| The Town of Novac. | |
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+13cody20 Narcissus Lord GreyWolf ClausLars Colonel Prius Laney dumdeedum Arachas Gatlag Stonetooth Chuchosky edward Mordheimer Komfritten 17 posters |
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Arachas
Posts : 1880 Join date : 2010-08-15 Age : 40 Location : Secret Volcano Lair in The Netherlands
| Subject: Re: The Town of Novac. Wed Jul 27, 2011 4:04 am | |
| I see your point about color, though. Then again ruined cities are grey by default. Perhaps you could add some plants along the road, that would give it color. And since you've alreadt painted the yellow/red, I'd just keep it that way. It's cool, really. | |
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Laney
Posts : 3352 Join date : 2010-02-13 Age : 48 Location : Colchester, Essex, England
| Subject: Re: The Town of Novac. Wed Jul 27, 2011 4:07 am | |
| Brilliant job! Really impressed by the quality and speed of this scenery build - keep it up! Laney | |
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Komfritten
Posts : 637 Join date : 2011-06-29 Age : 45 Location : Nørrebjerg Runddel, Odense, Danmark
| Subject: Re: The Town of Novac. Wed Jul 27, 2011 7:27 am | |
| Ok finished the crossroads, and continued on the industrial building. As you can see I painted the edge of the pavement (that was the word!) grey and yellow... comments on that please: Oh! An another thing I found out painting the edge of the pavement: I have to make the turns and crossroads to both start with a yellow stripe... and not (and remember to paint stripes on the road... I also found an old industrial silo, and smacked it on a board, to integrate it into the forthcomming city : Now to clean up my working table... how does it get so messy?! Well, an hour of off-time cleaning up, will definately speed up the process (because then I will be able to find my tools...). | |
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Arachas
Posts : 1880 Join date : 2010-08-15 Age : 40 Location : Secret Volcano Lair in The Netherlands
| Subject: Re: The Town of Novac. Wed Jul 27, 2011 8:10 am | |
| That's it: I'm making roads, too. YOU ROCK! | |
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Colonel Prius
Posts : 674 Join date : 2010-09-07 Age : 39 Location : Amersfoort, Netherlands
| Subject: Re: The Town of Novac. Wed Jul 27, 2011 8:51 am | |
| That really is some awesome work! The grey on the pavement is better than the red I think, it blends a bit more and doesn't distract as the red does. Hmm, it is inspiring me to also start building scenery again.... | |
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Gatlag Stonetooth
Posts : 1427 Join date : 2009-07-15 Age : 45 Location : Ridderkerk, The Netherlands
| Subject: Re: The Town of Novac. Wed Jul 27, 2011 9:31 am | |
| Sweet stuff! I really like your roads! Btw I see you have taken the avatar, suits you well! | |
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Komfritten
Posts : 637 Join date : 2011-06-29 Age : 45 Location : Nørrebjerg Runddel, Odense, Danmark
| Subject: Re: The Town of Novac. Thu Jul 28, 2011 5:35 am | |
| First I apologize for the poor quality of the pics, but it's not that important for what I want to show you. Ok I've been working a little, and were able to do some ground work. You should be able to get the "feel" of what the potential is in this terrain - I am, meself, very happy about the potential dynamics, and the ability to make really "clusteret" and "dense" cityscapes. A kind of overview: And here I placed the (not finished) industrial bits together, to create some more dense terrain. I should be carefull ( I see now ), not to pack the pieces *too* much, disabling my mini's to do actual warfare Next update will probs be after the weekend, as I have to attend some familiy soiree (or something).
Last edited by Komfritten on Thu Jul 28, 2011 7:37 am; edited 1 time in total | |
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Komfritten
Posts : 637 Join date : 2011-06-29 Age : 45 Location : Nørrebjerg Runddel, Odense, Danmark
| Subject: Re: The Town of Novac. Thu Jul 28, 2011 5:40 am | |
| For fluff-reasons I'm working on street signs, and am trying to figure out a good way to make "placeholders" to place lamp-post and street signs in, so they can be taken off and moved around to match the story of the game. | |
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Arachas
Posts : 1880 Join date : 2010-08-15 Age : 40 Location : Secret Volcano Lair in The Netherlands
| Subject: Re: The Town of Novac. Thu Jul 28, 2011 6:23 am | |
| If I may offer a suggestion for future projects: tall buildings and catwalks. Tons and tons of fun during games. | |
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Komfritten
Posts : 637 Join date : 2011-06-29 Age : 45 Location : Nørrebjerg Runddel, Odense, Danmark
| Subject: Re: The Town of Novac. Thu Jul 28, 2011 6:42 am | |
| Ya - that is the way to go. Next couple of buildings will be more than 2 levels. Any suggestions on how to make catwalks / overhangs and such, look like they were made of metal? I can't seem to get the hang of it! And splashing boltgun metal is *not* the way tryed it - it all comes down to textrure... Oh, and I started painting my sign for Wilfrieds Waste-O-Matic. Every city should have one: | |
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: The Town of Novac. Thu Jul 28, 2011 8:40 am | |
| Look at the guy in the brush-cup (the Pepsi one)... that is EXACTLY how I felt when I saw your terrain! FU** YEAH!!! It is SUPERB! Arachas is right (but don't tell him... after a year, I just won my first argument/debate with him 30 secs ago and I need him to feel defeated and crushed! )... you will need elevation. As you play more, you will start thinking more three-dimensionally... going UP to gain tactical advantages. And NOTHING says EPIC BOSS FIGHT like having both your Leaders fighting in Close Combat in a 3rd Floor rook (whoever gets down may FALL!!!!) Some inspiration... KEEP UP AMAZING WORK!!! SUGGESTION: If you are going for the post-apocalyptic look, you need some DRY grass growing in some places and some DUST (drybrush!) in some places (helps minimize the shine of new paint and breaks the monotony of all-concrete town.) IDEA: This will earn me a 1st Class Ticket to hell... but here I go. Make a devastated playground. It will humanize your town (DAMN!!! THERE WERE LITTLE KIDS THERE?!?!?! ) A couple of swings (maybe broken), a slide, etc... Think of the scene in Terminator 2 with the playground.... SEE?!?! Your ART is inspiring all of us! Keep it up man! | |
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Komfritten
Posts : 637 Join date : 2011-06-29 Age : 45 Location : Nørrebjerg Runddel, Odense, Danmark
| Subject: Re: The Town of Novac. Thu Jul 28, 2011 8:55 am | |
| Hmm I'll have to think of how to make the sky... | |
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Komfritten
Posts : 637 Join date : 2011-06-29 Age : 45 Location : Nørrebjerg Runddel, Odense, Danmark
| Subject: Re: The Town of Novac. Tue Aug 02, 2011 5:23 pm | |
| Ok, been away some time for real-life reasons, yeah have to have them too I've started this piece up, because of the advice to get some elevation: And smacked an old building on a module, just to get some work done: So hopefully I'll get some work done over the next couple of weeks. (I know the pics are crap, but my phone is so scratched, and my camera were out of power... exuses i know! ... but I'll promise to make some good ones soon) | |
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: The Town of Novac. Tue Aug 02, 2011 7:39 pm | |
| Starts looking good. My advise... make sure the terrain is 'playable'. I mean, if I had a guy all the way in the top floor (2nd photo)... can he SHOOT at the ground level (24")? If so... it means that you will need 3 TURNS to reach me. Is that fair? Now... I give my guy a Long-Las Rifle and add a Scope for 36" range. He could spend the WHOLE game up there, shooting at people without a SINGLE chance of getting shot. Now I add Cameoline and/or Skills that allow him to take a Cover Save. You never get me.... not because I'm good but because the terrain cheated you of a fair chance.
I like the 2nd building VERY much! Thanks for sharing! | |
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Komfritten
Posts : 637 Join date : 2011-06-29 Age : 45 Location : Nørrebjerg Runddel, Odense, Danmark
| Subject: Re: The Town of Novac. Wed Aug 03, 2011 3:19 am | |
| Hmm get the point concerning the chimney - or whatever that thing is. I think I solved it by introducing more versality into the height I do not have any more magnets at this time, but I did this: I think I will use the full height when the terrain allows for it, using gangways and 'bridges' between buildings. And when the fluff demands it | |
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Arachas
Posts : 1880 Join date : 2010-08-15 Age : 40 Location : Secret Volcano Lair in The Netherlands
| Subject: Re: The Town of Novac. Wed Aug 03, 2011 4:05 am | |
| There is so much win in this thread. Great job man. I wish I had your terrain making skills. Be sure to add some cover to the top levels. Barrels, debris... something. Or else your guys will be nothing but targets! | |
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: The Town of Novac. Wed Aug 03, 2011 7:05 am | |
| MUCH better! Now the tower seems 'reachable'... and looks COOL! On top, you could make a (removable) radar dish (communication array!), surround the platform with a security wall (provides light cover and looks realistic!) and have a permanent ladder (on the right... near the other roof)... then add another ladder from that 'floor' to the one below. On the left of the model, you could make a gated chain-link fence... the gate broken and the fence torn in some spots. This simulates that at some point, this could had been a 'secured' facility. AWESOME WORK! Can wait to see MOAR!!! | |
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Gatlag Stonetooth
Posts : 1427 Join date : 2009-07-15 Age : 45 Location : Ridderkerk, The Netherlands
| Subject: Re: The Town of Novac. Wed Aug 03, 2011 7:24 am | |
| Kick arse terrain! And like Billy said: Moar! | |
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Komfritten
Posts : 637 Join date : 2011-06-29 Age : 45 Location : Nørrebjerg Runddel, Odense, Danmark
| Subject: Re: The Town of Novac. Wed Aug 03, 2011 11:51 am | |
| Quick update: Added the start of a com. array. A low wall on ground lvl. Have commenced work on some sandbags for the tower level. Have added cardboard at the back of the windows. They are to be painted black, and barred with tree and metal pieces. The door is a first try to make a metal re-inforced door. The line just under the "roof" is to be painted red on metal - just for flawor. Added some "Pipelines" out of the building - have yet to find out why they need that at a communications array... | |
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: The Town of Novac. Wed Aug 03, 2011 3:33 pm | |
| You are made of 100% ppure WIN! It looks playable already... WOWOWOWOWOWOW!!!! | |
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Arachas
Posts : 1880 Join date : 2010-08-15 Age : 40 Location : Secret Volcano Lair in The Netherlands
| Subject: Re: The Town of Novac. Thu Aug 04, 2011 3:00 am | |
| Denmark is not too far away. So... BRING THE STUFF OVER! NOW!! | |
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Gatlag Stonetooth
Posts : 1427 Join date : 2009-07-15 Age : 45 Location : Ridderkerk, The Netherlands
| Subject: Re: The Town of Novac. Thu Aug 04, 2011 3:01 am | |
| Sweet! More pics! Looking great so far! - Komfritten wrote:
- Added some "Pipelines" out of the building - have yet to find out why they need that at a communications array...
Every building in the dark future should have pipelines! | |
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ClausLars
Posts : 177 Join date : 2011-01-23 Location : Connecticut, USA
| Subject: Re: The Town of Novac. Sat Aug 06, 2011 1:01 pm | |
| - Komfritten wrote:
Added some "Pipelines" out of the building - have yet to find out why they need that at a communications array... Gatlag has a valid point, and grimdark is really all the explanation you need. If you want some more realism it's easy. Cooling water. A comm array that big would have plenty of electronics (think big banks of servers) which make tons of heat, enough that'd they'd screw up thier circiutry. To solve the problem they dig a well (or it could go to a set of underground pipes) and pump in nice clean cool water. Going to pipes would make more sense I think, since you made two then it's probably supply and return, and if you are taking from a well, there wouldn't be any need to return it. EDIT: Can't believe I forgot to mention how awesome everything looks. I could work for a year and have little hope of matching what you've done in weeks (if it has even been that long). | |
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Arachas
Posts : 1880 Join date : 2010-08-15 Age : 40 Location : Secret Volcano Lair in The Netherlands
| Subject: Re: The Town of Novac. Sat Aug 06, 2011 3:57 pm | |
| - Gatlag Stonetooth wrote:
- Every building in the dark future should have pipelines!
QFT, haha! | |
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Komfritten
Posts : 637 Join date : 2011-06-29 Age : 45 Location : Nørrebjerg Runddel, Odense, Danmark
| Subject: Re: The Town of Novac. Wed Aug 10, 2011 5:30 am | |
| OK been laying low for a few days, but here is what I've done so far: - The windows have been barred - The "metal stripe" around the house have been painted but lack weathering. - Put op some permanent ladders to reach the higher levels - Put some pipeline in to add some features. I still need to: - weather it down - find out what to do with the front entrance pipelines. - put up some propaganda posters and commecials - put up some sandbags on the higher level, to give some cover. There it is - stay tuned for more | |
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