedback before you go changing anything, my thoughts on things tend to be hilariously mistaken most of the time.
Vasel - West has been completed, screenshots on the left, and is here if you're interested in it: http://www.mediafire.com/?jkncytomi1y
The map files go into the same place as the Bruhl maps, and the 'art' folder needs to be merged with the existing one, which contains the windmill. This new one has a couple of vehicles in it, which I shamelessly swiped from OF, much like the windmill.
Ended up being a bit more open in some places than I intended, trying to convert a VC map into a CoH-sized map messes up the scale of things, I've noticed. Didn't end up quite as accurate as I'd originally planned either, scale issues being one reason, I took some artistic liberty with it in some places.
The graveyard behind the church being one example, I've no idea what is behind the church, though from VC's in-game map it looks like a grassed area, so I threw a graveyard in. Another example being the industrial shipping yard thing in the middle of the map, that area is mostly rubble and sandbags in VC, so I did something with it, also the victory point is sitting where that tent should be. Some of the buildings aren't entirely accurate in relation to their VC counterparts either, the bigger ones particularly, but that's not really a big deal.
Also, I had some trouble with it crashing several minutes into a game initially, though I've since fixed it and it seems to be working properly now, but if it does crash let me know.
Any suggestions/comments/insults on it, fire away.
>>25
Yeah, keeping them 'clean' was what I had in mind when I made them, and Vasel, though I might make pre-battle damaged versions later on. 'Damaged' maps do look a bit more interesting, and CoH is geared more towards them than 'clean' maps, though destroying a clean, pristine map tends to be a bit more fun. Nothing quite like turning a bunch of intact houses and the surrounding scenery into smoking ruins.
>Bruhl Town feels curiously flat
It's supposed to be. The only raised piece of ground I know of is that bit behind a house on the main road into town, just north of the Gallian HQ.
I think I know what you mean about the HQs, I might see if I can do something with them.
Thanks for trying the maps out.
Now, what about the other 5 of you who DL'ed the Bruhl maps? What'd you lot think of them?
If you have any comments at all, or if you think they suck, speak up.
Just did a quick skirmish of the two bruhl maps and vasel. I was actually expecting multiplayer maps as I never play solo. I never played the Valkyria Chronicles although I did watch the anime so I have no clue whether the maps look like the ones in VC. Maps are alright I guess, no problems here. If you could, can you make bruhl outskirts a 8p map? I like how it is really plain and simple
Myself and the project are still alive, in case anyone was wondering, though I haven't done a great deal of work on it lately. I've been distracted by other stuff, that fucking faggot Real Life in particular. I also started playing Hearts of Iron 2 again, which was a big mistake. Oh well.
I've currently got 2 maps underway, Naggiar Plains I and Ghirlandaio Citadel.
I've done the base/HQ areas and started on the trenches in the Naggiar map, though the base areas look a little bit too clean & organized and the current trenches are a far too simple and boring, so some stuff needs to be changed there.
With the Ghirlandaio map, I decided to merge the front gate area & the citadel itself (2 different maps in VC) into one map, with the Imperials starting inside the citadel, the Gallians starting outside and the citadel wall & gate stretching across the middle of the map. Only the rail tracks and most of the wall/gate are done so far.
I'll post some pics when I get some more done.
I saw the post you made in the /jp/ OC-thread ages ago, and it's awesome that the project is actually still rolling.
About the art direction.
Now I haven't actually played CoH (I'm definitely going to because of this though), but I think that if you're making a VC mod for it, you should probably go all the way and have the pastel canvas look if it's possible.
I loved Valkyria Chronicles so much I'm downloading CoH just to try this out. I'll return with feedback later.
So, I've just realized it's been nearly two months since I last posted (again), fuck yeah laziness, procrastination and lack of motivation. I really hate myself sometimes.
ANYWAY
Work on Ghirlandaio is coming along, pic attached.
I think I mentioned this before, but Worldbuilder doesn't always render everything correctly/at all from certain angles & long distances, so some things in the map aren't very clear from the screenshot, finer detail like grass & railway tracks, for example.
Most of the outside area is done, just needs some detail added to it so it doesn't look so flat and boring. You might notice the two sets of walls (one earthen, one metal + gate) that are present in the VC map have been omitted here. First reason being scale issues, there isn't that much space for them without convoluting everything in the area, second being I think they'd just needlessly get in the way of the Gallians trying to reach the fortress. The two sets of trenches have also been simplified somewhat. Business as usual apart from that.
The fortress itself is unfinished, there's still several sets of stairs to put in, most of the walls need to finished off & adjusted, and the buildings/sandbags etc.. also need to be thrown in.
The gate/rail entrance in the middle of the map is quite different from in VC, I had to make it that way because of a shortcoming in CoH's engine. It's possible to travese either over or under something, but not both. If I'd made the top of the wall solid, there'd be no way through it on ground level.
I wanted to keep the ground level entrance open, so the top of the wall has to have a gap in it. As I said, it's because of how CoH's engine handles impassable terrain, there's nothing I can do about it. I would, however, like to put a non-solid object over the top of the gap that's consistent with the rest of the wall, so it actually looks like a proper entrance. Couldn't get any of the default assets to look right in that regard, so I'll try to make something later.
Now, with the four towers in the fortress, I may have to leave them out for the time being, because nothing suitable exists in the default assets, so that'll be another thing for me to make.
I could make a tower with the height editing tool and paint a texture on it, but textured sheer vertical surfaces (sheer vertical surfaces in general, actually) tend to look pretty shitty in CoH, so that may not work out.
One last thing to note, the spotlights and map light settings.
I'm going for a similar dusk/evening look as in VC, with spotlights/flood lights/lamps dotted around the place to give it some atmosphere. May look a bit silly at the moment, I haven't got the light settings quite where I want them, all the various lights aren't in yet, and the lighting looks slightly different when zoomed way out like in the screenshot.
>>29
Noted. Actually, what I might do with the art is put together some stuff in both styles, standard CoH look & the VC look, then go with whatever looks better. Or do both, if I can pull that off, then people can use whichever they prefer.
Just personally though, I'm inclined to stick with VC's art style, it was one of VC's drawing points after all, would be a shame to leave it out. Also, with my limited knowledge of such things, a simple, colourful art style with some sort of brushed/canvas filter put over the top should be easier to do.
>>30
Glad to hear it, though there isn't much to download or leave feedback on at present.
Once I finish with the Ghirlandaio map, I might drop the mapmaking for a while and get started on some modelling or skinning or something. The maps aren't terribly vital, so I can do them later. As I mentioned before, the coding/gameplay stuff is pretty well done, it just needs to look like VC so people can start testing/playing it, so I'll try to get on with that soon.
YO! great idea!
I was actually thinking of this mod 2 nights ago and just Googled this today.... GREAT WORK!!!!
Have you thought of posting this up on a blog for easier access?
CHEERS from Vancouver!
PS: Could you re-post the maps and screenshots on mediafire again?
THANKS!
Fuck yeah, bi-monthly thread update.
Ghirlandaio is nearing completion, I should have it done within the next few days if all goes according to keikaku.
I've re-upped the two Bruhl maps & Vasel, they've had some minor improvements made to them.
http://www.mediafire.com/?bg2t4v5sxctvjhc
http://www.mediafire.com/?8h78d7u52n7ljbf
http://www.mediafire.com/?j1dbh8ca3kpw03c
Found someone who's going to scan the Developments Artwork artbook in the very near future, so UI stuff & icons are next up on the chopping block. I might do some work on the second Naggiar Plains map as well, even though I said I was going to drop mapmaking for the time being, but it should be pretty simple & straightforward to put together, and I'm actually feeling (somewhat) motivated for a change.
Provided my motivation hangs around, expect more updates soon.
Oh, and one last thing before I forget: does anyone with a copy of VC have a Bluray drive in their PC? I'm very interested in ripping the audio straight from the game disk instead of spending hours sitting here recording stuff & editing it, so if someone could find out if it's possible or not, and I strongly suspect it's not, I would be most grateful.
OHO!
Someones scanning Dev. Artwork artbook soon eh? Nice!
Thx for the reply man!
It's actually pretty easy to find the Valkyria Chronicles OST online. I believe it has pretty much EVERY song in the game covered.
PS> Keep up the good work! definately looking forward to this
^I think he wants the voices of the in-game characters, not the OST ><
First version of Ghirlandaio is finally finished, and you can find it here: http://www.mediafire.com/?5k5p0808o6am8u0
Took me long enough.
Couldn't come up with anything I liked for those towers, so what I've put in to replace them will be there until I work out something better.
Let me know how you go with it, I'm especially interested in units shooting through walls, I'm not 100% certain I've entirely eliminated that problem.
>>32
>>33
>>35
>>36
>>38
>>39
>>40
Right, you, listen here. I'm guessing you've never used an anonymous imageboard before, so I'll be nice and fill you in.
First up, you don't need a name, this is an ANONYMOUS imageboard for a reason. Secondly, don't use emoticons, they're juvenile and the users here don't appreciate them. You don't need to tell me where you're from, or use excessive amounts of capital letters & exclamation marks, or put 'PS' at the start of your posts, or thank me for replying, either. That sort of behaviour isn't acceptable here, don't do it.
You can stop spamming the thread, too, and your OS has nothing to do with it, condense your fucking posts. This board has a delete post function, use it.
>>37
That goes for you as well.
Sorry, I did not mean to agonize you.
We are just so very excited over here on this project.
And please forgive me of the spam post, I am not familiar with this image board, I use 7chan and quoting is far easier for me.
I would not had spammed would it have been familiar to me.
And regarding the OS... you must understand how frustrating is it for me to use Windows 7 from XP... its very... irritating...
I hope you understand.
I have given the map links to my friends to test it out, but I myself will be unable to play as I will be away for a month, overseas and not having CoH with me. Once its done, I will inform everyone here how the map is.
Keep up the good work and many thanks again for the map making and effort to do so.
Cheers and I eagerly await your next update.
First version of Naggiar Plains II has been completed, in record time I might add, and can be found here: http://www.mediafire.com/?8ybty13zk508bzl
>>42
Don't start with that
First version of Naggiar Plains I has also been completed, and can be found here: http://www.mediafire.com/?bzrhchkwwbj6prc
Kloden is up next.
is this mod just the maps or does it also have valkyria models in it?
Does this also work for the Company of Heroes: Online version?
A little OT, but my Artbook-fetish friend just confirmed that the English version of the very excellent Valkyria Chronicles: Development Artworks (Jap. language) is coming in February next year.
The english ver. is called Valkyria Chronicles: Design Archive
http://www.amazon.ca/gp/product/1926778162?tag=parblo0c-20&link_code=ur2&creative=9325&camp=211189
Thank God I waited!
Hey, posting a good 8 months after last post. If this isn't dead, let me know... Kinda depressed that looks like SEGA America isn't doing VC3 here. Thought I'd dig this up again. Dwnloaded the maps, any word in the mechanics/characters. If this is dead, srry bout barking up a dead tree.
Another guy who's also depressed VC3 prob isnt coming and looking this up as well. Looking for other places to get my Europan fix. Guess I'll just check in a few months.