Battlefront diffuse enfin de nouvelles images pour le futur Combat Mission Normandy, captures d’écrans qui permettent de voir plusieurs gros plans sur l’infanterie, un exemple du niveau de détail de la modélisation des véhicules et un autre montrant un environnement urbain, juste après un combat.
Battlefront précise que ces screenshots ne sont qu’un aperçu de la bêta, et qu’il y aura encore de nombreuses améliorations et ajustements au niveau des graphismes. On retiendra que l’équipement d’un soldat sera nettement mieux représenté (il y a bien des jumelles dans CMSF, qui donne un bonus au repérage, mais on ne les voit pas sur les soldats), qu’il y aura des variations au niveau des uniformes, que le jeu intégrera des bâtiments spéciaux afin de personnaliser les décors (ex : grange, église), que la topographie du terrain sera plus claire (nouveau système de shading) ou encore que par la suite vous pourrez voir diminuer le niveau des munitions d’un blindé en observant le nombre d’obus sur le ratelier (le cas échéant ; cf. screenshot de l’intérieur d’un M7 Priest ; M7 sur Wikipédia). Voyez l’annonce ci-après pour quelques précisions supplémentaires.
Vous trouverez aussi sur le forum officiel une présentation du système d’achat des unités dans le cadre des batailles rapides.
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Please understand that we have a TON of minor graphics tweaks to do. Those of you who have ever tested for us know how quickly they can be cleared up once we get to that part of the schedule. Therefore, don’t worry about minor glitches and what-not because we are well aware of them and they will be fixed.
Instead you should focus on the new things in these shots:
1. Soldiers now have equipment based on the type of guy they are and what primary weapon is carried. If a guy is a radioman, he has a radio. If a guy has BAR then he has BAR ammo pouches. Etc.
2. Uniforms graphics are now capable of variation. Notice that some US infantry is wearing the older kahki colored stuff, others are wearing the olive drab stuff. 3D objects on the soldiers, such as backpack configurations, can also be varied from soldier to soldier. #1 and #2 help reduce the « Clone Soldier » problem inherent in all previous CM games.
3. The game now supports customized, purpose built buildings in order to add more flavor for lower density (especially) areas. Barns, farm houses, churches, etc. These are distinctly different from the CM:SF style « building block » type buildings, though those are also available for higher density (especially) areas. Obviously without the Middle East look
4. Although it is probably hard to see in these shots, we have a different way of shading the terrain. This makes it easier to see topographical differences.
5. You can also see the amount of detail and care taken making the vehicles. The Priest shot has shadows turned off to make the details easier to see. And no, the ammo racks don’t deplete as shells are fired. The game is actually coded to do this, but we found a problem with that… Fog of War. We don’t think you should be able to move your camera over the enemy’s Marder III or M-10 so you can count how many rounds are left before deciding what to do Since this is a « fluff » feature we have put it aside for another day.
A special thanks to the testers who spent time taking cool shots for me to pick from. Great stuff!
Steve
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Cyberstratège vous propose de découvrir Axe & Alliés,
un magazine proposant un éclairage complet sur la Seconde Guerre Mondiale.