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Shas'Ui
- Militant.Jester
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Post subject: Tau Complex Posted: Oct 03 2009 03:18 |
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Joined: Jan 18 2009 10:48 Location: Tri-Cities Washington, USA Native English speaker?: Yes
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Table of Contents>First Post>T-Intersection[center] Hey all! ADD has struck again.  I am working on making a set of Tau corridors, rooms, hangers, whatever. Basically I have Four ideas in mind for what I will use them for: > Regular battles of 40k, but on a vastly different battlefield. Obviously some rule changes will be in order. > Boarding actions in BFG. > A special set of rules involving elite Tau commandos infiltrating one of their ships/complexes that has gone dark... > A secret (I love me my secrets!) This was inspired by the 'Ghost Ship' portion of the game Star Wars Republic Commando. The basic construction is this thick card stuff with plasticard for texture. Screens are made by printing and placing cutouts of blister plastic over them. Anyways onto the pretty pictures!   
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Last edited by Militant.Jester on Oct 06 2009 10:30, edited 4 times in total.
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Fio'El
- Wolfs16
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Post subject: Re: Tau Complex Posted: Oct 03 2009 04:26 |
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Joined: Aug 19 2007 03:02 Location: Pennsylvania, USA Native English speaker?: Yes
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Shas'Ui
- Militant.Jester
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Post subject: Re: Tau Complex Posted: Oct 03 2009 04:43 |
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Joined: Jan 18 2009 10:48 Location: Tri-Cities Washington, USA Native English speaker?: Yes
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Well the aesthetics will definitively be similar.  And I can't deny having the urge to do a 'Historical Reenactment' or even play a battle and base the story off the battle. But it probably wouldn't go as planned. One question though are you talking about the story 'From Within' or the one that I talked to you about? (which I am still working on BTW) And thanks!
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Fio'El
- Wolfs16
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Post subject: Re: Tau Complex Posted: Oct 03 2009 06:15 |
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Joined: Aug 19 2007 03:02 Location: Pennsylvania, USA Native English speaker?: Yes
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Shas'Ui
- Militant.Jester
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Post subject: Re: Tau Complex Posted: Oct 03 2009 07:06 |
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Joined: Jan 18 2009 10:48 Location: Tri-Cities Washington, USA Native English speaker?: Yes
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I have a pretty good idea of how I want that story to pan out though, so I probably won't do that.  I would need TONS of corridors too, considering the *scale* of that battle.
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Shas'Ui
- Militant.Jester
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Post subject: Re: Tau Complex Posted: Oct 05 2009 05:33 |
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Joined: Jan 18 2009 10:48 Location: Tri-Cities Washington, USA Native English speaker?: Yes
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Hey everyone, an update! Working on a T-Intersection. The intersection. Walls for the perpendicular pathway. One wall in place.I was wondering about peoples opinion on the straight section's second, unfinished screen. I had an idea to put in jagged bits of clear plastic to make it seem like the screen was destroyed. What do y'all think?
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Fio'El
- Wolfs16
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Post subject: Re: Tau Complex Posted: Oct 05 2009 09:57 |
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Joined: Aug 19 2007 03:02 Location: Pennsylvania, USA Native English speaker?: Yes
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Shas'Ui
- Militant.Jester
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Post subject: Re: Tau Complex Posted: Oct 05 2009 11:25 |
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Joined: Jan 18 2009 10:48 Location: Tri-Cities Washington, USA Native English speaker?: Yes
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I'm not yet entirely sure.  Delta and I played a test game, with 4 Tau commandos against 25 space marines. As you can imagine, it was an utter disaster. We used index cards, which are MUCH smaller than the current sections. In 'regular' battles, obviously most if not all vehicles will be disallowed. I am planning on adding larger areas, hangers mess halls et cetera. I will probably get pwned with so little area to avoid assaults. But I think it will be a much more tactical game than normal 40k, because of limited vanes of movement. Oh well, I really have no idea at the moment considering I only have two partly finished tiles. Anyways here is a small update for y'all.  
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Shas'Ui
- Militant.Jester
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Post subject: Re: Tau Complex Posted: Oct 06 2009 07:42 |
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Joined: Jan 18 2009 10:48 Location: Tri-Cities Washington, USA Native English speaker?: Yes
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Shas'El
- Sa'cea Mont'yr
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Post subject: Re: Tau Complex Posted: Oct 06 2009 09:12 |
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Joined: Feb 22 2006 12:43 Location: Albuquerque, NM Native English speaker?: Yes
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This is looking really great, Jester. Can't wait to see where you go with the next section.
_________________ Shas'el Sa'cea Cal'Ka Mon'tyr
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Shas'Ui
- Militant.Jester
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Post subject: Re: Tau Complex Posted: Oct 06 2009 10:13 |
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Joined: Jan 18 2009 10:48 Location: Tri-Cities Washington, USA Native English speaker?: Yes
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Thanks, Did you have any ideas about how to make the different sections....different? I'm kind of drawing a blank in that regard. 
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Shas'Ui
- paulson games
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Post subject: Re: Tau Complex Posted: Oct 06 2009 10:20 |
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Joined: Dec 03 2008 12:13 Location: chicago Native English speaker?: Yes
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Interesting project, are you going to add detail to the floors and walls?
The current look could get a bit overpowering as it all has the same tile/grid look and it may need something to break it up visually.
_________________ Paulson Games Website
40k Stuff Tau Gallery
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Shas'Ui
- Militant.Jester
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Post subject: Re: Tau Complex Posted: Oct 06 2009 10:28 |
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Joined: Jan 18 2009 10:48 Location: Tri-Cities Washington, USA Native English speaker?: Yes
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I am planning on giving details to most of the wall sections to make it more interesting. Also I am working on some straight sections that have little side rooms and things with details in them. However, for the most part the floors will be plain tile to keep a look of continuity. Also every wall section will end with at least .25" (conveniently 3 squares exactly) to make sure it matches with adjoining tiles. (with the small strip of plasticard in between the top and bottom)
Also I am going to order some detail pieces, such as Hirst Arts sci-fi crates, to add cover and interest.
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Kor'Vre
- Didi et Gogo
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Post subject: Re: Tau Complex Posted: Oct 06 2009 10:44 |
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Joined: Mar 28 2009 07:40 Location: BC, Canada Native English speaker?: Yes
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It currently reminds me a lot of an old subway station, what with the tiles and all. That's a good thing - especially if you want to get a little of that horror-movie edge. In that vein - I think the broken plastic bits are a great idea for the unused video-screen.
Further along the variation line: If you're going for a ship boarding action, then you'll want to think about what other parts of a ship there are. For instance, this appears to be a pretty regular corridor, but you could do things like an engine-room, or a med-bay with beds and medical equipment (always a good place for creepiness). You could places that are more utilitarian and have grating (needlepoint grids) over a floor with exposed pipes and stuff. Even a storage room where they keep the liquid handwavium or whatever. If you've got some little pill-bottles, those might work pretty well for that? Looking awesome so far, keep up the good work!
Oooh, you ninjaed my post Jester! Still, some of my ideas might be okay?
_________________ Look!
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Shas'Ui
- paulson games
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Post subject: Re: Tau Complex Posted: Oct 06 2009 10:49 |
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Joined: Dec 03 2008 12:13 Location: chicago Native English speaker?: Yes
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You should make a bio lab or a cloning room. Get ahold of some clear plastic jars or tube and convert them into cryo tubes for holding the bodies of xenos creatures, have a bunch of the 40k races cut up and suspended in the tubes and a bloodied up dissection table.
_________________ Paulson Games Website
40k Stuff Tau Gallery
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Kor'Vre
- Didi et Gogo
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Post subject: Re: Tau Complex Posted: Oct 06 2009 11:11 |
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Joined: Mar 28 2009 07:40 Location: BC, Canada Native English speaker?: Yes
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Oooh, I agree with Paulson. I'm having visions of a Tau version of the Anphelion Project now! The Tau seem naïve enough that something like that could happen to them too.
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Shas'Ui
- Militant.Jester
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Post subject: Re: Tau Complex Posted: Oct 07 2009 12:11 |
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Joined: Jan 18 2009 10:48 Location: Tri-Cities Washington, USA Native English speaker?: Yes
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Indeed, unique rooms are in order. A biolab, not too many cut up creatures (I still think of Tau as good guys). Definitely a greenhouse (oxygen garden!) > Storage rooms > Landing bays > Command bridge > Ship AI center/cooling area > Restrooms > R&R Facilities > Security areas? Maybe energy shields over electrical grids, FW drone turrets, blast doors. A lot of the straight hallway areas are going to include little areas off to the side that do not lead anywhere but can be entered. I quite like the engine room idea. I am really being inspired by the movie 'Sunshine' and the game Dead Space (both are amazing!). I am really enjoying this project and I might eventually be able to play a game of apocalypse! I am thinking about creating a 'central spine' where larger vehicles can travel. And gun stations? Areas on the surface of the craft? There are so many possibilities! It would be so cool to play a game with fighters escorting landing craft around the different sections of the ships! EDIT: Oh yeah, the update.  Finished the T-section wall. Pics tomorrow!
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Kor'Vre
- Didi et Gogo
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Post subject: Re: Tau Complex Posted: Oct 07 2009 03:40 |
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Joined: Mar 28 2009 07:40 Location: BC, Canada Native English speaker?: Yes
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A fun thought might be using force-fields? I.e. using clear plastic or just some indicator on the wall which showed that there was a force field through the room. I'm no rules-man, but it could be fun to have that Halo-like situation where characters on both sides can see each other but can't do much about it... don't know how to cash that out in game-terms though.... Oh well!
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Shas'La
- wartang
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Post subject: Re: Tau Complex Posted: Oct 07 2009 09:27 |
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Joined: Mar 24 2006 02:14
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Don't forget the shusi bar. 
_________________ W/D/L/JPDC
6/2/3/2
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Shas'Ui
- Militant.Jester
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Post subject: Re: Tau Complex Posted: Oct 07 2009 09:47 |
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Joined: Jan 18 2009 10:48 Location: Tri-Cities Washington, USA Native English speaker?: Yes
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I'm already working on it Wartang! Didi et Gogo, I was thinking like the energy bridges common in the first Halo....only they're covering deadly electric fields! A basic energy wall could work too. One that lets people go through but not shoot, like in Halo 3? Although that would be a pain for Tau. I am also going to make micro-tunnels, like in the Pillar of Autumn levels on the first halo.
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