BA model replacements - Page 10

BA model replacements

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Anarchianbedlam
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Joined: 04 Dec 2010, 10:50

Re: BA model replacements

Post by Anarchianbedlam »

Sorry I haven't been working as hard as bob and pyra, (and lord knows i couldn't work as fast as bob) but It looks like Ill be doing most of the vehicles. And I wanted to get your opinion on the weasel concept I whipped up. Do you guys like the direction? or do you have major hard-ons for nostalgia? should i make this thing a complete triangle wedge or can i keep "tweaking" the design?

and as a side note Ill be working much faster after finals.

Image
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I-AM-WEASEL.jpg
Certainly more boxy and truck-like
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Beherith
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Re: BA model replacements

Post by Beherith »

I like it very much, looks quite close to a weasel! Thanks for your effort.
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Mr. Bob
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Joined: 11 Mar 2010, 09:05

Re: BA model replacements

Post by Mr. Bob »

Heres some more.

Intrusion Counter measure system
Shield Generator (The idea is to have a glowing ball of some sort in the middle.)
Radar t1 (taller!)
llt (taller!)
dllt (taller!)
T2 sonar
T1 sonar
Depth charge launcher
Fortress wall
Perimeter camera
Targeting facility
Cobra naval
Doomsday machine (Needs some work maybe. Not really sure of the concept.)

Image

And yes, before someone says it, I realize the scale is a bit off on a lot of them. But, that can be fiddled with when I finish the rest of the buildings and compare them.
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Tada5_mr Shader Element.png
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Gota
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Re: BA model replacements

Post by Gota »

The DD seems inferior in design to everything else.
Also the perimeter camera should be tiny both since it seems to me you are trying to make units like the original ones and the original is tiny and cause it cloaks and if its the size of an hlt it will be hit and detected much much easier.

Aside from these 2 its looking great.
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: BA model replacements

Post by Jazcash »

You need to think more about the sizes of the models, but that's nothing you should be worrying about as they're easily changed. The actual model designs themselves are stellar, keep 'em coming ^_^
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Hobo Joe
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Joined: 02 Jan 2008, 21:55

Re: BA model replacements

Post by Hobo Joe »

They all look amazing, I just think the one most common issue is that they're all a little short. From this shot, most noticeably the DDM, depth charge, and the wall.(I'm not talking about in relation to the other models, cause I know the scale can be changed easily, I just mean the height in relation to themselves.) Just remember that tower height and base size are pretty important balance issues. For example with the DDM, in BA you're able to build a viper directly in front of it and not block its shooting, however I can tell in your version that it would be blocked.

Only other thing that seems off is the camera, it's pretty bulky, like Gota said it's a tiny front-line thing you build to spy on the enemy, bigger means a bigger hitsphere and more easily uncloaked/easier to see.


Overall though, love the designs, they're really consistent and work really well as CORE. Keep it up. :-)
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Beherith
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Re: BA model replacements

Post by Beherith »

Mr. Bob wrote:And yes, before someone says it, I realize the scale is a bit off on a lot of them. But, that can be fiddled with when I finish the rest of the buildings and compare them.
Hobo Joe wrote:
Only other thing that seems off is the camera, it's pretty bulky, like Gota said it's a tiny front-line thing you build to spy on the enemy, bigger means a bigger hitsphere and more easily uncloaked/easier to see.
Gota wrote:Also the perimeter camera should be tiny both since it seems to me you are trying to make units like the original ones and the original is tiny and cause it cloaks and if its the size of an hlt it will be hit and detected much much easier.
0/2

I do agree about DDM needing to be a tiny bit taller, but it's a minor issue.
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Mr. Bob
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Joined: 11 Mar 2010, 09:05

Re: BA model replacements

Post by Mr. Bob »

Oh, ya I am going to remake the ddm. As for the scaling, it was so late last night that I just imported the models and rendered them out without thinking about it.
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

Remade the doomsday turret.

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Wombat
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Re: BA model replacements

Post by Wombat »

1000x better

btw, how do u plan to make it 'close' ? turrets hide inside these top 3 meshes which will move down later ?
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

Wombat wrote:1000x better

btw, how do u plan to make it 'close' ? turrets hide inside these top 3 meshes which will move down later ?
Oh....its a pop up turret? Looks like I'll be making this one again.
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Wombat
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Re: BA model replacements

Post by Wombat »

well, kinda half-pop-up, turrets hide and then some parts start to move up and close all stuff inside of a shell (what is important becouse it significantly increases turrets hp)

i think it could work as it is with proper scripts and animation
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Niobium
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Joined: 07 Dec 2008, 02:35

Re: BA model replacements

Post by Niobium »

Mr. Bob wrote:Oh....its a pop up turret? Looks like I'll be making this one again.
When closed it has extreme damage reduction (92%) in addition to already having the highest HP of a static turret, so it needs to look tough.
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

Oh, so it doesn't just collapse into the ground? I can work with that. I'll just put some serious armor pop up and have it collapse to be half as tall.
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Johannes
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Joined: 17 Sep 2010, 15:49

Re: BA model replacements

Post by Johannes »

Might be good idea to try a unit ingame and try all the buttons it has before making it to see, how it works exactly. But naturally it's some extra work so... (and use /cheat /give X ofc)
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Hobo Joe
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Joined: 02 Jan 2008, 21:55

Re: BA model replacements

Post by Hobo Joe »

Yeah, the OTA model doesn't pop up, it just closes. When it's closed it's basically a big rectangle that is almost invincible, then to open the panels on all 4 sides go out and the slide down around the base. Should probably watch it ingame. ;)
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: BA model replacements

Post by SirArtturi »

Mr. Bob wrote: Image
Neat, aswell as the latest progress.

Yet however, I think I cant agree with the concept of dragon teeths. Imo you should do the spikes, these look like half-way done fortress walls.
The idea of dragon teeth is to block enemy projectiles and stop movement of enemy units, so in that way they are not something that are supposed to take huge bombarment hits like the new teeths you made suggests...

Also suggestion: Make the pontoons of the floating facilities bigger so that they pop out and clearly tell that they are pontoons and the structure is floating on them.
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caldera
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Joined: 18 Oct 2005, 20:56

Re: BA model replacements

Post by caldera »

here is the punisher ingame
punisher.png
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How did you think about the teamcolor? At the moment it has none, the red is just texture 1.
Image
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Johannes
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Joined: 17 Sep 2010, 15:49

Re: BA model replacements

Post by Johannes »

Radar and llts probably still have too big footprints compared to height I think?

And can you get them somehow more shinier/metallic than the punisher in the pic? The unpainted parts are too much just grey imo.
Last edited by Johannes on 11 Dec 2010, 18:07, edited 1 time in total.
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scifi
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Joined: 10 May 2009, 12:27

Re: BA model replacements

Post by scifi »

awesome just awesome. keep it going :wink:
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