No, it still has 2 upgradesDarkCheetah wrote:so a PG now has 3 upgrades like a factory?
Idea of Power Generator (Or Nuclear Generator)
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Black Project
- Regular

- Posts: 751
- Joined: 04 Apr 2008, 20:53
Re: Idea of Power Generator (Or Nuclear Generator)
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DarkCheetah
- Trained

- Posts: 335
- Joined: 30 Apr 2008, 19:44
Re: Idea of Power Generator (Or Nuclear Generator)
is it posible to make it 3?
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nighthawk
- Trained

- Posts: 104
- Joined: 31 Jan 2010, 00:36
Re: Idea of Power Generator (Or Nuclear Generator)
lol i end up looking at your work and wishing that i was in the future when this stuff is out...
"to prepare for disaster is to invite it"-unknown
"The Gravedigger"
"The Gravedigger"
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Olrox
- Art contributor
- Posts: 1999
- Joined: 03 Jul 2007, 19:10
Re: Idea of Power Generator (Or Nuclear Generator)
I think it's ugly (sorry, I can't help it)
The cooling towers look exceptionally huge, in relation to the main structure. Also, cooling towers are for letting out the boiled water vapor (because the nuclear power plant system which uses such cooling towers produces electric energy by boiling water), and thus, I can't understand the green, radiating-looking things.
The idea of a power plant which doesn't require oil resources could work (it is intersting, imo), but it shouldn't be too powerful, otherwise oil resources would have their tactical importance reduced.
Hmm... The danger of a meltdown when the plant is detroyed should be enough to counter-balance the fact that it's independant from strategical resources. But we need someone experienced enough to evaluate the feasibility of this.
The cooling towers look exceptionally huge, in relation to the main structure. Also, cooling towers are for letting out the boiled water vapor (because the nuclear power plant system which uses such cooling towers produces electric energy by boiling water), and thus, I can't understand the green, radiating-looking things.
The idea of a power plant which doesn't require oil resources could work (it is intersting, imo), but it shouldn't be too powerful, otherwise oil resources would have their tactical importance reduced.
Hmm... The danger of a meltdown when the plant is detroyed should be enough to counter-balance the fact that it's independant from strategical resources. But we need someone experienced enough to evaluate the feasibility of this.
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Rman Virgil
- Professional

- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: Idea of Power Generator (Or Nuclear Generator)
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BP's style or technique of creating new GFX is called bricolage (from French).
Basically he re-uses, re-combines, in new ways, extant Pumpkin art assets.
One of the challenges with this is that WZ's object scale is all over the map, in a manner of speaking. Meaning that the scale is proportionally inconsistent throughout - some objects NEVER intended to be viewed closely side by side in fact. To do bricolage with Pumpkin assets you can't escape the need to re-scale.
IMHO, BP's application of bricolage technique shines most brilliant in his scav struct & unit creations. It's a perfect match of sense & sensibility (if I may nick a beautiful phrase from the incomparable Jane Austen).
Regards, RV
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BP's style or technique of creating new GFX is called bricolage (from French).
Basically he re-uses, re-combines, in new ways, extant Pumpkin art assets.
One of the challenges with this is that WZ's object scale is all over the map, in a manner of speaking. Meaning that the scale is proportionally inconsistent throughout - some objects NEVER intended to be viewed closely side by side in fact. To do bricolage with Pumpkin assets you can't escape the need to re-scale.
IMHO, BP's application of bricolage technique shines most brilliant in his scav struct & unit creations. It's a perfect match of sense & sensibility (if I may nick a beautiful phrase from the incomparable Jane Austen).
Regards, RV
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