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Happy :D
Joined: Tue Dec 04, 2012 3:22 pm Posts: 12
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 New barracks and refinery
What do you think bout this? P.s. I will upload other buildings later
Last edited by Happy :D on Mon Jan 14, 2013 5:01 pm, edited 2 times in total.
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Sun Jan 13, 2013 5:13 pm |
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Dusk
Joined: Wed Apr 14, 2010 4:34 pm Posts: 1228 Location: Finland
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 Re: New barracks (and other later)
Interesting. The flats look awfully stretched though and should be scaled down though. and could use a little more texture variation, but.. interesting.
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Sun Jan 13, 2013 7:58 pm |
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atac
Joined: Sat Jul 03, 2010 11:03 pm Posts: 1065 Location: British Columbia
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 Re: New barracks (and other later)
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Mon Jan 14, 2013 4:08 am |
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Toxiq
Joined: Tue Feb 28, 2012 8:52 am Posts: 85 Location: Austin, Tx.
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 Re: New barracks (and other later)
Wow. That is all I can say. This design is so unique and different than anything I've seen aow building-wise. I still have a couple of questions though: - I notice a force field as a door to the barracks, how does that work? Is there a switch for it? Is a "Walk-over-line-and-tagged-sector-activates" mechanic? Is it's operation ( means of use ) different for the opposing team? - Are there more entrances than just the front opening? (Any secret / back entrances?  ) Sorry for the bombardment of questions, I'm just like that sometimes. Anyway, good work. I'd love to see further work and possibly a finished product 
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Mon Jan 14, 2013 5:18 am |
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Happy :D
Joined: Tue Dec 04, 2012 3:22 pm Posts: 12
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 Re: New barracks and refinery (and other later)
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Mon Jan 14, 2013 4:57 pm |
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Toxiq
Joined: Tue Feb 28, 2012 8:52 am Posts: 85 Location: Austin, Tx.
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 Re: New barracks and refinery (and other later)
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Mon Jan 14, 2013 10:55 pm |
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atac
Joined: Sat Jul 03, 2010 11:03 pm Posts: 1065 Location: British Columbia
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 Re: New barracks and refinery
Boy, you sure like Renegade, don't you?
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Tue Jan 15, 2013 5:42 am |
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Happy :D
Joined: Tue Dec 04, 2012 3:22 pm Posts: 12
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 Re: New barracks and refinery
Yeah, I want to make Renegade buildings in Doom.
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Tue Jan 15, 2013 12:08 pm |
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K4r4t3k4n4k4s
Joined: Fri Feb 17, 2012 4:02 pm Posts: 178
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 Re: New barracks and refinery
Great work. I can certainly see potential in buildings not reaching to "the sky". Meaning you can pass buildings from above and for example make maps with base succumbed in a rift or valley.
Are you using mid objects in your design ? In that case you could probably replace door with lifts, if you'd want them.
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Tue Jan 15, 2013 1:24 pm |
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-=Dark-Slayer=-
Joined: Wed Apr 21, 2010 8:21 am Posts: 541 Location: South Australia
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 Re: New barracks and refinery
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Tue Jan 15, 2013 1:25 pm |
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Toxiq
Joined: Tue Feb 28, 2012 8:52 am Posts: 85 Location: Austin, Tx.
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 Re: New barracks and refinery
These buildings are pretty nice. I can't wait to see the obby. ...though I will suggest one thing : Can you use a texture besides flat23 ( or whatever It's called) for the buildings exterior? I know you made these in roughy half an hour but like... Being a sort of a mapper myself back in the day, It just kinda bothers me... It needs more differential. But anyway, you earned this → ☆
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Wed Jan 16, 2013 2:05 am |
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xstreet
Joined: Sat Feb 12, 2011 5:28 pm Posts: 36 Location: Russia, Krasnoyarsk
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 Re: New barracks and refinery
good, but need use more enters. and need delete c&c pics 
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Wed Jan 16, 2013 2:28 pm |
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-=Dark-Slayer=-
Joined: Wed Apr 21, 2010 8:21 am Posts: 541 Location: South Australia
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 Re: New barracks and refinery
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Wed Jan 16, 2013 2:56 pm |
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atac
Joined: Sat Jul 03, 2010 11:03 pm Posts: 1065 Location: British Columbia
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 Re: New barracks and refinery
He means to add more entrances to the buildings (Hand of Nod in Renegade has two + all the bay windows, the Refinery had two as well) and to remove the Nod logos from the buildings.
As for the .gif, I don't know either.
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Thu Jan 17, 2013 3:36 am |
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Toxiq
Joined: Tue Feb 28, 2012 8:52 am Posts: 85 Location: Austin, Tx.
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 Re: New barracks and refinery
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Thu Jan 17, 2013 2:57 pm |
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xstreet
Joined: Sat Feb 12, 2011 5:28 pm Posts: 36 Location: Russia, Krasnoyarsk
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 Re: New barracks and refinery
ye, Medicris right, i mean what for renegade balance its good. but for aow balans its bad, cuz very easy defend it, need minimum 3 doors (for example 1 big door and 2 small). nod logos in buildings is not good idea, cuz it not c&c. if some players want logos - maybe do it, but others logos (maybe someone have idea for it).
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Fri Jan 18, 2013 1:19 pm |
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Toxiq
Joined: Tue Feb 28, 2012 8:52 am Posts: 85 Location: Austin, Tx.
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 Re: New barracks and refinery
...someone please just explain the .gif ... Anyone.. Anyone....
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Fri Jan 18, 2013 2:26 pm |
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Happy :D
Joined: Tue Dec 04, 2012 3:22 pm Posts: 12
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 Re: New barracks and refinery
Refinery is finished. I will post obelisk or RC tomorrow.
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Fri Jan 18, 2013 7:07 pm |
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Toxiq
Joined: Tue Feb 28, 2012 8:52 am Posts: 85 Location: Austin, Tx.
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 Re: New barracks and refinery
Exelent work.
I can't wait to see the obby; that will surely be an interesting product
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Fri Jan 18, 2013 10:57 pm |
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Dusk
Joined: Wed Apr 14, 2010 4:34 pm Posts: 1228 Location: Finland
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 Re: New barracks and refinery
You sure love using that gray rust texture eh? Looks kind of monotonous, to be honest.
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Fri Jan 18, 2013 11:00 pm |
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