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big shiny buildings
Gear Head Joined: 04-13-2006, 08:46 AM Posts: 836 Location: Arlington, Tx
1980s skyscrapers! Mirrored glass galore!
Though the issue with fighting your way up and down deals with scale continuity.
A typical building we have in the sets is based off a 7x7 module (or 35 scale feet in 25mm/ 1" grid). Though of course you could always expand it into a more realistic scale.
IE: a Small remodel I did on a building in Downtown Dallas was a 4 story + basement building 50'x100'. As far as office space goes thats a small building, but in scale it would be 10"x20" x 4.5 storys + roof. To model that would be a pita particularly for as little actual use as it may get.
Consider most high rises are in the 200'x200' range or more. Thats roughly 40"x40" jsut for a base floor. WIth *alot* of space that may only be playable if you reused the same building many times over.
Either you have to be a fanatic with alot of time, ink and storage space, or you have to suspend some disbelief. Or use a vinyl grid map with wet erase markers =/
Dirigible Joined: 06-15-2004, 08:55 AM Posts: 1146 Location: St. Petersburg, FL
You could always build rooms/corridors that make up the floor in the building and make them generic enough that you don't need to build the whole floor! That way, you just have your players play through each room/corridor and decide when they reach the outside wall of the building, saving mucho space (both storage and play) and ink!
Skunk
You wanna be alright you gotta walk tall Long Beach Dub Allstars & Black Eyed Peas
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