This is significantly better than the version from October. You're definitely making some serious improvements in the way the area is laid out. Just a few notes I have from a quick look-over:
1. Try not to build on the edge of the map. Having a buffer of trees/grass/dirt etc. always looks better than a shear cliff into the void. You can also use this space to cover up boring and/or ugly walls that aren't facing the guests and/or don't have a purpose.
2. Try to make every major building feel like it has a distinct purpose. You've got a solid color scheme going, but the way the gray/gold roof patterns are randomized don't make much sense. I see a sign for an info center, and that's a great idea. Now take that further. What kinds of services would an info center provide, and what kind of building design would they need to make that happen? Another possibility; try introducing an object or two to each major structure that makes it visually different to the other buildings in the area. Whether it's trim, a specific texture, a wall type, or an eye-catching shape, every building in this area looks nearly identical to every other building. I quite like the building you have between to the parking lot and entrance plaza. The multi-story feel is cool, and it has a distinct shape that helps it stand out. That whole plaza is visually interesting, good stuff.
3. Overall, I think the area could benefit less path cover and more breathing room. The buildings feel like they tower over and crowd the path. The covered walkways, especially at the bottom left, amplify that feeling. If you added some negative space with path planters, a plaza, or some interesting decorations in or on the edges of the pathway, instead of putting a roof over that large section, it would probably help balance out the area.
Just my 2c here, you've made some great improvements, looking forward to seeing more
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IonZer0 Offline
This is significantly better than the version from October. You're definitely making some serious improvements in the way the area is laid out. Just a few notes I have from a quick look-over:
1. Try not to build on the edge of the map. Having a buffer of trees/grass/dirt etc. always looks better than a shear cliff into the void. You can also use this space to cover up boring and/or ugly walls that aren't facing the guests and/or don't have a purpose.
2. Try to make every major building feel like it has a distinct purpose. You've got a solid color scheme going, but the way the gray/gold roof patterns are randomized don't make much sense. I see a sign for an info center, and that's a great idea. Now take that further. What kinds of services would an info center provide, and what kind of building design would they need to make that happen? Another possibility; try introducing an object or two to each major structure that makes it visually different to the other buildings in the area. Whether it's trim, a specific texture, a wall type, or an eye-catching shape, every building in this area looks nearly identical to every other building. I quite like the building you have between to the parking lot and entrance plaza. The multi-story feel is cool, and it has a distinct shape that helps it stand out. That whole plaza is visually interesting, good stuff.
3. Overall, I think the area could benefit less path cover and more breathing room. The buildings feel like they tower over and crowd the path. The covered walkways, especially at the bottom left, amplify that feeling. If you added some negative space with path planters, a plaza, or some interesting decorations in or on the edges of the pathway, instead of putting a roof over that large section, it would probably help balance out the area.
Just my 2c here, you've made some great improvements, looking forward to seeing more