(Archive) Advertising District / Live Streaming Topic
- 03-February 13
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Louis! Offline
I don't honestly exactly know, it's just something nin starting tweeting about a while back lol -
Coupon Offline
why is everyone posting here? i see no stream so dont post here cause yall are getting my hopes up -
nin Offline
There'll be a booth for this at RCTcon.I don't know, but can we revive the NE IAAPA concept?
I'm streaming today, btw. I'll post again whenever I'm ready. -
Xeccah Offline
There'll be a booth for this at RCTcon.
I'm streaming today, btw. I'll post again whenever I'm ready.
please not another stream chain like yesterday -
nin Offline
^*Disclaimer: Streams are an optional viewing experience here at New Element, one does not have to partake in every instance. Only those by username "nin" are required.*
Streaming Now -
Liampie Offline
Pacificoaster: Rob what do you think about Liam's park?
Robbie: [gives opinion]
Pacificoaster: Shut up don't spoil it!
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posix Offline
^Downloaded and fast-forwarded through it.
Rob, the entrance is perfectly fine. Leave it as it is. It's beautiful. I was thinking how dense and filled it already is and you wanted to "jazz it up" because it's "so empty". I asked myself if you'd lost your mind...
Not sure what Odyssey is. Looks very cool. Reminds me of Turtle's work a lot.
DCA Mining area: I would do the rest of the buildings in just the same style as the green one you already have. Very wooden-laden. Perhaps mix a couple of colours with an overall tendency to brown wooden tones. It'll create a certain "style unity" in the area. I think you miss that. Seeing how you fiddle around in your projects, adding tiny little detail bits here and there only to delete them again, I think you run too much a risk of losing consistency and flow. For the mining area, I would do lots of wooden structures, perhaps some more complicated and larger multi-storey ones kind of like a fort mixed with mining theme influences and ideas.
The roof you built over the mine track is much too close to the other building in my opinion. When you removed the dirt path to start it my reaction was you really shouldn't be doing this. It reduces the path to almost a single-wide. You don't find it too close? For me it takes away the chance to appreciate the green building, which is really wonderful btw. I wouldn't touch it. I love how on one side the entrance is large so it allows you to look inside. Instead of the new building, I would suggest you let the path reach up until the rocks before the track. Perhaps elevate it a little to create viewing platforms.
River Ride in BGA: Build a station in the same Asian theme style. You basically have all the theme stylisation already determined from the bridge. It looks wonderful. Since you made it white, it reminds me of Yuan Gardens in Shanghai. Perhaps those could be useful as inspiration?
Overall I suggest you build some park elements that take up a more global scale. The only global things you have in your parks are the layouts. Then you build stations, then you fill up the rest with lots of little individual things that hardly create a whole. I'm not trying to talk you into my macro shit again, I just believe it could help with BGA to create more than one individual building at a time here and there which later you'll have trouble unifying together (assuming that unity is something you want, of course, but since you're doing separate themed areas, I think it's important). So for example perhaps plan a complex of buildings that belong together, each one housing different aspects of shops/shows/rides the park is offering. I'm thinking perhaps Wuze Town in Phantasialand could be interesting to look at in this regard as it is a pretty large mass of several things living together. You could still detail everything up later but you'd have a coherent thing first. I think that might help.
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