Scenery Planet – SP Corp. – Reportaje – SUBTITLES AVAILABLE


Hi, friends of Scenery Planet! Today we will present you another scenery set on the universe of Infinity. This interior set shows the compound of a private corporation and has been especially designed for Diacash, the official distributor of Infinity in Spain, to be used at Infinity shows and introductory games in events, conventions, shops, etc. Therefore, its plan has some important differences compared to a private board. However, it offers ample possibilities that we will discuss in depth soon. Starring today’s report, we count on a model selection of Aleph’s Section whose aesthetic matches that of the project perfectly. The Figure Corner has especially painted all models featured in this video for Scenery Planet. It’s the painting studio that has earned our trust because of the amazing finishes they offer and, particularly, because of their value for money. If you’re considering hiring painting services for your models, don’t do it without consulting them first. As always, we hope this job will be a source of inspiration and ideas for your own scenery projects. Surely you’re eager to know all the details of the set. So, if you agree, let´s see in depth! We will discuss all the elements of the collection. Later on we will see how to combine them. The set consists of five room modules, all of them with different interiors, and a series of accessories –corridors, doors, and so on– that we will talk about later on. With your permission, let’s use this one to discuss the common traits of all the modules. As usual, they are built to last: on MDF. Very resilient, we used 5mm thick MDF for the sides, 7mm thick MDF for the base, with this inferior wooden frame to grant strength. With a black mate varnished finish on the outside, all modules present these spaces, these openings, which will allow us to interconnect them with doors. For that purpose, we have prepared these door accessories. Let’s take a closer look: in detail, with different metal areas, frames, screens, gratings, and lighting effects… With a very useful tongue and groove system that allows us to insert them, just slide the accessories down, into their positions, discarding any chance of movement or loss. The smaller ones correspond to these openings; just slide them down… And the widest in size for the central opening. When we put them in place, we see how the module is perfectly finished off both on the exterior and the interior. The interiors of the modules are identical architectonically speaking. What differentiates them is the distribution of the furniture and the decorations. In all of them we find this floor with a hex design and coated walls with elements on different planes to reinforce the feeling of depth. These panels finished with a magenta lighting effect have, in some cases, airbrushed logos. Let’s take a look to this side. Here we find more panels in different sizes and more signage. All modules are numbered. Later we will see why. In this case: Section 1. We also have these columns in resin, made by Scenery Planet especially for this project, based on our own original, interesting sci-fi designs with gratings, panels, etc. Lastly, we have the furniture itself: desks of different shapes and sizes, monitors, bigger screens, etc. In this project, at the customer’s request, all the furniture has been fixed directly on each module. On a board designed for private use, this would be impractical and lacking interest, since it would limit our possibilities forcing us to play repetitive games. However, remember that this board is to be used at Infinity shows and introductory games in events, conventions, shops, etc., so this solution, –fixed elements–, was more useful and convenient. Mainly because it minimizes the time to set and dismantle the board. The collection includes a great amount of furniture and arranging them and clearing up at the beginning and end of each game would be very time-consuming. Another advantage of fixed elements is that they don’t need to be carried separately, minimizing the chances of loss between games. Let’s take a closer look inside each room and, while we comment, you will be able to see the close-ups in detail with models of different sizes, so you can get an idea of the scale of the scenery and of the real possibilities of the set on a playable level. This first module that we just saw a moment ago can represent an access area, a reception to the compound. See how these desks define a central area, rather wide and clear, with wide corridors to each of the doors. We have desks in different sizes, with small monitors, some big screens, etc. Doubtlessly you have noticed we didn’t include chairs and similar elements. The reason is that although they would be very attractive aesthetically, they are impractical on a playable level, limiting access to the narrowest areas for the models and even preventing us from arranging them to get coverage with the desks, etc. The next module represents a data control center –let’s place this door and take a closer look. We have this central configuration with three desks and their screens, three nodes to control data, some smaller desks bordering the doors, planters, etc. It’s a rather clear outline, same as the previous one. However, sightlines are very different from those in the previous room. The third module represents a common work area, more like an office. We see it includes these long tabletops and it presents completely clear sightlines between doors from side to side. As such, it’s very different from the modules we just saw. Our troops will find coverage, but if we want to move without risk we will have to crawl and so on. The fourth module represents a technical area, a storage room for equipment, supplies, material, etc., where we find these counters with screens and these boxes, sizeable enough to cover infantry models. Painted with lighting effects, as you see, they break sightlines between the different doors, in a way that, as opposed to the previous outlines where we had clearer views, in this case our models can take cover and advance step by step between the enemy lines. The last module is bigger and has a different shape too. All openings in this case are big, –let’s lay some doors to see the complete room, we just insert them and slide down as seen before. It represents a resting area, a garden inside the compound. As you can see, we have planters. There are three different models, all based on a hex design by Scenery Planet, made of resin especially for the occasion. We have a simple model, a double one and a triple one, distributed geometrically. In the middle, we find this base with a sculpture of the logo of the corporation. Once again, it’s a clear outline with ample coverage, partial if we stand, complete if we crawl. As you can see, the possibilities to play and define tactics are very different in each room depending on the distribution of the elements of the set. However, in all cases we have tried to keep the set as clear and lean as possible, to ease the flow of the show games that will be played on the board. Let’s see how to combine the modules. As we said, all modules present these openings. As expected, they fit perfectly when we place the modules side by side in all positions, allowing access to the models. The door accessories we saw until now are blind. Although they serve to finish off the modules, and not leave empty spaces on the sides of the board, they can’t be used to interconnect the modules. For that purpose we prepared a different kind of door accessories, with the same design, –here I have all the doors of the set, twenty eight in total–. As I was saying, this is a different kind of door with the same design; the doorway is free, with double width groove to assemble the modules and a slot on top to insert the door itself. We have the two sets of sizes matching the openings of the modules –these are the widest with their corresponding door–, finished off on both sides. We will use them to interconnect the modules. How? In the same way we did before. We place both modules side by side, close together; we insert the door accessory; and now we have a door that we can open and close giving access from one module to the next and keeping both modules together, preventing involuntary movement during the game. Taking this into consideration, we will see now various examples of assembly. I won’t put all the doors in each case to be quicker. Using four modules we could place them to create a somewhat square board –this way you will see better–, of 80cm x 80cm approximately. The blind doors serve to close the sides of the board –let’s put some here, but not all not to waste time… This one is wider–. The blind doors serve to finish off the sides and the doors with opening serve to interconnect the modules and have open or closed doors at will. A second choice with four modules –let’s see…– would be to arrange them in this position, inserting double doors to interconnect them. We would have a configuration of about 90cm x 90cm approximately. Blind doors to close the edges of the board on the inner and outer perimeters. There are enough doors in the set for this. And double doors to interconnect the modules as we saw so far. We would have some additional possibilities with asymmetric shapes –for example, arranging the modules in this way we would have a longer configuration, that we could extend even more in different positions. Right, it’s not a very modular set. I remind you that it has been built for use at Infinity show and introductory games, but of course it offers a number of possibilities. The last option, adding the fifth module, would be to place the garden module in the middle, joining them closely. We would have another board of 90cm x 90cm but with this additional surface to play on. As I said earlier, the modules are numbered. I’ve now arranged them thoughtlessly, but more arrangements are possible. And now we want to pay attention to the numbers. To broaden the game board even more we count on these corridor sections, which are placed between modules. As on previous cases, we join them with double doors, since everything is tailor made. On one hand, they help space out the modules. On the other hand, they add extra doors to the set. We have enough corridor sections to join all openings and those corridor sections are all marked inside. We can see ‘Section 3’ and some arrows, ‘Section 2’ and more arrows pointing in the opposite direction, which indicate the position of each module. For instance, this is number 3; this is number 2… When we add the corresponding corridor stretch, these arrows point towards Section 3 and these towards Section 2, in such a way that those signs are correct and make sense aesthetically. This time we will start putting the doors in place to see what happens when we arrange the whole set. Let’s leave some closed… The central module is numbered on each side corresponding to each section, so Section 3 joins Section 3, Section 2 against Section 2. This is just to maintain an aesthetic logic. We have some corridor sections of a different length to connect the widest openings of this module with the outer ones. Let’s leave them over here. Once again, they are numbered: Section 1, Section 1… Here we have Section 3, Section 2, with the arrows pointing to each of them. To connect these elements, we will use the wide doors: join close and insert. We can have open or closed doors at will. The same goes for the rest of modules and corridors. From Section 1 to Section 4; from Section 3 to Section 4 and vice versa; this is Section 4. Here we have number 1. Section 1. The corridor from Section 1 to Section 2, and now, when we put the doors in place, we are forced to arrange the modules correctly so that everything matches. Section 1 corridor. Section 4 corridor. Once all the doors in place, we have a board of about 115cm x 115cm much more complete and complex. Let me lay down the doors that are missing: blind ones to complete the outer perimeter. In this case, we don’t need the wide blind accessories; they are not necessary. Double doors to interconnect modules and corridors. If you agree, while I finish, I will leave you with some footage of models on the completely built board and soon we will see it in its entire splendor. With all elements in place and the models in action, this is the spectacular final result. A really attractive and appealing interior board for Infinity that you will be able to enjoy live at events organized by Diacash. I want to take this opportunity to remind you that all scenery sets that we make here at Scenery Planet are exclusively built on order for each particular customer. In this regard, our projects are not meant to be a definitive, universal or multipurpose solution, but rather the best interpretation we can make of the concept and guidelines advised by each customer, always depending on their preferences, time and budget allocated to the project. This means that with Scenery Planet you will not get a ready made scenery that somebody likes or wants to sell you, but it will always be exactly what you want to enjoy your favorite games to the fullest. As always, you will be able to find the complete picture gallery of this project, as well as very interesting additional information. Let me remind you that you can also follow us on Facebook, where all your ‘Likes’ help us grow. That’s all, Folks! We hope you enjoyed. See you soon at Scenery Planet!

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