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WorldWorksGames :: View topic - Yet Another Topic About a First Build
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Yet Another Topic About a First Build
http://www.worldworksgames.com/forum/viewtopic.php?f=68&t=10196
Page 1 of 1

Author:  UltraQ [ 08-21-2011, 12:44 PM ]
Post subject:  Yet Another Topic About a First Build

So I got my first set in (one of each, 3 boxes of clips) and wanted to see just how much it could do.

Quite a lot, as it turns out:



The bottom layer is mostly just support, but TCP use for dungeoncrawls is obvious.



The Buildings went together pretty nicely:





I had a great time building this. But I did run into some of the same issues already brought up:

the gator bump zig-zag (most noticeable in the roof)



the ramp not fitting in with the walls (I used clips to hang the ramp a bit over the edge to compensate for the way the ramp butts up against the wall)



I also found that I needed to clip the heck out of anywhere I used 3x3 tiles for basic ground tiles. And I think someone miscounted textures for the 1-1/2 wide stairs in Buildings. You can make one set of stairs with white/brown textured steps, and one with gray/green textured steps, but the last set has mostly a very dirty texture, but one white/brown step. I suppose you could mix them up at random, but it seems odd that you can ALMOST make three stairs that pretty well match, but not quite.

I find the clips to be non-intrusive when used on 6x6 tiles and when used as vertical supports.



I found them to be VERY intrusive when I had to string together a number of 3x3 tiles.



Also, the variety of roofs and balconies in Buildings is great, but seems to limit the amount of actual building walls available.

So my recommendations:

1) get 2xStreets, 2xBuildings, 1xSewers (unless you really love sewers...). You'll want the extra 6x6 tiles and building walls. I've already been to my FLGS to get my extra sets.

2) Plan your layout around the 6x6 tiles. If you must use 3x3 tiles, try to put them between walls or buildings so that they can be supported by clips on the sides so you won't need clips down the middle.

3) Don't forget you'll need extra tiles and walls for support under your raised levels.

-Scott

Author:  Akmor [ 08-21-2011, 12:58 PM ]
Post subject: 

And another very cool build with TCP... :D

It doesn't seem possible to do something bad with TCP, does it ?

Author:  Gamesmith Denny [ 08-21-2011, 01:24 PM ]
Post subject: 

Looks awesome UltraQ and thanks so much for sharing :) What I'm enjoying most is seeing people do gigantic, uninhibited builds. That's a real joy for me! :)

On the ramp issue: The ramp actually fits perfectly against sidewalls but you have to construct the ramp without an angled ramp wall (and railing) on the side where ramp meets wall. To give it strength without the rampwall, you instead add a standard 6" wall along the back side of the ramp. Hard to explain but I'll try to clear that up for people as we move forward with some demo builds.

Gatorbump; As explained elsewhere, prior to the break-in period, you only need give the elements a subtle push in the right direction and everything will square up for you. Its just one of those build nuances you'll figure out as you keep building. I don't want to give people the wrong impression however, this whole gatorbump thing is EXTREMELY minor. So minor in fact, I didn't even notice it during my demo builds except in areas where roofing sweeps meet (as in your example).

Thanks again for a brilliant layout!

Author:  beepeearr [ 08-21-2011, 01:28 PM ]
Post subject: 


Author:  greyhaze [ 08-22-2011, 06:13 AM ]
Post subject: 


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