AntiquePunk mode. Operation: Pshada Bay

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AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

Greetings, dear community!

I just noticed this section, which was created specifically for posting modifications...
I think that perhaps I need to create an appropriate topic in which I will share the relevant progress regarding the process of creating the modification I am working on.
In general, I am creating a fantasy modification in the style of a technological alternative past in the setting of the world of antiquity, adjusted for the social and political changes that led to a fictional technological breakthrough in the field of steam engines sometime in the 3rd century AD.
The events of the modification unfold already in the last quarter of the 4th century AD. In general, the world of the AntiquePunk Universe looks like the period of the 1910s-30s of our history.
One of the features of the Universe being created is the ultra-widespread use of steam engines, the lack of research in the field of internal combustion engines, in-depth chemistry research, and the lack of research on electricity and gunpowder.
In general, for those who want to delve into the lore Universe, I will attach a file with a chronology of the main events preceding the modification of Close Combat:
AntiquePunk Universe lore v1.txt
(19.04 KiB) Downloaded 6 times
.
As for the AntiquePunk mode itself. Operation: Pshada Bay, then, the general picture of where and when events unfold looks like this:

Pontus Euxine War base map_v_a-01.png
Pontus Euxine War base map_v_a-01.png (6.48 MiB) Viewed 454 times

At the same time, directly, the events of the modification being created unfold in the north of the main events of military operations, in this remote corner of the Northern Black Sea region:

Pshada bay.jpg
Pshada bay.jpg (63.06 KiB) Viewed 454 times
AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

Re: AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

At the moment, a set of 5 maps of one of the landing areas has been drawn.
These 5 maps make up the complete set of the demo version of the mod:
map_01.jpg
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map_02.jpg
map_02.jpg (200.44 KiB) Viewed 453 times
map_03.jpg
map_03.jpg (136.81 KiB) Viewed 453 times
map_04.jpg
map_04.jpg (251.46 KiB) Viewed 453 times
AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

Re: AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

map_05.jpg
map_05.jpg (230.35 KiB) Viewed 452 times
AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

Re: AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

At the moment, I am working on modifying a set of weapons, both drawing samples of weapons and editing their parameters.
So far I can show a summary table of small arms:
AP_small_arms_weapon_set.jpg
AP_small_arms_weapon_set.jpg (143.73 KiB) Viewed 450 times
AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

Re: AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

The group pictographs are still being drawn...
Groops.jpg
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AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

Re: AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

It's weekends daily progress.
Sassanid empire and Arabia tribes icons small drawing progress:
daily progg.jpg
daily progg.jpg (122.22 KiB) Viewed 342 times
kev84
Posts: 2
Joined: Tue Jul 11, 2023 6:22 am

Re: AntiquePunk mode. Operation: Pshada Bay

Post by kev84 »

Looks great, when will you be releasing this mod? Also, do you know how to convert close combat 2 maps to the other close combats games such as close combat TLD etc?
kev84
Posts: 2
Joined: Tue Jul 11, 2023 6:22 am

Re: AntiquePunk mode. Operation: Pshada Bay

Post by kev84 »

Looks great, when will you be releasing this mod? Also, do you know how to convert close combat 2 maps to the other close combats games such as close combat TLD etc?
AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

Re: AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

kev84 wrote: Tue Feb 18, 2025 6:14 am Looks great, when will you be releasing this mod? Also, do you know how to convert close combat 2 maps to the other close combats games such as close combat TLD etc?
I'm currently at the stage of rendering, so to speak, small visual effects,
and there is still in-depth work to be done with the drawn maps... so I don't think I'll finish it in a
few months at the earliest...

I didn't do such a maps conversion from CC2, because I can't help here, I just don't know
AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

Re: AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

a fully completed selection of small arms:
Weapons_table.jpg
Weapons_table.jpg (611.87 KiB) Viewed 293 times
AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

Re: AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

I am continuing to work on the mod, now the process of creating an equestrian unit is underway, and the screenshots show the process of drawing sprites:
image.png
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image1.png
image1.png (57.67 KiB) Viewed 177 times
image2.png
image2.png (91.63 KiB) Viewed 177 times
image3.png
image3.png (25.82 KiB) Viewed 177 times
User avatar
Kanov
Posts: 350
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Location: México

Re: AntiquePunk mode. Operation: Pshada Bay

Post by Kanov »

really nice.
Are you drawing them by hand using some sort of sprite creator tool? how do you plan to do the animations?
Hard-core Spectre
AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

Re: AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

Kanov wrote: Thu Mar 13, 2025 2:48 pm really nice.
Are you drawing them by hand using some sort of sprite creator tool? how do you plan to do the animations?
Thanks !!

I draw by hand, without using any sprite tool, I just use the background of the reference layer with subsequent changes in the positions of the body parts.
Unfortunately, I do not know how to apply shadows depending on the angle of rotation of the unit. Therefore, I have to adjust each mask separately.

As for the motion animations, I've now stopped at unpacking the Soldier file, selecting all the individual animation files for the flamethrower movement,
and now, in the future, I'll slowly just redraw its sprites into sprites with a horse.
I have already deleted the animation of firing a jet of fire, as much as I would not like to leave something like Greek fire in my project,
but I feel that something needs to be sacrificed...

In the future, I plan to redraw the sprites of the machine gunner into the sprites of the infantrymen in long clothes..
AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

Re: AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

While I'm doing the tedious drawing of multidirectional sprites of the equestrian unit, I've prepared a small piece of art.
The original picture is not mine, I could not find the author, the original was presumably a Spanish infantryman of the early 20th century:
Sassanid inf ART.jpg
Sassanid inf ART.jpg (245.46 KiB) Viewed 139 times
AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

Re: AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

continuing to work on sprites of such units that wear traditional long clothes,
these will be units of the Armenian volunteers faction, Arab Bedouins and the Zygia militia:

Armenian volunteers:
Armenian.jpg
Armenian.jpg (237.26 KiB) Viewed 100 times
QMmszVeeWkI.png
QMmszVeeWkI.png (424.6 KiB) Viewed 100 times
AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

Re: AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

Zygia militia:
Zygs.jpg
Zygs.jpg (204.55 KiB) Viewed 99 times
PGZ_VHjW7fA.png
PGZ_VHjW7fA.png (321.27 KiB) Viewed 99 times
AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

Re: AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

Arab Bedouins (The screenshot shows pictures of goumiers marocains from the middle of the 20th century,
but only they show the emphasis on the striped coloring of their clothes):
Arab_warr_1.jpg
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bQr38mqYyyY.png
bQr38mqYyyY.png (366.5 KiB) Viewed 98 times
AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

Re: AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

image.png
image.png (35.4 KiB) Viewed 97 times
prjw73
Posts: 102
Joined: Sat Feb 17, 2007 12:36 pm
Location: The Netherlands
Contact:

Re: AntiquePunk mode. Operation: Pshada Bay

Post by prjw73 »

Great work, AntiquePunk! I enjoy seeing you making progress. When a new modder arrives on the scene it always remains to be seen how determined they really are, but you are definitely earning your stripes!
CC hobbyist, creator of mods.
https://www.facebook.com/buckandpete/
https://themodsection.net
Mod repository on pCloud: https://filedn.com/lgfBH2TMCHxYbUlxpDB3 ... Downloads/
Mod repository on Google Drive: CCModRepository
AntiquePunk
Posts: 35
Joined: Sat Apr 27, 2024 2:51 pm

Re: AntiquePunk mode. Operation: Pshada Bay

Post by AntiquePunk »

prjw73 wrote: Sat Apr 12, 2025 5:34 pm Great work, AntiquePunk! I enjoy seeing you making progress. When a new modder arrives on the scene it always remains to be seen how determined they really are, but you are definitely earning your stripes!
Thank you, prjw73!!
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