Too busy in my opinion, but maybe with some good color composition it would be easier to make out what is going on. All of that grey makes it hard to understand for me.
@Karl I'd try to remove the 'top floor' triangle with the 'fences', but keep those three 'stadium lights' at the ends, and see what happens. (When I feel reluctant to delete stuff I worked on, I keep it as backup and maybe use it on some other unit some time.) I think you don't need extra visual interesting things when you've already did a decent job on the rest.
Karl: I don't like it, too busy, seems like it is a communications relay rather than a reactor.
Too busy...? And what makes you think that it is a communication relay instead of a reactor? Then again Which part you think I should improve to make more fusion reactor like?
Firestorm: These mechs look cool but what are they for?
Well, if and when I feel confident enough about one of them, which should be soon , I was planing to ask ZeroK devs if they want to use it. (Not entirety out of the blue by the way, since a while back they specified to me what they might need.)
Too busy...? And what makes you think that it is a communication relay instead of a reactor?
you tell me.
Karl wrote:
Then again Which part you think I should improve to make more fusion reactor like?
you have a triangluar structure with with cell phone tower arrays... IMO my idea of power structures is more bland than most rts games.
but most games express fusion reactors more interestingly with some central power source *FUSION MAGIC* and stuff feeding out from it. here is one from YEARS ago that I did for the TALON faction.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
maybe get rid of the thin ring around the sphere, that connects the prongs/pillars: then have them wobble like this: so that it looks like regulating the powerlevel of inside the sphere or whatever.
Those spheres are so 1960s puppet scifi show. Modern scifi uses Torus shapes! Even actual fusion reactor technology moved away from spheres for containment ( with the odd exception ). You even get a pretty excuse for a whole new class of effects rather than the simple 'glowy orb'.
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
AF wrote:
Those spheres are so 1960s puppet scifi show. Modern scifi uses Torus shapes! Even actual fusion reactor technology moved away from spheres for containment ( with the odd exception ). You even get a pretty excuse for a whole new class of effects rather than the simple 'glowy orb'.
Go look at ARC reactors
Who needs realism as a excuse? Fanbois can make up there own reasons once you are done! And they do..
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
I like it... the clash of high detailed areas (hinting complexity) with big planes which later form the shape the rts player sees most of the time.. everything great there. Only the drive. The drive loks like someone glued a neon red pipe to it. Either hide the drive completely (makes the maschine mysterious) or else give it some space to call its place (pipes leading towards, armor bulking, colour wearing off were the radiation burns it away).
Oh, and.. if you have amourplates going in straight lines.. avoid those small uwv zigzags.. they destroy that feeling that it is hard maschinery and give that hint that the amor is just painted on a pudding.
Cool I'll keep the uwv thing in mind, the 'red pipe' isn't the drive however. It's meant as a large red sensor for sight. You can see the red sensor theme on the black dawn and krow within zeroK. (And yep I got inspiration from Mr Ds vehicles for the whole evil red eye thing )
Hopefully it's more obvious which way is front on the overhead shot?
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