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G-E's Corner Apartment complex
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jan 27, 2020 11:03 am    Post subject:  G-E's Corner Apartment complex Reply with quote  Mark this post and the followings unread

Standard RA2 palettes, 4x4 foundation, art code is up to you.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jan 27, 2020 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

The holes and cracks in the damage frame are pretty well made.
A bit more would be nice however. Like the fence/wall partially bend down/destroyed or a balcony hanging only loose on one end.
Some scorch marks would also help since for a damage state it still looks pretty clean.

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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Mon Jan 27, 2020 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks so cool, thanks.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Jan 28, 2020 8:00 am    Post subject: Reply with quote  Mark this post and the followings unread

DamageFireOffset0=-18,-72
DamageFireOffset1=70,-34

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Wed Jan 29, 2020 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I like! Have you made desert/middle eastern type structures before? Would love to have desert maps with these and the YR ones aren't enough

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Jan 29, 2020 2:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
The holes and cracks in the damage frame are pretty well made.
A bit more would be nice however. Like the fence/wall partially bend down/destroyed or a balcony hanging only loose on one end.
Some scorch marks would also help since for a damage state it still looks pretty clean.

I understand what you mean, and I've added some tiny things here and there to my version after, but overall I like to keep the extent of damage down. This is also a topleft/topright facing building, so I expect most of the firefights will happen on the faces you can't see, not the irrelevant fencing below.

It might sound silly, but I tend to think the engineer repair process kinda requires damage to be less structural than what Westwood tended to do in some cases, like thoroughly broken or even hunched over from cracking. Engineers aren't gods, so it seems only logical to keep it superficial?

I also tend to put the damage in areas that I expect would be targeted by fire, such as approximately where the garrisoned troops are shooting from.

PS. I should note that I use a modified unitsno.pal with the blue background and turquoise shadow colours for all the theaters, you might notice some artifacts if using the pinked out unittem.pal ... it's an easy mod to gain all the light blues with no adverse effects.

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