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*spam and flame free area* Nod Warfactory [message #62737] |
Tue, 20 January 2004 05:44 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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Nice work...The exterior looks fine...Can't wait to see the interior!!
Some fine work being put into this....hope i can supply a map to match the quality of this structure.
1 thing I agree with is ,Dante mentioning the smoke stacks...Shorter and wider would look better.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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*spam and flame free area* Nod Warfactory [message #62916] |
Wed, 21 January 2004 06:18 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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Aircraftkiller |
Why can't people just leave the god damned Airstrip alone and stop trying to replace it? Nod has that advantage, they don't get a centralized factory like GDI does, which makes it easier to destroy. Nod already has weak vehicles, they don't need a weak structure.
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This is for a futuristic type map and I'd prefer not to have a cargo dropping off vehicles out in space...thats why i retextured in GDI wep fac for this map.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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*spam and flame free area* Nod Warfactory [message #62930] |
Wed, 21 January 2004 10:18 |
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xpontius
Messages: 259 Registered: April 2003 Location: Reno
Karma: 0
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Recruit |
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Quote: | Aircraftkiller Posted: Tue Jan 20, 2004 5:38 pm Post subject:
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Why can't people just leave the god damned Airstrip alone and stop trying to replace it? Nod has that advantage, they don't get a centralized factory like GDI does, which makes it easier to destroy. Nod already has weak vehicles, they don't need a weak structure.
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I'm still deep in experimenting with my TS map, and believe me, an airstrip doesnt cut it. And besides, if you can replace a building, you should be able to alter vehicles as well if you have a problem with armor or weapons.
O and are you guys planning to make flying ramps for either, which ever one is the final model?
-Crategod
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