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Author Topic: Akky's Aliens Project (take 2)  (Read 5858 times)

Offline AKULA

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Re: Akky's Aliens Project (take 2)
« Reply #15 on: August 29, 2013, 09:40:21 PM »
Well I'll be interested to see how you move away from space hulky like tiles and to more of a weyland installation like some of the other alien projects.

I won't try to copy the likes of Braz's project, which frankly is superb.... I just want something that is gameable....too many projects, too little time


Offline Braz

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Re: Akky's Aliens Project (take 2)
« Reply #16 on: August 29, 2013, 11:23:15 PM »
Thanks Matt.

Well I'll be interested to see how you move away from space hulky like tiles and to more of a weyland installation like some of the other alien projects.

Frankly this totally reminds me of the terraforming Atmospheric Processing Installation where the marines get handed their ... well you know. You have the landing platform tiles already and all I think you would need to add would be a tile or two for the entry ramp for the APCs to enter the complex (with a big door to ram through! :D). You could even split the tiles into multiple groups to represent the many levels   eg: a 3x4 group for the ground level with the entry ramp, and two 2x2 groups with the landing platforms for higher or sub levels. Just have cap pieces for the corridor ends in that case. The fact that you will have some upper levels on the tiles would make it seem like an even higher complex.  Maybe a huge fusion machinery room tile or something. Whatever you end up with will be inspiring.


....too many projects, too little time
 Can't agree more.

Will the areas in the walls be accessible to game play as rooms and such? Curious.

Offline redzed

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    • redzed
Re: Akky's Aliens Project (take 2)
« Reply #17 on: August 30, 2013, 05:59:45 AM »
he, he, he,he ;D
Commission Painting undertaken, PM or email me.

Offline AKULA

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Re: Akky's Aliens Project (take 2)
« Reply #18 on: August 30, 2013, 06:06:23 AM »
Will the areas in the walls be accessible to game play as rooms and such? Curious.

Initial thought was yes, but tbh it wouldn't be practical in terms of game play due to sight lines etc.

I will have vents that you test for when passing to see if a Xeno jumps out from.  I'm thinking of running the upper level across some of these "filled in" areas as well, so another reason not to keep open. (The upper level may also give me an opportunity to portray vent shats that would be playable(.

As always a compromise, but to make it playable.

 :)

Offline Commander Vyper

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Re: Akky's Aliens Project (take 2)
« Reply #19 on: August 30, 2013, 07:28:42 AM »
Like you've ever honnesty compromised  ;)

Anyway get on with it,  :D let's see what xeno horrors are in that head of yours!

 :)
Now water can flow....or water can crash...be water my friend.
Sifu Bruce Lee.




Offline JollyBob

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  • I've only had a few ales...
Re: Akky's Aliens Project (take 2)
« Reply #20 on: August 30, 2013, 08:40:48 AM »
vent shats

That sounds messy...  :-X

Excellent job on the layout so far, another Akula monster in the making! Really looking forward to seeing it finished.

Offline Elk101

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Re: Akky's Aliens Project (take 2)
« Reply #21 on: August 30, 2013, 12:18:08 PM »
That sounds messy... 

I'm sure we'd all vent shat if an alien jumped out on us!


 

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