Realistic design for fictional structure


 
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The Spanish Inquisition



Joined: 17 Jul 2006
Posts: 1

PostPosted: Mon Jul 17, 2006 4:46 pm    Post subject: Realistic design for fictional structure Reply with quoteFind all posts by The Spanish Inquisition

I am designing concept art for a developing game world. I thought the best way to find what a structure would realistically look like, would be to ask architects and students. I'm unsure if this is the right place to be asking this, as the structure is fictional and theoretical.

I have a list of restrictions, but because it is fictional you have plenty of room for creativity.

The design is for a base that can support a small city. The base has the following aspects;

-Consists of 3-5 huge pillars that are rotating slowly in the path of a large circle [120m(ish) radius].
-These pillars are basically ground to build on, because they can support any amount of weight. (for the purposes of design).
-There is a lot of air traffic passing through the center of the circle.
-The city has to be balanced to sit on top of the pillars. As long as it is balanced, there is no weight limit on the base.

-There are materials and metals that are very strong for use.

I'm concerned with how the pillar/base will be designed, so any random suggestions would be appreciated. Here is a rough sketch to show you what I mean;
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dgt



Joined: 22 Jul 2004
Posts: 92

PostPosted: Tue Aug 29, 2006 11:06 am    Post subject: Reply with quoteFind all posts by dgt

I would look at the architectural theorists.

Examples:
-the Futurists (for obvious reasons)
-the Metabolists (for the large infrastructural designs)
-the work of Archigram (quintessential future urbanists)

Also, look at existing games like Halo, Unreal Championship etc.

Hope this helps,
dgt
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