So I started working on the NF Airfactory, but I wont post my first screnshots yet. If you have some ideas you want to share, post 'em here. Expect some screenshots soon. ;P
that would be the concept i had in mind: Legend: yellow: basis green: average ground plane (not included in model) red: walkways brown: controltower blue: landing pad pink: additional design stuff like crane, tanks and so on the space it takes is exactly the same as the BE ones
First issue I would say is that anything above the actual landing platform is asking to be caught when taking off.
the crane is possibly to high on that one not only bad for starting but also for getting hit im just wondering how many designs we can get basically it is always a landing pad with everything else standing around it the only different design i could think of is placing the landing pad ontop of a large control tower so basically a bunker with a pad on it other than that i dont know
You may be better simply making it an elevated pair of blast doors, as if the aircraft are built underground. Then stick a small control tower next to it.
The startof/landing pad should be the highest thing on the building. Everything else is just asking for trouble.
could shift the control tower into more of a control "bunker" that has windows only a few feet higher than the take off area, that way you could make an interior area that isnt a tower. I dunno bout you guys but the idea of fighting inside a tower with stairs or whatever sounds like a laggy nightmare, considering how fighting inside buildings in general behaves. It should also have a little more to it than just a door or ramp to the interior, because the BE one has two narrow and long stairways before you are in a position to do any damage. When building aircraft in a big fight, it would be nice to be safer than in the vf, where you're pretty well afk waiting to be shot.
well that bunker idea is actually quite good the only thing that disturbs me at this is that brenodi has to use a landing pad and NF has acces to an underground bunker they dont seem that advanced otherwise
http://www.youtube.com/watch?v=QKKVoR1X5lM http://www.youtube.com/watch?v=lMEuEF9-UbU There will be no more discussion. Just make Tracey Island.
That's the challenge of making realistic, yet interesting-to-look-at FPS RTS structures. Too interesting in RTS, and you get "toy houses" in FPS. Other way around, and you get boring bunkers. Keep trying out different designs, and don't be afraid to add some shapes that you don't have functions for yet.
I know my 3ds skills suck. So this is my idea for a basic layout, RED: entrances/stairs GREY: Bunker where all the magic takes place BLUE: Pad Brown: A place to look at the pad from inside, maybe with windows all around Purple: random junk (that ugly thing on the left hand side is a small radar) http://dl.dropbox.com/u/10969502/w00kie_nf_airfact01.max