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Spaceport [TS] (WIP)
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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Fri Oct 05, 2007 12:20 am    Post subject:  Spaceport [TS] (WIP)
Subject description: need suggestion
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I moved the Fuel Tanks onto the other side (aircraft where landing on the tanks, not the pad), also I found who stole the dishes, and they are now setting in 3'x5' cell Laughing

General out



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Last edited by Chaotic General on Sat Oct 06, 2007 12:47 am; edited 3 times in total

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Fri Oct 05, 2007 12:27 am    Post subject: Reply with quote  Mark this post and the followings unread

looks decent, but the verdent color doesn't seem right, as well it doesn't look enough spaceport-ish, maybe some lights/beacon type things and maybe a bit more towards the control tower.

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Fri Oct 05, 2007 6:47 am    Post subject: Reply with quote  Mark this post and the followings unread

remaps need some tones and shading..its pretty good just needs more detail work...some strips..maybe a windsock. XD

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jadems
Medic


Joined: 10 Jan 2005

PostPosted: Fri Oct 05, 2007 11:24 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd expect a Spaceport to be big a circular for ships, not like a runway.
And I think it'd fit in if it were a tad darker

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Fri Oct 05, 2007 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK I went in and remade the spaceport, but it looks more like a outpost now, but it still looks good

^check out the new pic^

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Fri Oct 05, 2007 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

What game is this for, it looks a bit blocky for TS or RA2 so I assume its for generals or TW, but you should indicate that in the topic IMO so people can make a more informed comment. IF this were for TS or RA2 I'd say up the poly count on those turbine things.

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jadems
Medic


Joined: 10 Jan 2005

PostPosted: Fri Oct 05, 2007 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mmm, hope it's for TS. It already has the TS feel, knida.

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Fri Oct 05, 2007 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks much better, but where'd those satalite dishes go to?

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Sat Oct 06, 2007 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Found the dishes.

It getting closer to being done

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sat Oct 06, 2007 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

it reminds of me. of the Ultimate Doom buildings, complete with toxic pool. ^^

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Sat Oct 06, 2007 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

You need more variety in the textures, those little pod things wouldn't be made of the same stone like material the tower is made out of for example, they would probably be metal spheres. They should also be made out of cylinders or UV spheres IMO rather than the beveled cubes they seems to be made of now. I also don't like the green you used for the landing bay, but that's not a deal breaker IMO.

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Sat Oct 06, 2007 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

It good, need some work, but good :p

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Sat Oct 06, 2007 4:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks pretty good now dude! Like the others said, I'd make the pad not green(but that cylinder can stay green), and make the tanks round. Definitely DooM like, one of my friends was doing a doom rts but stopped working on it. His structures looked pretty similar.

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Sat Oct 06, 2007 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hows this, I think it is near completion, I just need to make a damaged state.



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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sun Oct 07, 2007 6:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Looking much better. I think maybe if you can separate the landing pad slightly away from the building. and also making the remap elements more true to traffic marking not to mention some tones..Smile

@Xenology_311: Do you mean, The Battle for Mars?

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Mon Oct 08, 2007 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Indeed I do Ickus. That star port is definitely on its way to being completed!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 08, 2007 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

the remap parts look too clean. You should use a red texture for them.
And another small thing, the upper radar dish looks like a tube. It seems that the border is too thick.
But the rest looks very nice.

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