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Author Topic: Colonial Marines project (the Terminators are coming! 27/1)  (Read 86025 times)

Offline manatic

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Re: Colonial Marines 'bug hunting' project (colony walls wip 25/2)
« Reply #75 on: 25 February 2011, 09:31:49 AM »
Haven't they been released?  They're on the website under beasties etc.
Ah, meant the Aliens Kev sculpted for Akula.

Your project's coming along great, so sorry for derailing the thread a bit!

Offline Bako

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Re: Colonial Marines 'bug hunting' project (3D dropship added 22/2)
« Reply #76 on: 25 February 2011, 09:33:40 AM »
Mass Effect?  I just googled it and it's a game, right, but what are these fusion containment props?  Sounds interesting!

They're just objects/environmental props in the game, and so far as I can tell, not interesting enough to warrant pictures on Google. Antenociti's Workshop has a number of doodads in their shop that look like they're straight outta' Mass Effect, if you're interested though.
Everything is better with lizardmen.

Offline Braz

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Re: Colonial Marines 'bug hunting' project (colony walls wip 25/2)
« Reply #77 on: 25 February 2011, 11:03:16 AM »
That dropship WIP... :o. You are the Macgyver of scratchbuilding. Can't wait to see more.

Offline Braz

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Re: Colonial Marines 'bug hunting' project (colony walls wip 25/2)
« Reply #78 on: 25 February 2011, 01:28:21 PM »
I vote for Mythbusters.
I understand fully where you're coming from, for me too conceptually it has to work. One of my favorite past-times is designing stuff on paper until it 'works'. Keep it up.

Offline Hupp n at em

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Re: Colonial Marines 'bug hunting' project (colony walls wip 25/2)
« Reply #79 on: 25 February 2011, 03:20:30 PM »
I was a little skeptical when I saw the chinook, as it is so recognizable; never realized how much of that was due to the front "bump" rotary housing and the two rotors!  Seriously, genius.  And for as much "CD" terrain as I've seen, I think this is the first CD case terrain I've seen.  lol  Really cool, tucking that away for future use.  ;)

Offline apeekaboo

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Re: Colonial Marines 'bug hunting' project (colony walls wip 25/2)
« Reply #80 on: 25 February 2011, 07:27:55 PM »
Cool project!
Can't wait to see the finished dropship.

Offline 6milPhil

  • Galactic Brain
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Re: Colonial Marines 'bug hunting' project (colony walls wip 25/2)
« Reply #81 on: 25 February 2011, 11:43:09 PM »
Top Thread!  :-*

Offline Blackwolf

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Re: Colonial Marines 'bug hunting' project (colony walls wip 25/2)
« Reply #82 on: 26 February 2011, 06:10:44 AM »
Dropship is great SI,clever use of the heli. :)
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Offline AKULA

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Re: Colonial Marines 'bug hunting' project (colony walls wip 25/2)
« Reply #83 on: 26 February 2011, 09:47:35 AM »
Quote from: Silent Invader link=topic=25459.msg323147#msg323147 Meantime, have made progress with the first of the colony boards using techniques much influenced by Braz and Akula.[/quote

Definitely more by Braz, than me - for starters, yours (and Braz's) look like its been planned out, rather than made up as you go along.

 :D

Out of sheer curiosity, why aren't they getting a release? IP concerns? Would probably sell like hotcakes.

Simple, I don't want to be sued, plus i don't need to turn a profit on them, and don't want the hassle of becoming a figure company, as I do this for fun.

 :)

Offline zizi666

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Re: Colonial Marines 'bug hunting' project (colony UPDATE 26/2)
« Reply #84 on: 27 February 2011, 06:03:02 AM »
Cool, ventilation ducts.
just what a Xenomorph needs to sneak up on a marine. lol
Do not meddle in the affairs of dragons,
for you are crunchy and taste good with ketchup.

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Offline KermittheFrog

  • Student
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Re: Colonial Marines 'bug hunting' project (colony UPDATE 26/2)
« Reply #85 on: 27 February 2011, 07:12:07 AM »
How will the vents work during gameplay? I imagine it would get a bit annoying having to move figures around while there is a vent on top of the board all the time.

Secondly how will you solve the problem of replability? Because the board is always the same what will you do to make it exciting each time you play?

Great board anyhow and I love seeing your progress.

Offline AKULA

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Re: Colonial Marines 'bug hunting' project (colony UPDATE 26/2)
« Reply #86 on: 27 February 2011, 09:03:22 AM »
looks good to me - you seem to have the right balance of vents, for look and gameplay - too many/big and they hamper moving figures.

 8)

Offline Hawkeye

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Re: Colonial Marines 'bug hunting' project (helmet casts & shutter doors 27/2)
« Reply #87 on: 27 February 2011, 11:34:27 PM »
Nice! I love the shutter - I've been trying to do something similiar with a conversion to the plasticville garage/service station that I'm working on. This is going to help! And the casts - they look brilliant! Top stuff!
Sono Pazzi Questi Romani

Offline gamer Mac

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Re: Colonial Marines 'bug hunting' project (helmet casts & shutter doors 27/2)
« Reply #88 on: 28 February 2011, 08:21:19 AM »
Excellent work :-* :-* :-*
You make this all look so easy.
Helmets  look the part :-* :-* :-*

Offline Malamute

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Re: Colonial Marines 'bug hunting' project (helmet casts & shutter doors 27/2)
« Reply #89 on: 28 February 2011, 08:54:46 AM »
Excellent work :-* :-* :-*
You make this all look so easy.
Helmets  look the part :-* :-* :-*

I second that! :)
"These creatures do not die like the bee after the first sting, but go on age after age, feeding on the blood of the living"  - Abraham Van Helsing

 

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