View Full Version : City sets


Stormrage
Jan 10, 2008, 01:15 PM
.. Varw is offering to take requests. I`ve googled for Imperial buildings, but found very little of use. Its all ruins or military stuff.

Anyone has any good (or any at all) ideas?

I wish the 40k MMORPG was already in production, cos the WHFB one has tons of concept art..

Yoda Power
Jan 10, 2008, 01:38 PM
This website has a few pics: http://www.games-workshop.de/warhammer40000/supplements/sif/hobby/studiogebaeude/index.shtm and http://www.games-workshop.de/warhammer40000/supplements/sif/hobby/stadt/2.shtm

Stormrage
Jan 10, 2008, 01:48 PM
Yeah, well.. I`m not sure ruins would help Kyriakos much..

Quinzy
Jan 10, 2008, 01:58 PM
They may be ruins but one can reconstruct them relativly handily surely?

aaglo
Jan 10, 2008, 02:00 PM
I was thinking about working with the cities, when I want a break on making units. :)

But it's good to have other people help :)

Yoda Power
Jan 10, 2008, 02:57 PM
They might be ruins, but they could serve as inspiration.

aaglo
Jan 10, 2008, 03:27 PM
See the underground building entrances for some ideas :)

http://www.forgeworld.co.uk/acatalog/QUATERMASTERS_STORE_WARHAMMER_40K_TERRAIN_7.html

Stormrage
Jan 10, 2008, 05:26 PM
Some nice examples there. I think we all agree it should be gothic :D

there should be a big ol` cathedral, a big ol` factory or two, a big ol` mansion for the Guvernor, and a s#it load of residential buildings..
Or should they resemble military bases more? Or a good mix of both?

LizardmenRule!
Jan 10, 2008, 05:56 PM
There was an article on one of the GW sites about building an Imperial city. i'll see if i can find it and post a link here

EDIT: http://uk.games-workshop.com/cityfight/studio-table/1/

Stormrage
Jan 10, 2008, 06:07 PM
Thank you, Dave, I think thats right on the spot :)

aaglo
Jan 11, 2008, 05:55 AM
Here's what I had in mind for the imperial city architechture.
Administratum basilicum. Or whatever :)

aaglo
Jan 11, 2008, 06:05 AM
Or we could even see things in this ridiculous sizes :lol:

Stormrage
Jan 11, 2008, 07:57 AM
You`re hired :D

Varwnos
Jan 11, 2008, 08:36 AM
Nice gothic buildings aaglo :)

Stormrage, arent there any special buildings like that imperial chapel i had once created?

Also i would need generic houses as well.

Stormrage
Jan 11, 2008, 11:14 AM
Yah, you made some great stuff, its going in the mod, don`t worry.

Virote_Considon
Jan 11, 2008, 11:16 AM
I think that instead of normal houses, they'd probably have special large bunkers to live in, or something :)

aaglo
Jan 11, 2008, 11:21 AM
Yep, instead of individual houses, they live in some sort of hives. Huge city-structures.

Varwnos
Jan 11, 2008, 11:39 AM
Yah, you made some great stuff, its going in the mod, don`t worry.

What i meant was that such buildings can be created for a city set :p

Stormrage
Jan 11, 2008, 01:24 PM
Well, if they can fit in what aaglo is making, sure :)

I tried searching for pictures of whole buildings for you, but it seems the Galaxy is in ruins :scan:

Dark Crusader
Jan 11, 2008, 02:39 PM
Did you try the DoW site for some building ideas?
http://www.dawnofwargame.com/techtrees/space_marine.php

Some othe interesting flavour buildings were developed for the "Inquisition Deamon hunt" mod. Might be worth a look.
http://spacedragons.free.fr/

aaglo
Jan 12, 2008, 12:30 PM
Here's something I doodled. This could be a start point for the largest city - a lot of work still needs to be done. The smaller pic is in game-size.

Stormrage
Jan 12, 2008, 01:28 PM
Use the bigger one in-game ;)

Seriously, can`t make out the details..

Varwnos
Jan 12, 2008, 02:45 PM
It was always going to be tricky to make something gothic and huge look good in civ city scale.
I would suggest keeping the architecture, but making the buildings a lot smaller in size. That way you can magnify the details without having something too big.

Quinzy
Jan 12, 2008, 03:30 PM
Maybe it you "fatten" up everything. Like, take out 2/3's of the butresses, but fatten up the ones that are there. That way it won't completely blur up. :D

aaglo
Jan 14, 2008, 03:11 AM
yeah, I know the details get lost, when zoomed out. But to be frank, imperial structures are huge and gothic. I think widening & flattening the bulidings might help a bit. Plus adding some weird adeptus mechanicus buildings, hab blocks, towers and factories. Or something like that.

Varwnos
Jan 14, 2008, 11:43 AM
If i was making the set i would choose some smaller buildings anyway, since in this scale you will get nowhere with massive gothic ones. Perhaps fortified bunkers as small houses, and a gothic cathedral in the center?

aaglo
Jan 15, 2008, 04:35 AM
I reduced the amount and increased the size of the details. Here's a WIP of the metropol-size city.

Virote_Considon
Jan 15, 2008, 05:09 AM
Very good, aaglo! :thumbsup:

Varwnos
Jan 15, 2008, 05:30 AM
Looks amazing, aaglo :goodjob:

Stormrage
Jan 15, 2008, 05:57 AM
Oooh! oooh! Where can I park my Titan, mr.aaglo, sir? :mischief:

Awesome job, mate!

aaglo
Jan 15, 2008, 06:07 AM
Oooh! oooh! Where can I park my Titan, mr.aaglo, sir? :mischief:


On top of any building you like... as long as your titan bears the marks of ruinous powers.

Yoda Power
Jan 15, 2008, 07:02 AM
I like the new version. :goodjob:

Maybe you should make building graphics out of those building too?

aaglo
Jan 15, 2008, 07:08 AM
Well, that's what I thought too... - with more details, of course.

Varwnos
Mar 03, 2008, 02:06 PM
:bump:

Any new pics, aaglo? :)

DragonBird
Mar 03, 2008, 02:42 PM
I've got Bryce 5. If someone could link me to a tutorial for buildings I would be more than happy to do Eldar Buildings...

Quinzy
Mar 03, 2008, 04:10 PM
What are the 5 culture groups again? Imperial, Chaos, Ork, Eldar and Tau?
Seeing as Necron and Tyranids aren't in yet...

If the Necron and Tau do enter in, I propose:
Imperial- SM, IG, DH, WH- Large impressive buildings, very typically Imperial
Chaos- Ork, CM, LaTD, DE- Generally lots of spikes and dark buildings
Eldar- Eldar- Roundy, eldary, with the wierd Omega shaped... ness
Tyranid- Tyranid- Tentacles. Spores. Goo.
Tau- Tau, Necron- Very square and circular buildings, brownish, lots of glowiness

DragonBird
Mar 03, 2008, 06:02 PM
That sounds great, but the Dark Eldar and Eldar are polar oppisites. Dark and Light...

aaglo
Mar 04, 2008, 01:02 AM
Yes they are - but they're only xenox who could use similar looking buildings.

As for my new previews: No, not at the moment. The "flame" sort of died out, because... well I actually don't know why. I managed to put in some walkways and whatnot.

LizardmenRule!
Mar 04, 2008, 03:51 AM
Deldar could fit in with chaos, and the orks have some cities already that we can use, and since we have next to no nids at the moment, i think they would be better off as barbs until more are made, which frees up a slot for da orks :D

Could the eldar and tau be grouped together perhaps?

aaglo
Mar 04, 2008, 04:15 AM
Well, why not. But I think that orks really need to have their own set of cities (I believe some already exists).

LizardmenRule!
Mar 04, 2008, 05:25 AM
yep, odin's

Virote_Considon
Mar 04, 2008, 05:41 AM
Yeah, I agree that the Orks should have their own cities, and the Eldar and Tau could be lumped together.

I'd also put the Necron+Dark Eldar in with the Chaos group.

DragonBird
Mar 04, 2008, 11:16 AM
We could combine architecture of a few civs... say chaos and deldar, who are not exactly alike but close...

Dark Eldar and Chaos,
maybe Space Marines, Imperial Guard, and Necrons. (all the buildings are dark and menacing)

Eldar and Tau (their buildings have a "fluid" property to them)

Orks (ramshackle and rusty)

Nids (Xenobuildings along with ruins)

Quinzy
Mar 04, 2008, 12:26 PM
I think that the Orkish architecture is chaotic enough to be lumped together, but hey, DB's idea works too.

We could have a Human Set, with lots of impressive gothic spiked architecture.
A rusty Ork set.
A Tyranid goop set.
A Eldar-tau set, containing lots of smooth alien looking constructions.
A Dark-alien set, with D-Eldar and Necrons. Basically, green glowiness on black buildings.

aaglo
Mar 04, 2008, 01:54 PM
Here are odintheking's ork cities:

http://forums.civfanatics.com/showpost.php?p=2441855&postcount=8

And here are previews of the imperial cities I've doodled with so far. I know thy lack something. Maybe generic "stuff"... maybe they need to look more crowded or something...

Varwnos
Mar 04, 2008, 02:22 PM
They look ok, i just do not like the brown all over. What is it supposed to be?

Imo if you enlarged them a bit the details would look better :)

Yoda Power
Mar 04, 2008, 02:45 PM
The difference between the three sizes could be a bit larger I think. :)

aaglo
Mar 04, 2008, 04:16 PM
The "brown" is supposed to be some sort of paving. I changed the colour here, and doubled the preview size.

Here are some other changes too.

Stormrage
Mar 04, 2008, 04:20 PM
Erm.. that wouldn`t be the ingame size, would it? :mischief:

I like them, I think you did a great job :)

Varwnos
Mar 04, 2008, 04:36 PM
It is very difficult to get any gothic building to look good in civ3 city scale..

aaglo
Mar 04, 2008, 04:54 PM
No, that's not the ingame size. The previous preview is pretty close to the ingame-size. I think.

EDIT: the in-game size is slightly larger than the previous preview.

DragonBird
Mar 04, 2008, 08:28 PM
I think it looks awesome!

What about walls though??? That would be the icing on the cake.

But anyhow - I think the city and metropolis should look more like a citadel or fortress. I think adding walkways to the sides of a few buildings and adding a watchtower would do it.



The cake is chocolate. :p

aaglo
Mar 05, 2008, 12:46 AM
For the walled city - yeah of course there will be walls - pretty tall walls.

Should all imperial cities have some sort of wall structures? Some kind of perimeter "fence" - not much of a defence structure, but a city-limits defining fence? That could look cool :)

And what do the watch towers of the 41st century look like :) ? A TV-antenna with sensor arrays? I think I could work on that too :)

And I was also thinking about adding a Landing Platform on top of the central walkway, but I guess it won't be very visible though...

Also, should I make the 1st era "basilicum administratorum" smaller - you know that twin-towered cathedral-looking building. Not necessarily shorter, but just with only one eagletop-tower?

LizardmenRule!
Mar 05, 2008, 05:17 AM
They look great! One tower for the first era could work, but it doesnt look out of place. the first thing i would do if i was the founder of a new city is to build a big place to run things from :)

aaglo
Mar 05, 2008, 01:45 PM
Ok, here's updated preview:
- added walled city
- added landing platform
- added two sensory towers to each city

Again, these previews are 2x compared to the ingame graphics.

Varwnos
Mar 05, 2008, 02:12 PM
Can you post a preview of the in-game size?

Stormrage
Mar 05, 2008, 03:08 PM
Pure awesomeness..

aaglo
Mar 05, 2008, 03:43 PM
Haha :lol:
One guy want's bigger previews, the other wants smaller.
Ok...

LizardmenRule!
Mar 05, 2008, 03:55 PM
They are superb! :thumbsup:

aaglo
Mar 05, 2008, 04:09 PM
here's an ingame preview (with the ares de borg's terrain set combined with WHFB-mod).

Stormrage
Mar 05, 2008, 04:30 PM
Even tho I`m green in heart, I`m an imperialist in mind.

Even tho I`m an imperialist in mind, Imma stomp dem citiez in da ground, ever las` brik of `em! :D

Love them!

DragonBird
Mar 05, 2008, 06:36 PM
I'd teleport those arrogant SoBs into space with a new Eldar invention: the "warp-portal" gun. (It shoots out a reciever portal and then a sender portal) But they are just to damn beautiful. ;)

Quinzy
Mar 05, 2008, 06:49 PM
Wow man, that's quality! :D

aaglo
Mar 06, 2008, 02:13 AM
What about era-changes? Do we need that? And what would be the changes like?

Originally I thought "nah!", but that's a bit boring thought. The only civs in WH40k-world that wouldn't change their appearence through ages would propably be eldar, deldar & necrons.

So, what could the changes in these be? One thought was to make the colours duller/darker by the passing of time. Another one is to add subbtle changes to the structures. Yet another is to just add more stuff around the bases of the structures.

Any thoughts on you guys?

LizardmenRule!
Mar 06, 2008, 02:41 AM
I was thinking something along those lines too, except for the change of era splash: have an imperial city at street level (or mid-building level), then as you progress through the ages, the sky gets darker and the buildings get destroyed, fires burning, just general destruction until it looks like Cities of Death :D

But concerning the buildings, darker and dingier would work for each era. as the era go past, the infrastructre of a city would improve, so more landing pads, larger living areas, just more stuff basically :)

aaglo
Mar 06, 2008, 02:47 AM
I hadn't thought about the era splashes at all. Good Idea, I have to think about them too :)

Yoda Power
Mar 06, 2008, 02:59 AM
I like them too aaglo, but isn't the angle a bit wrong?

aaglo
Mar 06, 2008, 03:35 AM
I don't know. Do you mean, that the camera should be wiewing the city from a bit higher position?

Yoda Power
Mar 06, 2008, 03:52 AM
Yes exactly. I think there is some standard angle that all terrain stuff uses.

aaglo
Mar 06, 2008, 04:26 AM
Ok, I'll check the angle, compare it to the civ3-vanilla city graphics.

Here's a test of the erasplash-wiev of the city... without the landing platforms & antennae arrays. I think the structures should be a bit more complex to these erasplashes.

or then... I could wiev these city structures from afar...

LizardmenRule!
Mar 06, 2008, 05:02 AM
Great! Yeah, more complex would be good, since it is a lot closer

Virote_Considon
Mar 06, 2008, 07:46 AM
Beautiful :cool:

Stormrage
Mar 06, 2008, 10:04 AM
Thats it! That looks great!

aaglo
Mar 06, 2008, 02:14 PM
Here are updated previews
citygraphics
- changed the wall size
- changed the wievpoint to match better with the terrain
- added "pieces of walls" for size 2 and 3 cities
- added another landing platform & two sensory antennas to size 3 city
- removed one sensory antenna from size 1 cities

the erasplash-suggestion
- added detail & changed the location of the administration building.

mrtn
Mar 06, 2008, 02:42 PM
Nice, but why did you add the Stockholm Globe (http://www.arkema-inc.com/images/techpoly/casestudies/stockholm.jpg)?

Yoda Power
Mar 06, 2008, 02:56 PM
I think you really nailed the cities there, even if it got a piece of Stockholm in it.

Stormrage
Mar 06, 2008, 03:28 PM
Bravo! Bra-vo! :clap:

aaglo
Mar 06, 2008, 04:08 PM
Haha. Globen :) - well, that's the place where Finland won their first (and so far the only) Ice Hockey World Championship. And Astartes & Ice Hockey go hand in hand pretty nicely ;)

Stormrage
Mar 06, 2008, 04:37 PM
Yah, especially Space Wolfs :D

http://www.youtube.com/watch?v=N1-25s4uwFQ&feature=related

LizardmenRule!
Mar 06, 2008, 06:02 PM
Wow, they are fantastic! :thumbsup:

DragonBird
Mar 06, 2008, 07:17 PM
Well, if we look at each race's personalities; we could apply that to the structures.

Orks: Brutal and Powerful (way more than da squishie 'oomies) Add more patching like bolted steel sheets, and add some "offensive" stuff like spikes on the edges of the buildings.

Necrons: A dormant but re-awakening race. Start with cities very low on the ground, and with each new era bring the height of the buildings up. And turn on some lights (Very basic, but it should work)

Eldar and Tau: Very high in tech; more towers and spires. You could also add a "fog" around ground level to help create an illusion of height.

Oomies(chaos, imps, marines): All together more menacing and fortressy. Add some gun emplacements in the streets, or "concrete" baracades on the outside. Doodle around and see what works.

Nids/("Zerg"): Simply, more infested. Less ruins and ground and more slimey stuff. (what about a big eye in the middle?)

Stormrage
Mar 06, 2008, 07:43 PM
Well, we have ork and are soon to have imperial cities..

Necrons should have pyramids and stuff..

Why the hell would Nids have a huge eye in the middle of their .. well.. nest? I never heard of such a creature being mentioned in 40k..

LizardmenRule!
Mar 06, 2008, 09:50 PM
Eldar and tau would tend to have smoother, curvier structures, while the human and human variants have more angular and blocky buildings.

i like the ork buildings we have at the moment: they start off fairly primitively, then shanty town, then ramshackle industry, then ramshackle industry but BIGGER!

I havent heard anything about an eye either, and you would probably want an eye to be able to move and stuff, rather than static. but there have been terrain pieces and such made with large tentacles coming out of the ground, and large biomass pools and stuff

and necrons would need a big monolithic pyramid in the middle of their cities

all that being said, i still think we should concentrate on the big 4 (imperium, chaos, eldar and orks) before we start on the tau, necrons and nids. the WH mod didnt have lizardmen until WH 2, and no beasts or skaven until WH2.5 :)

aaglo
Mar 07, 2008, 12:49 AM
Hwath? Are you thinkging about crumping Space Marines, Chaos Space Marines, Imperial Guard & Traitor Legion to the same cityset? If so, then I propably should get rid of the imperial eagles on the city set... and replace it with... what exactly?

Afterall, chaos & imperium of man derive from same culture group (how well was that put in civ3-terms ;) ).

Stormrage
Mar 07, 2008, 10:55 AM
I`d go with this..

Imperialists
Orks
Chaos + Deldar (+ Necrons eventually. Hey, in WH Chaos, Orcs and Lizardmen share cities!, and we`ve grown used to that)
Eldar + Tau
Nidz, eventually.

aaglo
Mar 07, 2008, 01:23 PM
Here are three more era splash previews:

Varwnos
Mar 07, 2008, 01:34 PM
Great work, aaglo :thumbsup:

CC-2224
Mar 07, 2008, 01:46 PM
Beautiful splashes, Aaglo!

@DragonBird: Eye? Where did you get that from? In my opinion, Nid cities need to progress something like this:

Actual cities, just in ruins, with the beginnings of a digestion pool and capillary towers.
The ruins have been overgrown with plants and the digestion pool and capillary towers are larger.
There are still ruins, but everything organic is gone, leaving only the digestion pool and capillary towers. Also, there could be some hive ships in low orbit, attached to the capillary towers.
Finally, the hive ships descend and simply cover the ground, feeding off the planet.


I know, probably not the most useful list, since Nids won't be added anytime soon, but hey.

Quinzy
Mar 07, 2008, 03:23 PM
But when you build a city, why would you /build/ ruins?

It should start off as a small opening in the ground with some capillary towers, like the Macragge piece that's left-centre in this:
http://thegamingcrypt.com/cryptshop/images/macragge.gif

And growing and growing into this sort of this:
http://uk.games-workshop.com/tyranids/tyranoforming-worlds/images/leviathan-spore-chimneys.jpg

I don't think that ruins in the midst of them would make sense from game mechanics.

Stormrage
Mar 07, 2008, 04:04 PM
Yah, I agree the ruins would be unnecessary.

CC-2224
Mar 07, 2008, 06:15 PM
My thinking was that they had conquered an imperial world and had destroyed a town or city during the assault. Later they would have the chimneys and ships to feed on the planet.

You guys out weigh me, though, so it's really up to you.

DragonBird
Mar 07, 2008, 07:52 PM
Well yea, the ruins are a bit off.

That would mean that the Nids would have to capture cities to get them at all. Or even better - They send out a settler to make a Imp Town! Then they conquer it! The eye was a play on Sauron (LOTR) and the Overmind (Starcraft ~ Zerg). Have that replace a palace.

Quinzy
Mar 08, 2008, 09:02 AM
Well random eyes feature on some Tyranid weapons like the deathspitter, but that is because the deathspitter is actually a symbiote rather than part of the tyranid.

odintheking
Mar 08, 2008, 10:47 AM
Aaglo, those cities are simply f*cking amazing! And my old ork set is REALLY old and not that great a cnp job.... I'm interested in making a new one, but reluctant to do so cause I never finish any of my civ projects lately... :blush: