Page 8 of 8
Posted: Wed Apr 16, 2008 7:03 pm
by XP105
Another addition to the ruins, even more simple then the staircase...
Pillars
the one on the left being intact, and the one on the right being damaged
Edit : Typos fixed
Posted: Thu Apr 17, 2008 6:52 pm
by Cadillac
Ok, that looks cool, but can I be a little bit bitchy and ask you guys to keep the damage to a bare minimum, these ruins were build by beings more advanced by humans, and they were built to last, they won't weather easily.
Posted: Thu Apr 17, 2008 6:54 pm
by HSharp
It wouldn't be called ruins if they were in good shape /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Posted: Thu Apr 17, 2008 6:55 pm
by XP105
HSharp wrote:QUOTE (HSharp @ Apr 17 2008, 07:54 PM) It wouldn't be called ruins if they were in good shape /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
He has a point /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
then we will just have the intact pillar then if your going to be "bitchy"
Posted: Thu Apr 17, 2008 6:57 pm
by Cadillac
We must have the occasional ruin of course (so the derelict pillar will come in handy) but I'm just saying that not everything is going to be battered, most of it would be fine.
Posted: Thu Apr 17, 2008 7:00 pm
by Virex
Depends on how these guys disapeared. I don't know the official explenation (unknown is all I could pull out of the datanet). If they were exterminated in a rude maner (e.g. war or a cataclysmic event), then you'd expect quite some damage. But if there's no real destruction to be seen, the case just becomes a lot more enigmatic.
Has there been a decission yet as to the vegitation? Because if there's a lot of vegitation, overgrown models would be the best.
Posted: Thu Apr 17, 2008 7:05 pm
by the_dare
different sectors can have different levels of vegetation if we want! some sectors can be e.g. a very large park while others full of hills ect.