There's some great work being posted here. Am totally impressed with some of the things people have produced. Looks like we could have lots of great community-made maps for the game :)
heh, someone should email Infinityward and link them to the NS forums with just a small sentense underneath it..
'Take notes, this is how it's done'
Amazing community, some really fantastic levels being displayed here, best part is the editor has not long been out.
Now try to imagine what we will have on this thread in say 6 months time when everyone has settled down and started to crank out full maps instead of playing around, food for thought.
Not sure if 'generic' is the right term yet for these corridors we are seeing.
Since they are fairly unique in thier own way for the most part, and all have a different style and/or touch to them.
Also am i the only one hoping someone adds a few more of those pillars to the list with 1- 6 on them? Could get quite annoying if every map that sports them is taking place on the '7th' level.
the idea is, when the decals are added that the 7 prop will be replaced with a blank one for all your number needs. It's just numbered 7 because it's numbered 7.
<!--quoteo(post=1741886:date=Dec 1 2009, 02:46 PM:name=dux)--><div class='quotetop'>QUOTE(dux @ Dec 1 2009, 02:46 PM) <a href="index.php?act=findpost&pid=1741886"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the idea is, when the decals are added that the 7 prop will be replaced with a blank one for all your number needs. It's just numbered 7 because it's numbered 7.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1741791:date=Nov 30 2009, 11:38 PM:name=DrunkenMonkey)--><div class='quotetop'>QUOTE(DrunkenMonkey @ Nov 30 2009, 11:38 PM) <a href="index.php?act=findpost&pid=1741791"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.j-pop.se/temp/newtest1.jpg" target="_blank">http://www.j-pop.se/temp/newtest1.jpg</a> A new quick room. :)<!--QuoteEnd--></div><!--QuoteEEnd--> Why is there a conveyor belt on the ceiling?
Trying to get a more darker/creepy feel, Want the marines to feel their hartbeat when they run around in there, knowing that danger hides in every corner :) .
<!--quoteo(post=1741910:date=Dec 1 2009, 10:41 AM:name=Align)--><div class='quotetop'>QUOTE(Align @ Dec 1 2009, 10:41 AM) <a href="index.php?act=findpost&pid=1741910"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why is there a conveyor belt on the ceiling?<!--QuoteEnd--></div><!--QuoteEEnd-->
So people can keep working when the ship is inverted.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2009
Darker shadows and maybe add spotlights to highlight areas of interest, a dark and moody atmosphere doesn't necessarily mean low light areas. If you have multiple darker areas while you (the marine) are in the lit up areas will make the scene look more interesting visually and have that "damnit they can see me, but I am not sure where the hell they are" effect :P
Notced some stone walls, tried to make a cave with them, doesn't work out too well. <img src="http://i49.tinypic.com/21dmkbm.jpg" border="0" class="linked-image" />
<!--quoteo(post=1741911:date=Dec 1 2009, 10:47 AM:name=brechtos)--><div class='quotetop'>QUOTE(brechtos @ Dec 1 2009, 10:47 AM) <a href="index.php?act=findpost&pid=1741911"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Trying to get a more darker/creepy feel, Want the marines to feel their hartbeat when they run around in there, knowing that danger hides in every corner :) .
Any suggestions on how to improve?<!--QuoteEnd--></div><!--QuoteEEnd-->
Add lighting. Dark/creepy maps are not popular and when they are played people with higher gamma/brightness have a significant advantage.
The_Real_QuasarHas the I.Q. of 12,000 P.E. TeachersJoin Date: 2002-11-26Member: 9998Members
I'm having some trouble hiding the light wireframes - I've put them all in a layer, but they don't seem to go away no matter how many times I click "hide"
Not 100% finished but I probably won't finish it properly ever, based on the Half-Life 1 image of a really old NS1 map I 'lost' (HDD died during the making, rubbish map anyway).
<!--quoteo(post=1741922:date=Dec 1 2009, 07:02 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Dec 1 2009, 07:02 PM) <a href="index.php?act=findpost&pid=1741922"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Darker shadows and maybe add spotlights to highlight areas of interest, a dark and moody atmosphere doesn't necessarily mean low light areas. If you have multiple darker areas while you (the marine) are in the lit up areas will make the scene look more interesting visually and have that "damnit they can see me, but I am not sure where the hell they are" effect :P<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1741977:date=Dec 2 2009, 01:25 AM:name=SentrySteve)--><div class='quotetop'>QUOTE(SentrySteve @ Dec 2 2009, 01:25 AM) <a href="index.php?act=findpost&pid=1741977"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Add lighting. Dark/creepy maps are not popular and when they are played people with higher gamma/brightness have a significant advantage.<!--QuoteEnd--></div><!--QuoteEEnd-->
hmmm it would appear that those screens are allot darker on other people's monitors than mine:s Will change it but will need feedback on how it looks because it's allready very bright and contrasted between dark and bright.
First time mapping on anything, this is about 5-6 hours of work, just learning to use the editor and such, going to be brightening up the first room a bit, it is intended as a hive room.
Comments
'Take notes, this is how it's done'
Amazing community, some really fantastic levels being displayed here, best part is the editor has not long been out.
Now try to imagine what we will have on this thread in say 6 months time when everyone has settled down and started to crank out full maps instead of playing around, food for thought.
<img src="http://borgkinghome.bo.funpic.de/images/ns2editor06.JPG" border="0" class="linked-image" />
Since they are fairly unique in thier own way for the most part, and all have a different style and/or touch to them.
Also am i the only one hoping someone adds a few more of those pillars to the list with 1- 6 on them? Could get quite annoying if every map that sports them is taking place on the '7th' level.
Fair enough.
A new quick room. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Why is there a conveyor belt on the ceiling?
(first 3 are xenomorph only areas)
ventshot1:
<a href="http://img515.imageshack.us/i/sparktest5.jpg/" target="_blank"><img src="http://img515.imageshack.us/img515/6339/sparktest5.th.jpg" border="0" class="linked-image" /></a>
maintenance access:
<a href="http://img340.imageshack.us/i/sparktest4.jpg/" target="_blank"><img src="http://img340.imageshack.us/img340/9417/sparktest4.th.jpg" border="0" class="linked-image" /></a>
ventshot2:
<a href="http://img515.imageshack.us/i/sparktest2.jpg/" target="_blank"><img src="http://img515.imageshack.us/img515/820/sparktest2.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img192.imageshack.us/i/sparktest3.jpg/" target="_blank"><img src="http://img192.imageshack.us/img192/8885/sparktest3.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img340.imageshack.us/i/sparktest1.jpg/" target="_blank"><img src="http://img340.imageshack.us/img340/5684/sparktest1.th.jpg" border="0" class="linked-image" /></a>
Trying to get a more darker/creepy feel, Want the marines to feel their hartbeat when they run around in there, knowing that danger hides in every corner :) .
Any suggestions on how to improve?
So people can keep working when the ship is inverted.
<a href="http://img215.imageshack.us/i/sgone.jpg/" target="_blank"><img src="http://img215.imageshack.us/img215/3061/sgone.th.jpg" border="0" class="linked-image" /></a>
Just doing some maintenance work beneath this panelâ„¢
<img src="http://i49.tinypic.com/21dmkbm.jpg" border="0" class="linked-image" />
Any suggestions on how to improve?<!--QuoteEnd--></div><!--QuoteEEnd-->
Add lighting. Dark/creepy maps are not popular and when they are played people with higher gamma/brightness have a significant advantage.
Any ideas?
Select the light wireframe -> create a layer and press the checkbox to add them to the layer -> hide them using the Natural Selection promo eye :P
Thanks a bunch. Might get around to posting some shots soon.
<a href="http://img6.imageshack.us/i/41344774.png/" target="_blank"><img src="http://img6.imageshack.us/img6/4436/41344774.th.png" border="0" class="linked-image" /></a>
<a href="http://img340.imageshack.us/i/69003106.png/" target="_blank"><img src="http://img340.imageshack.us/img340/5844/69003106.th.png" border="0" class="linked-image" /></a>
<a href="http://img139.imageshack.us/i/34487946.png/" target="_blank"><img src="http://img139.imageshack.us/img139/4007/34487946.th.png" border="0" class="linked-image" /></a>
<a href="http://img37.imageshack.us/i/73332021.png/" target="_blank"><img src="http://img37.imageshack.us/img37/3073/73332021.th.png" border="0" class="linked-image" /></a>
<a href="http://img37.imageshack.us/i/11998793.png/" target="_blank"><img src="http://img37.imageshack.us/img37/3057/11998793.th.png" border="0" class="linked-image" /></a>
<a href="http://img34.imageshack.us/i/61196687.png/" target="_blank"><img src="http://img34.imageshack.us/img34/1097/61196687.th.png" border="0" class="linked-image" /></a>
<a href="http://img193.imageshack.us/i/95419651.png/" target="_blank"><img src="http://img193.imageshack.us/img193/9611/95419651.th.png" border="0" class="linked-image" /></a>
<a href="http://img139.imageshack.us/i/44542542.png/" target="_blank"><img src="http://img139.imageshack.us/img139/5509/44542542.th.png" border="0" class="linked-image" /></a>
HL1 Image
<img src="http://img189.imageshack.us/img189/2977/palisade1.jpg" border="0" class="linked-image" />
Spark 'Re-work'
<img src="http://img268.imageshack.us/img268/7963/paliserework1computerfa.jpg" border="0" class="linked-image" />
<img src="http://img207.imageshack.us/img207/7963/paliserework1computerfa.jpg" border="0" class="linked-image" />
<img src="http://img139.imageshack.us/img139/7963/paliserework1computerfa.jpg" border="0" class="linked-image" />
:)<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice! I really like the lighting and feel of the rooms you and Mendasp have posted - not too dark but they still have a great atmosphere.
<!--quoteo(post=1741977:date=Dec 2 2009, 01:25 AM:name=SentrySteve)--><div class='quotetop'>QUOTE(SentrySteve @ Dec 2 2009, 01:25 AM) <a href="index.php?act=findpost&pid=1741977"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Add lighting. Dark/creepy maps are not popular and when they are played people with higher gamma/brightness have a significant advantage.<!--QuoteEnd--></div><!--QuoteEEnd-->
hmmm it would appear that those screens are allot darker on other people's monitors than mine:s
Will change it but will need feedback on how it looks because it's allready very bright and contrasted between dark and bright.
<a href="http://img19.imageshack.us/i/pipe3k.jpg/" target="_blank">http://img19.imageshack.us/i/pipe3k.jpg/</a>
<a href="http://img339.imageshack.us/i/pipe4.jpg/" target="_blank">http://img339.imageshack.us/i/pipe4.jpg/</a>
Was considering replacing parts of the wall opposite the resnode with glass when it becomes available, presenting a nice view of the outside world.
Also, I did kinda throw together the ceiling, but aside from that any comments?
Looks really good mate, some of the best i've seen posted here so far.
<a href="http://img513.imageshack.us/i/sparktest12.jpg/" target="_blank"><img src="http://img513.imageshack.us/img513/2412/sparktest12.th.jpg" border="0" class="linked-image" /></a><a href="http://img4.imageshack.us/i/sparktest13.jpg/" target="_blank"><img src="http://img4.imageshack.us/img4/2647/sparktest13.th.jpg" border="0" class="linked-image" /></a>
better?Not to bright now(taking away from mood)?
<a href="http://www.flickr.com/photos/32636851@N05/4152277493/sizes/l/" target="_blank">http://www.flickr.com/photos/32636851@N05/...277493/sizes/l/</a>
<a href="http://www.flickr.com/photos/32636851@N05/4152280701/sizes/l/" target="_blank">http://www.flickr.com/photos/32636851@N05/...280701/sizes/l/</a>
P.S. How are people taking in editor Screenshots?