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Re: Rethinking WZ GFX

Posted: 22 Oct 2007, 14:00
by Watermelon
hmmm where are the modules?

Re: Rethinking WZ GFX

Posted: 22 Oct 2007, 15:17
by Chojun
*drags drool from other thread over to here*

Re: Rethinking WZ GFX

Posted: 22 Oct 2007, 17:39
by Watermelon
the cargo lifter part makes the factory look like a shipyard/dock.  :o

Re: Rethinking WZ GFX

Posted: 23 Oct 2007, 00:44
by Chojun
Cranes like that are used all over the place; an R&D department that I worked for had several of those just for lifting extremely heavy objects, not to mention the Machine Shop attached to our department that had several more heavier duty cranes.  I think it fits very well with the overall feel, Grim.

Re: Rethinking WZ GFX

Posted: 24 Oct 2007, 14:00
by Giel
Please don't pay attention to this bucket I'm carrying, I need it to collect my drool, and prevent a major flood caused by it.

Re: Rethinking WZ GFX

Posted: 25 Oct 2007, 22:15
by Serman
So where's the Garage Door for the 1st Module?  :o

I think this looks awesome though.

Re: Rethinking WZ GFX

Posted: 26 Oct 2007, 15:16
by Chojun
It's even got little catwalks!  Good crap Grim this stuff is amazing!

Re: Rethinking WZ GFX

Posted: 26 Oct 2007, 16:15
by DevUrandom
When I saw the first pictures, I thought it can't get any better than that, this is the optimum you can get.
I was proven wrong.

Re: Rethinking WZ GFX

Posted: 26 Oct 2007, 22:55
by Kayiaxo
Really awesome, looks much better the the original wz stuff.  :)
I wonder if those are the final colors ?

STOP making me drool, put them IN THE GAME !  :D