Well, boys, another week has passed. Well, not really. I'm on a day in advance, but hey, what other better way is there to please people? ;)
Now that I'm almost done on my installation map, why not go on with a different stuff this time. Something like, the ALPHA 66 STATION!
Now, open your lore manual on page 2:
Station Alpha 66 is, by far, the farthest space station, on the edge of the Koprulu Sector and near Tal'Darim space. Under the care of the conservative Umojan Protectorate, Alpha 66 has multiple functions, from a drydock and refueling station, to a border research facility and an early warning post for enemy incursion cases. Thus far this station has went on untouched by warfare, and only resides a small regiment of Umojan personnel dedicated to securing and upkeeping the station.
Before people complain, yes, it's looking empty at the time, but I'll fill it later.
For now, however, SCREENIES! :D
The starting point for the player on this mission.
C'mon, guys, you really think It's just on planets you've got Vespene Processors?
Mineral Processing Station and assembly bay, all in one.
More views of the Assembly Bay.
The science wing of the station. I know, it feels empty, but that's where one of the bases will be set.
The main power station. Yep, there will be a base there.
An attached asteroid, being stripped of it's wealth by substantial mining efforts.
Corridors. Just so.
A drydock for some of those cruisers. Inspired by @tethalion, yours truly. :)
A pretty nimble starport, where people wait, and where a base will be set.
JEFF BRIDGES!!! xD
A side dock, for Dropships and Hercules.
The Umojan Protectorate's Decal, marking their territory. Blessed be @BorgDragon for his texture contribution. But I still do want my Alphabet decals!
A scrap processing facility, which is actually beneath the platings of the space station. It's the most empty, but it's also where my most cluttered base will be.
Well, that's it guys, see you next week with the installation. Then it will be something... deep. I'll let you guess what. :)
Speaking of the installations, I just made my pre-purchase of Heart of the Swarm. Take your chance and get it too. I'm already having some bad ideas for those new doodads... MWUAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!
So, folks, another week passes on. And, as usual, I have to deliver my promises.
I'm just finishing the space platform by now and, after that, there'll be my first indoor showcase. Yup, installation insides, everyone! :D
For now, however, let's focus on this one work, which I say it took a lot of work, but it was worth it. In my opinion at least. This map is supposed to showcase the large man-made area as the star, but I didn't ignore any of the other areas around it.
So, behold, a Protoss Fortress-Temple. (For showcase issues, this will be from outside to inside)
This is what is supposed to be a starting point for the players who'll fight this map on my future campaign. Basically I took some concepts from IskatuMesk's "Apex" project concerning smart building and how this will affect player behaviour.
Some mountain jungle, close to an enemy base.
The gap and the bridge. Special thanks to @kalirinis for making the intact bridge version. :)
A possible expansion area.
One of the maps mountain passes. Somehow I like this twisted mix between a desolate area and some grass in it.
Another expansion site, but I've put several destructible rocks in there on purpose to force the player (Computer or not) to keep attacking it and see if the expansion is worth taking or not.
My newest attempt at a mountain.
One of the entrances to the Fortress-Temple. Remember that watch tower I asked on the models' thread? That was the purpose. But, since I couldn't get it, I had to improvise some recoloring...
An access to one of the border walls. Mostly an homage to the old stairs of Aiur in the Brood War editor, but I kinda wished this ramp could look like a protoss version of the installation stairs, also in the Brood War editor.
The bottom center area of the temple, and where one of the Protoss bases will reside.
The top center area of the temple, which I'd like to call the ceremonial square. Here, there will be two small bases, both coordinating at the same time against the player. This area will have to be fought before arriving at the Relicary.
The Xel'Naga Relicary at the center of the map, and the main goal of the player in this mission. I particularly liked doing this part, the Xel'Naga Shrine always reminded me of Isengard, in LOTR. But the rivers definitely called in some quite bit of heavy work.
One of the improvised river dams near the Relicary.
A better look at the tower, without the damn arches disturbing the vision.
Comments? Ideas? Don't be afraid of posting them! :)
Well, see you next week here so I can show you the space station! Cheerio!
I'm actually making a request for a series of decals (don't know if there is anyone who knows how to make them yet) that will considerably help not only my mapping efforts, but would be a great addition that I feel blizzard forgot to make. I'm separating them in a list, and I believe people ought to agree with me:
Faction decals: Yeah, I'm thinking on a series of decals focusing on the game factions, especially concerning those on Terrans. You know, the logos for Raynor's Raiders, Dominion, Kel-Morian, Moebius and such. But you can also add Protoss and Zerg if you want, it's Terran I'm interested.
Alphabet decals: There are already decals for numbers 0-9, so why not alphabet, from A to Z? Also, the lack of options (Operations, Restricted, Docking Bay, Caution, Do Not Enter) quite sucks a bit, don't you agree?
/edit Must be on the font as the decals on the editor. Sorry about that.
Additional decals: I could use some reversed construction lines with the stripes on the reverse, you know, facing the other way around. Would definitely look better when making diagonal or curved stripes, with the current ones with only one direction standing out so ugly it's almost impossible to miss it. Also, I could a curve, for both construction and white variants, that's 45 degrees instead of just 90.
Any other ideas for decals? Don't be afraid, post them here as well. Could add up. :)
Wow! Something on par to my basketball court... Interesting.
The only thing I'd criticize on, though, is the areas where you reserved the grass and trees, where I see decals instead of Ground Props interpreting decorative sidewalks. But then, I guess you wanted to keep it circular, so I'll leave it at that.
I liked this one, Yak. Honest, it garnered up my interest. It's real good, it fits the theme of the exercise (heavy fog) and it tells a story. Well, almost, as it depicts a Protoss temple thing garnered in fog.
I'd only suggest you'd add a character to it, either Terran or Protoss, to help tell the story: The guy who'll enter the temple to find something. Or girl. It'd add to the immersion. A good example is my Ghost entry, here, on this very thread. The point is you're trying to tell something.
Still, an excellent work here, you've got my Cadimus Approval Seal. :)
Just finished now the temple-fortress complex. Will now start the space station. But, as I warned, don't expect much of mingled textures on this station, except for asteroids.
Also, as a treat:
SPECIAL THANKS TO:
@Ahli634 - For making the best bridge tutorial I could learn. Thanks for it! :)
Yeah, well, I kind of agree that the cityscape simply sounds too clean. But the problem is the terrain texture sets are too heavy even with subtle changes. A single click on this type could easily wreck the painting and you gotta be too careful here.
There's also the limitation issue, in which you can only use eight textures, remember? Asphalt, brown concrete, white concrete, grass, white slabs and industrial metal. There's also the dirt and rock for variation, like it's outside the city (Gate pic) and in the scrapyard terrain, dude.
Finally, there's the time. I'm kind of an a tight schedule, with tech school bothering me and I still gotta make a buttload of maps to finish the campaign. I also don't like being stuck on a simple map because I can't fix small issues.
Also, on the rocks? There's one for deco in the city park, buddy. :) But I can check on it later, when I'm on trigger stage or something.
On one final note, everyone, I'm finishing the fortress-temple, and I kinda like it. Did considerable improvement to mountain making and terrain deco as well. :) Will show it next week, by which I'll be making the space station. Unfortunately, I can't promise to dirt-mingle it like our buddy wants, except for asteroid sets, of course.
One of the city's parking lots. Every self-respecting city with cars and traffic should have theirs, right?
A water treatment plant. The people drink water too, even in a game.
One of the housing blocks, immediately denoting the change of scenery out of heavily urbanized and industrialized areas. I wished I could make a better sidewalk, but I'm already busy making the rest of the maps. That's a lot of work, those sidewalks!
Yep, it's the city's spaceport. Honestly, my spaceport would be a 256x256 area on it's own, with a complete set of buildings, more landing areas and HUGE Battlecruiser pads (The circle doodads) than these are, but this is an outdoor map, so I had to fit this. Also, changed the lightning to better show the lights, as this is a night map and I only showed "day" photos so far.
The Kel-Morian Capitol Building, AKA Planet Hall. I kinda liked it as it seems a keep to an overly huge castle. :)
The city park area, close to the Capitol Building. One of the areas that I liked working, as it curiously made me calm. It reminds me of the public gardens in my city, that must be why...
An improvised Bus Stop. Not everyone walks on subway or have their own cars.
A small scrapyard. Simple as that.
A true meaning of a Gas Station, in my view.
One of the edges in downtown, with a double road of it's own and a custom bank, one of the targets of the invasion.
Closer view of an open-air tunnel.
Last, but not least, a Radio or TV station of sorts.
Well, since the week has passed (And believe me, I fought myself to avoid showing these too soon, hehehe.), I keep my promise of showing you my personal 256x256 Terran city. There are some notes I ought to make first.
This is an outdoor city, which means I only put simple buildings in here (except for those special circumstances which required I make a kitbash), but I made my most honest of all efforts to fill it with details. I think I'm quite satisfied with this work, but I felt this city could've been better were not for the lack of man-made doodads from Blizzard's official library. There are more tree variations than housing variations (Those larger-middle class ones, not the kitchenette trailers).
Second, I'm showcasing over twenty images of the city, therefore, this will be a double post. Also, this is a map meant too to be played in my future project. There will be two versions of it, this one, in pristine condition and the destroyed, infested version. And, just to let you curious, yes, you'll be the Zerg who'll attack this city.
This is the city of Pride, one of the three Kel-Morian cities that has it's name based on one of the Seven Sins (The other cities are called Greed and Envy). Contrary to the other cities, which both are stationed directly in Moria, Pride is situated in a border planet of exclusive Kel-Morian possession, in which the Dominion only has a small representation through it's embassy, with it's personal security. The border planet itself is responsible for supplying over 40% of the products consumed by the Combine. The planet's disadvantage is the distance, as it takes up to a week, without Warp Drives, for any reinforcements from Moria to relief the colony. Not to mention the days it takes to prepare the reinforcements, concerning not only physical supplies, but also manpower and the bureaucracy and interests of the Kel-Morian heads.
This city design draws practical inspirations from about everything and everywhere, not only movies but games, especially concerning open-world ones (GTA, Batman: Arkham City, the Saint's Row saga and Scrapland, namely). Also, in a personal note, I inspired to make this city in order to correct the bludgeon amount of mistakes Blizzard did when making that SUPPOSED downtown in Korhal, in the WoL Media Blitz mission. I felt no inspiration in playing it, it was a simple map decorated with doodads, sacrificing important amounts of detail and design in the name of gameplay, thinking shoving buildings below would be enough and that we were playing on heights. Worse yet, building placement was very messy. I feel I'm making this particular city in order to correct those mistakes for myself, only placing the military bases where they actually need to be, and on a more larger and satisfying scale than with a smaller map, like Blitz was.
I fought against two major fronts concerning making this city: Detail X Accessibility. I wanted to compensate for the lack of details, but I also had to make some issues concerning gameplay. Not only in view, but also in pathing: This city is supposed to make a hell out of maneuvering the player's forces, both ground units and flyers. Also, the harassment with vision added to the difficulty in earlier stages.
The Gates of Pride, or at least the south-eastern entrance. Inspired by the Priest movie.
A front commercial part of the city, or rather a food court, with all food-related billboards hanging around. The lack of umbrellas and plastic chairs, which were supposed to be in the open spaces, only demonstrates the lack of small details Blizzard could make to make the city even more enjoyable and complete. Also, in the bottom left corner, it's an idea for an open tunnel, a little gimmick of mine, using all those archway catwalks.
A Kel-Morian military base, fortified, walled and contained to avoid cluttering city movement, like it's supposed to be, instead of what is on Korhal.
One of the four halves of the city's industrial district. This part showcases one of the power stations and what's supposed to be civilian vehicle mounting facilities. But since there's none of that too, the Thor's scaffolding had to make due. True sad, if you ask me.
The second part of the industrial district. This time it's the Vespene refinery, an aircraft assembly factory on the higher level and a supposed simulacrum of some airship repair pads.
The third part of the industrial district, being a huge Mineral Processing Facility. Below should have been some sort of scrap/garbage processing station, but there was also lack of this type, other than those Doodads from Deadman's Port.
The aircraft assembly factory, in a more closer look.
A zoomed-in version of the Power Plant. One of the several, at least...
The city's private area for Kel-Morian Mercs, which is smack dab on purpose right in the middle of downtown, hence the side open-air tunnels to allow accessibility. Both the excessive archways for tunnels and an improvised rooftop made this area one of my enjoyable worksites, I might add.
The Dominion's Embassy, also on downtown. Besides being an Embassy, it's also a recruitment post for new Dominion personnel, which are then shipped off to the core of the Terran sector.
0
Are doodads included? Or at least kitbashed pieces forming a singular, different doodad?
0
Well, boys, another week has passed. Well, not really. I'm on a day in advance, but hey, what other better way is there to please people? ;)
Now that I'm almost done on my installation map, why not go on with a different stuff this time. Something like, the ALPHA 66 STATION!
Now, open your lore manual on page 2:
Station Alpha 66 is, by far, the farthest space station, on the edge of the Koprulu Sector and near Tal'Darim space. Under the care of the conservative Umojan Protectorate, Alpha 66 has multiple functions, from a drydock and refueling station, to a border research facility and an early warning post for enemy incursion cases. Thus far this station has went on untouched by warfare, and only resides a small regiment of Umojan personnel dedicated to securing and upkeeping the station.
Before people complain, yes, it's looking empty at the time, but I'll fill it later.
For now, however, SCREENIES! :D
The starting point for the player on this mission.
C'mon, guys, you really think It's just on planets you've got Vespene Processors?
Mineral Processing Station and assembly bay, all in one.
More views of the Assembly Bay.
The science wing of the station. I know, it feels empty, but that's where one of the bases will be set.
The main power station. Yep, there will be a base there.
An attached asteroid, being stripped of it's wealth by substantial mining efforts.
Corridors. Just so.
A drydock for some of those cruisers. Inspired by @tethalion, yours truly. :)
A pretty nimble starport, where people wait, and where a base will be set.
JEFF BRIDGES!!! xD
A side dock, for Dropships and Hercules.
The Umojan Protectorate's Decal, marking their territory. Blessed be @BorgDragon for his texture contribution. But I still do want my Alphabet decals!
A scrap processing facility, which is actually beneath the platings of the space station. It's the most empty, but it's also where my most cluttered base will be.
Well, that's it guys, see you next week with the installation. Then it will be something... deep. I'll let you guess what. :)
Speaking of the installations, I just made my pre-purchase of Heart of the Swarm. Take your chance and get it too. I'm already having some bad ideas for those new doodads... MWUAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!
See ya!
0
@Mozared: Go
Damn, Mozie, you really got me there dude. Tried an elitist Victorian style but it turned out to be half Chinese, half mingled shit.
Serious, man, can't do it. Just can't.
0
So, folks, another week passes on. And, as usual, I have to deliver my promises.
I'm just finishing the space platform by now and, after that, there'll be my first indoor showcase. Yup, installation insides, everyone! :D
For now, however, let's focus on this one work, which I say it took a lot of work, but it was worth it. In my opinion at least. This map is supposed to showcase the large man-made area as the star, but I didn't ignore any of the other areas around it.
So, behold, a Protoss Fortress-Temple. (For showcase issues, this will be from outside to inside)
This is what is supposed to be a starting point for the players who'll fight this map on my future campaign. Basically I took some concepts from IskatuMesk's "Apex" project concerning smart building and how this will affect player behaviour.
Some mountain jungle, close to an enemy base.
The gap and the bridge. Special thanks to @kalirinis for making the intact bridge version. :)
A possible expansion area.
One of the maps mountain passes. Somehow I like this twisted mix between a desolate area and some grass in it.
Another expansion site, but I've put several destructible rocks in there on purpose to force the player (Computer or not) to keep attacking it and see if the expansion is worth taking or not.
My newest attempt at a mountain.
One of the entrances to the Fortress-Temple. Remember that watch tower I asked on the models' thread? That was the purpose. But, since I couldn't get it, I had to improvise some recoloring...
An access to one of the border walls. Mostly an homage to the old stairs of Aiur in the Brood War editor, but I kinda wished this ramp could look like a protoss version of the installation stairs, also in the Brood War editor.
The bottom center area of the temple, and where one of the Protoss bases will reside.
The top center area of the temple, which I'd like to call the ceremonial square. Here, there will be two small bases, both coordinating at the same time against the player. This area will have to be fought before arriving at the Relicary.
The Xel'Naga Relicary at the center of the map, and the main goal of the player in this mission. I particularly liked doing this part, the Xel'Naga Shrine always reminded me of Isengard, in LOTR. But the rivers definitely called in some quite bit of heavy work.
One of the improvised river dams near the Relicary.
A better look at the tower, without the damn arches disturbing the vision.
Comments? Ideas? Don't be afraid of posting them! :)
Well, see you next week here so I can show you the space station! Cheerio!
0
Hi there.
I'm actually making a request for a series of decals (don't know if there is anyone who knows how to make them yet) that will considerably help not only my mapping efforts, but would be a great addition that I feel blizzard forgot to make. I'm separating them in a list, and I believe people ought to agree with me:
Faction decals: Yeah, I'm thinking on a series of decals focusing on the game factions, especially concerning those on Terrans. You know, the logos for Raynor's Raiders, Dominion, Kel-Morian, Moebius and such. But you can also add Protoss and Zerg if you want, it's Terran I'm interested.
Alphabet decals: There are already decals for numbers 0-9, so why not alphabet, from A to Z? Also, the lack of options (Operations, Restricted, Docking Bay, Caution, Do Not Enter) quite sucks a bit, don't you agree?
/edit Must be on the font as the decals on the editor. Sorry about that.
Additional decals: I could use some reversed construction lines with the stripes on the reverse, you know, facing the other way around. Would definitely look better when making diagonal or curved stripes, with the current ones with only one direction standing out so ugly it's almost impossible to miss it. Also, I could a curve, for both construction and white variants, that's 45 degrees instead of just 90.
Any other ideas for decals? Don't be afraid, post them here as well. Could add up. :)
Appreciated.
0
@madlibrarian: Go
Wow! Something on par to my basketball court... Interesting.
The only thing I'd criticize on, though, is the areas where you reserved the grass and trees, where I see decals instead of Ground Props interpreting decorative sidewalks. But then, I guess you wanted to keep it circular, so I'll leave it at that.
Excellent play, there, librarian.
0
@Yaksmanofage: Go
I liked this one, Yak. Honest, it garnered up my interest. It's real good, it fits the theme of the exercise (heavy fog) and it tells a story. Well, almost, as it depicts a Protoss temple thing garnered in fog.
I'd only suggest you'd add a character to it, either Terran or Protoss, to help tell the story: The guy who'll enter the temple to find something. Or girl. It'd add to the immersion. A good example is my Ghost entry, here, on this very thread. The point is you're trying to tell something.
Still, an excellent work here, you've got my Cadimus Approval Seal. :)
0
@DrSuperEvil: Go
I don't know, maybe because you're making them as we speak? :D
0
@IeZaeLsc2: Go
Sorry, dude, only when the campaign is finished.
0
@Mozared: Go
Well, Gradius can joke, but I'm not here to laugh either.
Just a question, though: You said "Concrete". City blocks are valid, right?
0
UPDATE - November 18th:
Just finished now the temple-fortress complex. Will now start the space station. But, as I warned, don't expect much of mingled textures on this station, except for asteroids.
Also, as a treat:
SPECIAL THANKS TO:
@Ahli634 - For making the best bridge tutorial I could learn. Thanks for it! :)
@kalirinis: For the intact temple bridge.
0
@Nebuli2: Go
Yeah, well, I kind of agree that the cityscape simply sounds too clean. But the problem is the terrain texture sets are too heavy even with subtle changes. A single click on this type could easily wreck the painting and you gotta be too careful here.
There's also the limitation issue, in which you can only use eight textures, remember? Asphalt, brown concrete, white concrete, grass, white slabs and industrial metal. There's also the dirt and rock for variation, like it's outside the city (Gate pic) and in the scrapyard terrain, dude.
Finally, there's the time. I'm kind of an a tight schedule, with tech school bothering me and I still gotta make a buttload of maps to finish the campaign. I also don't like being stuck on a simple map because I can't fix small issues.
Also, on the rocks? There's one for deco in the city park, buddy. :) But I can check on it later, when I'm on trigger stage or something.
On one final note, everyone, I'm finishing the fortress-temple, and I kinda like it. Did considerable improvement to mountain making and terrain deco as well. :) Will show it next week, by which I'll be making the space station. Unfortunately, I can't promise to dirt-mingle it like our buddy wants, except for asteroid sets, of course.
0
The second row of the city's images.
One of the city's parking lots. Every self-respecting city with cars and traffic should have theirs, right?
A water treatment plant. The people drink water too, even in a game.
One of the housing blocks, immediately denoting the change of scenery out of heavily urbanized and industrialized areas. I wished I could make a better sidewalk, but I'm already busy making the rest of the maps. That's a lot of work, those sidewalks!
Yep, it's the city's spaceport. Honestly, my spaceport would be a 256x256 area on it's own, with a complete set of buildings, more landing areas and HUGE Battlecruiser pads (The circle doodads) than these are, but this is an outdoor map, so I had to fit this. Also, changed the lightning to better show the lights, as this is a night map and I only showed "day" photos so far.
The Kel-Morian Capitol Building, AKA Planet Hall. I kinda liked it as it seems a keep to an overly huge castle. :)
The city park area, close to the Capitol Building. One of the areas that I liked working, as it curiously made me calm. It reminds me of the public gardens in my city, that must be why...
An improvised Bus Stop. Not everyone walks on subway or have their own cars.
A small scrapyard. Simple as that.
A true meaning of a Gas Station, in my view.
One of the edges in downtown, with a double road of it's own and a custom bank, one of the targets of the invasion.
Closer view of an open-air tunnel.
Last, but not least, a Radio or TV station of sorts.
Comment, critique, beat me, whip me, enjoy it. :)
0
Well, since the week has passed (And believe me, I fought myself to avoid showing these too soon, hehehe.), I keep my promise of showing you my personal 256x256 Terran city. There are some notes I ought to make first.
This is an outdoor city, which means I only put simple buildings in here (except for those special circumstances which required I make a kitbash), but I made my most honest of all efforts to fill it with details. I think I'm quite satisfied with this work, but I felt this city could've been better were not for the lack of man-made doodads from Blizzard's official library. There are more tree variations than housing variations (Those larger-middle class ones, not the kitchenette trailers).
Second, I'm showcasing over twenty images of the city, therefore, this will be a double post. Also, this is a map meant too to be played in my future project. There will be two versions of it, this one, in pristine condition and the destroyed, infested version. And, just to let you curious, yes, you'll be the Zerg who'll attack this city.
This is the city of Pride, one of the three Kel-Morian cities that has it's name based on one of the Seven Sins (The other cities are called Greed and Envy). Contrary to the other cities, which both are stationed directly in Moria, Pride is situated in a border planet of exclusive Kel-Morian possession, in which the Dominion only has a small representation through it's embassy, with it's personal security. The border planet itself is responsible for supplying over 40% of the products consumed by the Combine. The planet's disadvantage is the distance, as it takes up to a week, without Warp Drives, for any reinforcements from Moria to relief the colony. Not to mention the days it takes to prepare the reinforcements, concerning not only physical supplies, but also manpower and the bureaucracy and interests of the Kel-Morian heads.
This city design draws practical inspirations from about everything and everywhere, not only movies but games, especially concerning open-world ones (GTA, Batman: Arkham City, the Saint's Row saga and Scrapland, namely). Also, in a personal note, I inspired to make this city in order to correct the bludgeon amount of mistakes Blizzard did when making that SUPPOSED downtown in Korhal, in the WoL Media Blitz mission. I felt no inspiration in playing it, it was a simple map decorated with doodads, sacrificing important amounts of detail and design in the name of gameplay, thinking shoving buildings below would be enough and that we were playing on heights. Worse yet, building placement was very messy. I feel I'm making this particular city in order to correct those mistakes for myself, only placing the military bases where they actually need to be, and on a more larger and satisfying scale than with a smaller map, like Blitz was.
I fought against two major fronts concerning making this city: Detail X Accessibility. I wanted to compensate for the lack of details, but I also had to make some issues concerning gameplay. Not only in view, but also in pathing: This city is supposed to make a hell out of maneuvering the player's forces, both ground units and flyers. Also, the harassment with vision added to the difficulty in earlier stages.
The Gates of Pride, or at least the south-eastern entrance. Inspired by the Priest movie.
A front commercial part of the city, or rather a food court, with all food-related billboards hanging around. The lack of umbrellas and plastic chairs, which were supposed to be in the open spaces, only demonstrates the lack of small details Blizzard could make to make the city even more enjoyable and complete. Also, in the bottom left corner, it's an idea for an open tunnel, a little gimmick of mine, using all those archway catwalks.
A Kel-Morian military base, fortified, walled and contained to avoid cluttering city movement, like it's supposed to be, instead of what is on Korhal.
One of the four halves of the city's industrial district. This part showcases one of the power stations and what's supposed to be civilian vehicle mounting facilities. But since there's none of that too, the Thor's scaffolding had to make due. True sad, if you ask me.
The second part of the industrial district. This time it's the Vespene refinery, an aircraft assembly factory on the higher level and a supposed simulacrum of some airship repair pads.
The third part of the industrial district, being a huge Mineral Processing Facility. Below should have been some sort of scrap/garbage processing station, but there was also lack of this type, other than those Doodads from Deadman's Port.
The aircraft assembly factory, in a more closer look.
A zoomed-in version of the Power Plant. One of the several, at least...
The city's private area for Kel-Morian Mercs, which is smack dab on purpose right in the middle of downtown, hence the side open-air tunnels to allow accessibility. Both the excessive archways for tunnels and an improvised rooftop made this area one of my enjoyable worksites, I might add.
The Dominion's Embassy, also on downtown. Besides being an Embassy, it's also a recruitment post for new Dominion personnel, which are then shipped off to the core of the Terran sector.
Next images on the next post.
0
Don't need the model anymore. Managed to make a kitbash work-around for a wall tower with the doodads in the editor.
Please, I request this thread be shut down.