Posts tagged ‘Relic’
Geeky Gadget Wish List #20: Company of Heroes Lamp
It has been a while since I posted a GGWL item, and while this is not particularly a pop-culture staple like my other ideas, it is something I would like to have personally.
What you see here is a ‘Victory Point’ from the video game Company of Heroes. It’s a tower your army has to capture in order to…uh…gain victory. Okay it’s pretty self-explanatory.
I think it would make for a great desktop lamp. It features 3 spotlights (which could also be pointed down, if you prefer), and another light at the top of the mast. There are 2 flags at the top (currently pointed away from the camera, argh), as well as 4 flags at the base.
It has an interesting industrial look to it. Also, if scaled right you can have a bunch of green army men encircling the lamp at it’s base. Well I think it would look cool.
Download the free-to-play game here: www.companyofheroes.com
Add comment October 14, 2010
Company of Heroes Papercraft Diagram Part 2: Barracks
Here are some better pics, thanks to an HD camera! Woohoo! This blog is going big budget!
Here is the second Company of Heroes building - the Allied Barracks building. It’s just a tent surrounded by lots and lots of sandbags. Apologies I am not the best assembler of Papercraft - as you can see above! Here is a picture of it in game:
I didn’t make the flag for it. And if you feel like going the extra mile, you can put some toothpicks under the top cover and “fasten it down” with some string to your land surface.
There is a lot of sandbags for this model, so I broke them up into sections instead of one long piece for the perimeter. You’ll probably exclaim the same thing as the Engineers from the game: “Construction of wall finished. I swear, if I see one more bag of sand, I’ll…” (trails off). However the tent looks fine by itself.
Here is the diagram for it (click to enlarge, then save to your computer):
It is currently scaled to fit an 8.5″x11″ piece of paper. If you’d like it to retain the video game scale in relation to the HQ building, you’d probably want to reduce the image about 30-40%.
If you’d like the diagram for the original Command HQ (depicted in the background above in both images), you can find it here.
Also, if you’d like someone else to build this for you, you can download this awesome game for FREE at www.companyofheroes.com, and watch the Engineers/Pioneers build away. The game is currently in an open Beta. It is a free-to-play game forever and ever. Enjoy!
1 comment September 20, 2010
Company of Heroes Papercraft Diagram: HQ Command
UPDATE 1: The Barracks building has been released. Find the post and diagram here.
Click to enlarge (click to enlarge again if you need the full 8.5×11″ size)
UPDATE 2: After a lot of feedback, I made two more diagrams which may be useful. They both feature an extended roof overhang at the front and back of the building. The flag on the roof has been enlarged to appear more like it’s video game counterpart.
HQFinal2Update has slightly smaller steeples for ease of placement, and colored sandbag folds to help conceal the paper. The perimeter sandbag has been extended at the rear, so it is not such a snug fit around the house. This is a replacement for HQFinal2B.png! Sorry if you already grabbed that one.
HQFinal2Simple is for those who wanted a simple house like the one depicted on the Paperkraft website. It’s also for those who want a simple roof with no steeples or chimneys. The main building has no wooden planks, so no balconies are needed either, if that is a preference.
The final design would look close to this:
UPDATE 3: Here is a completed build of the original diagrams. The previous update should fix any issues with the steeples and sandbags.It is shown with the Barracks tent, which you can find the link to in the first update.
Have fun! hit me up with any questions or suggestions to improve the structure. Send me your pics and I will post them here.
4 comments September 2, 2010
Company of Heroes Papercraft Fail
UPDATED: By popular demand, the diagram is available here. Enjoy!
On the weekend I posted a blink-and-you’ll-miss-it post featuring a Papercraft diagram to make the Command HQ from THQ and Relic’s upcoming Company of Heroes Online. I then took down the posting because I thought I should test-drive the diagram first. It was too small. I then enlarged 50%, making it two pages big, and made another attempt:
It’s held together with scotch tape and curse words. I made the steeples, chimney, and other add-ons as well, but I dare not destroy this building trying to affix them. It would have looked something like this:
I might give this another go with some real glue, some heavier paper, and perhaps a cardboard foundation. Time to surf the web for Papercraft techniques.
If anyone asks, I can provide the 2 page diagram. Just send me an email.
8 comments August 31, 2010
RTS Game Wrinkles
I’m a huge fan of StarCraft and Dawn of War: 40,000. Both franchises comprise the very best in RTS (Real-Time Strategy) games, and are nearly flawless in their design. A few things I would do to enhance those games, if given the opportunity:
EMERGENCY PURGING - In a scenario where your command base is under siege, and you are low on nearby infantry units/vehicles, you’d purge out unfinished units in the queue as a last-defense. What would happen is you’d have the entire queue pushed out of the armory in an incomplete state. This gives you some defensive firepower, but the troops or vehicles you purged are incomplete and not as diluted in firepower or defense. As a trade-off, your factory or armory would need time to recover from the purge.
INCIDENTAL TRAVEL - You select a group composed of ground troops and vehicles to reach a target destination, and what usually happens is the vehicles will get there first. What I would like to see are troops climb onto the sides of tanks and other vehicles that happen to be sharing the same destination. Not only could you keep your battalion better intact, but you’ll have increased firepower for ‘hitched’ vehicles, though the troops clinging aboard would have decreased accuracy. This should all be done automatically, as I’m not a fan of manually assigning troops to climb into a transport vehicle. Also, the tanks wouldn’t slow down and wait for hitchers - first come first serve.
BUILT-IN HUD - I’d like to see research progress and Unit build progress without actually having to select the building. I propose a smart HUD, where that information is built into the game buildings. For example, I’d design the armory to be made of 6 individual pistons that would be in a high position at the start of the build process, then sink as building progressed. Some color meters could also denote the progress. Sure your opponents could tell which buildings are more active in building units, but these are priority targets regardless.
SMART COVER - The thing about RTS games is the troops fight like the British Red Coats - they stand around and just fire weapons, not really being evasive in their position. If it were up to me, I’d have them take cover behind pillars, armored vehicles (operational or destroyed remnants of), and whatever other section of the environment they deem safe. This would not only make the fights more dramatic, but would give way to using specialized Units, like Snipers and Anti-Tank personnel.
ESCAPE POD - The command base could have a backup escape pod that could be fired to another section of the map (much like the Terran buildings being able to relocate in StarCraft), that would include a builder and a few troops to start a new command base. The drawback: it would take a long time to fuel and ready, and would stop any other capabilities of the command base in the interim. So if defeat looks like a possibility, this last resort could be an option - but plan ahead.
LOOT THEIR POWER - I’d build a specialized Unit that could drain the enemy’s reserves. It would be a very costly and defenseless Unit, so you’d have to secure the enemy base to utilize it. This way you can add to your reserves while depleting your enemy’s supply. More incentive to capture the enemy base! More worthwhile in 3+ player games.
CONVERT THE NON-BELIEVERS - If you could steal your enemy’s power…why not their troops? There is a few ways you could do this: a mode where you could capture enemy units, a means to utilize abandoned or dead units (zombies?), or by dispatching your builder units to assimilate enemy structures to add them into your fold. Instead of wiping out your enemy, you’d claim their carcass for your own means. Only worthwhile in 3+ player games.
RISKIER RESOURCE COLLECTION - If you want more resources in quantity, or a faster rate of harvesting, you should be allowed to gamble with a more dangerous means of collection. Once this method/ machine of collection is built, your resource collection rates increase. But if taken out by the enemy, it could result in severe damage to your base. Pretty much like opting to harvest nuclear power - worthwhile output, but very dangerous.
BUY TIME - Every Unit you build in an RTS game has a set cost attributed to it, as well as a set build time. Well if you want to get your Units a bit sooner (without purging, see above), I’d allow the option to spend more to hurry the Unit’s production speed. The trade-off being you got your Unit sooner, but burned through more resources to do it. A costly short-term measure.
Add comment June 29, 2010