The Post Your Screenshots Thread!

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Comments

  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Well abra, if they don't make the Onos stronger as it was when it was first released, then they won't be able to put fear in the hearts of new people...

    I remember playing NS1, seeing an Onos charging after us, we'd all be on our mics yelling "OH MA GAWD! ONOSSSSSSSSSSSSSS"
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    I don't quite get your point, could be a language barrier..

    Your first sentence seems to tell me that the onos needs to be stronger to strike fear. Next one implies that the onos was a terrifying opponent already.

    Could you rephrase your last post for my danish eyes? :D
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--quoteo(post=1763284:date=Apr 8 2010, 11:12 AM:name=Abra)--><div class='quotetop'>QUOTE (Abra @ Apr 8 2010, 11:12 AM) <a href="index.php?act=findpost&pid=1763284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't quite get your point, could be a language barrier..

    Your first sentence seems to tell me that the onos needs to be stronger to strike fear. Next one implies that the onos was a terrifying opponent already.

    Could you rephrase your last post for my danish eyes? :D<!--QuoteEnd--></div><!--QuoteEEnd-->

    Abra, game mechanics are pure speculation in how they will all pan out, all we have to go on is the idea that secondary routes are encouraged in the mapping guidelines, and state that it should naturally be something that an Onos should be like "Yeah i'm not going through here" even if it COULD.

    Secondary routes are also more shortcut based and you would never be able to traverse a map using only secondary routes.

    The onos is a tank, and once again, not meant to be an alien you go on a solo rampage with. It's a support unit, primarily a base destroyer. If you encounter areas where marines can use secondary routes or vents as vantage points, the idea is that you have other aliens with you as support for those moments.
  • StandardStandard Join Date: 2003-12-06 Member: 24048Members, Constellation
    <!--quoteo(post=1763266:date=Apr 8 2010, 01:42 PM:name=Abra)--><div class='quotetop'>QUOTE (Abra @ Apr 8 2010, 01:42 PM) <a href="index.php?act=findpost&pid=1763266"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Think about it; denying the major routes of the map by having an onos running rampant seems like a pretty big advantage, IF the secondary routes somehow are inferior for the marines somehow (crawlspaces, forcing the marines to duck and move slowly. Dark areas that make skulk attacks more devastating etc.)

    Denial of grander scale movement doesn't have to be a small advantage.
    Just for thought.

    edit: Think about half-life 2: episode 2. When you are chased by the antlion guard, you are forced to run, crawl and hide from it until you can retaliate efficiently. That is how I imagine the onos having the potential to be a powerful offensive unit aswell as a alien tool of terror.<!--QuoteEnd--></div><!--QuoteEEnd-->


    I don't think many teams would go for an Onos to knock about in a few primary corridors to keep the marines out when the marines can just by pass it down a secondary or even phase gate past it. The aliens would lose a player if that happened. I think a Fade would be a better option as they can do what ever they like and have much better team benefits.
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    That is exactly my point, too. :)
  • noncomposmentisnoncomposmentis Join Date: 2004-11-13 Member: 32773Members
    <!--quoteo(post=1763254:date=Apr 8 2010, 04:59 AM:name=Standard)--><div class='quotetop'>QUOTE (Standard @ Apr 8 2010, 04:59 AM) <a href="index.php?act=findpost&pid=1763254"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the Marines can use the map design to counter an Onos, what type of map design do the aliens take advantage of when the marines get HA/JP?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Vents, speed and ambushes, all of which are conditional to the map, just like before marines get HA/JP. Terrain is just as much a part of the battle in large rooms and hallways as it is in small ones.

    Not that I want to moderate, but your gameplay criticisms don't really belong in this thread, anyway. It's for screenshots.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1762930:date=Apr 6 2010, 03:38 PM:name=Cyanide)--><div class='quotetop'>QUOTE (Cyanide @ Apr 6 2010, 03:38 PM) <a href="index.php?act=findpost&pid=1762930"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I threw these up on my blog (<a href="http://mapprogression.tumblr.com" target="_blank">Map Progression Blog</a>), but since it's been awhile and isn't many screens, I thought i'd throw them here as well for some feedback. This is a secondary route hallway that will be weldable shut. It connects the marine start, and you can see the transition through the pics at my blog if you're curious how it does.

    I know, it's a hallway. Thrilling. :)

    <stuff>

    Also, lol, yes, i realize that one of the props isnt attached to the walls in the pics. I fixed it, haha.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nice lighting there.
  • JosemiteJosemite Join Date: 2003-06-29 Member: 17770Members
    <!--quoteo(post=1763303:date=Apr 8 2010, 01:57 PM:name=Standard)--><div class='quotetop'>QUOTE (Standard @ Apr 8 2010, 01:57 PM) <a href="index.php?act=findpost&pid=1763303"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think many teams would go for an Onos to knock about in a few primary corridors to keep the marines out when the marines can just by pass it down a secondary or even phase gate past it. The aliens would lose a player if that happened. I think a Fade would be a better option as they can do what ever they like and have much better team benefits.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The onos isn't really designed to go lurking around the hallways keeping the marines out (that's where the other classes excel), it's moreso designed for an all-out assault on marine positions (at least that's my feeling from NS1). As such, as long as the onos has access to all the major points of the map (tech points, res nodes, important rooms) I don't see an issue with onos-unfriendly areas. I do think however that secondary routes should provide different options to players, and that having secondary routes that parallel primary ones is rather silly. I would un-derail this thread, but sadly I don't have the editor to play with yet :( .
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    First screenshot! Behold, my mighty super-fun resource node room:

    <a href="http://img697.imageshack.us/i/furnaceclip.png/" target="_blank"><img src="http://img697.imageshack.us/img697/2388/furnaceclip.png" border="0" class="linked-image" /></a>

    There will hopefully be lava underneath the room. I improvised some fun lighting. Also, the floor is double-sided, which is why the lights are picking up the shape of the grates. I built the nooks (right wall, and far corner) into the wall with vent pieces. With the banked walls, Skulks running from marines can "cut the corner". The vents on the opposite corners don't leave the room. They just provide a more secure way to cut the corner. The banked walls are a bit taller than marines, so they won't get too many easy shots at waiting skulks. Also note that this room has a very high ceiling. Lerks, anyone?
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Updated the blog with -7 NEW PICS- including this one I'm linking right here. <a href="http://mapprogression.tumblr.com" target="_blank">BLOG IT!</a>

    Also, Giant, to emulate the lava lighting, create 3 lights, Red Orange Red, about an inch apart, and set values to 200 distance 60 intensity. That's how I emulated my glow, feel free to experiment beyond that.

    Feedback welcome, the loop is done, aww yeah, more hallways.

    <img src="http://i.imgur.com/u6jAn.jpg" border="0" class="linked-image" />
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    Great! Thanks! There are actually a TON of lights down there already. I plan on rebuilding that particular junction to better fit what I had in my mind.

    By the way, great mapping.
  • shakewellshakewell Join Date: 2006-11-01 Member: 58183Members
    plegs

    <a href="http://j.imagehost.org/0707/plegs2.jpg" target="_blank"><img src="http://i.imagehost.org/0948/plegs2_s.jpg" border="0" class="linked-image" /></a>
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Shake, lookin nice! Take more pics of the room as a whole!
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    edited April 2010
    some small wips.. a little premature but eh! Feel its about time I contribute to my favorite thread.

    Theme for this map is an underground garbage disposal facility.. nowhere to dump rubbish in the future except down deep holes into the center of the world, right? :P

    this RP is part of the AS.. the origin of the outbreak.
    don't fall down the hole!

    <img src="http://i206.photobucket.com/albums/bb103/smeered/ns/wip_01.jpg" border="0" class="linked-image" />

    <img src="http://i206.photobucket.com/albums/bb103/smeered/ns/wip_02.jpg" border="0" class="linked-image" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited April 2010
    Marine1 to M2: "So how deep is this hole?"
    M2: "That's what she said"

    <img src="http://i206.photobucket.com/albums/bb103/smeered/ns/wip_02.jpg" border="0" class="linked-image" />
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    <!--quoteo(post=1763611:date=Apr 9 2010, 01:40 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Apr 9 2010, 01:40 PM) <a href="index.php?act=findpost&pid=1763611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marine1 to M2: "So how deep is this hole?"
    M2: "That's what she said"<!--QuoteEnd--></div><!--QuoteEEnd-->

    This joke makes no sense on several critical levels.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    You're starting to scare me Abra lol
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Lovely to see you lot are getting the Lightingâ„¢ close to what NS2 is supposed to look like IMHO :P
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    edited April 2010
    These are pictures of a room just off from the Marine starting area. This particular map takes place 67 miles beneath the surface of planet mining planet. it wouldn't make much sense if the marine didn't have a way in.

    <a href="http://img146.imageshack.us/i/furnacems.png/" target="_blank"><img src="http://img146.imageshack.us/img146/5909/furnacems.png" border="0" class="linked-image" /></a>
    <a href="http://img41.imageshack.us/i/furnacems2.png/" target="_blank"><img src="http://img41.imageshack.us/img41/7546/furnacems2.png" border="0" class="linked-image" /></a>
    <a href="http://img151.imageshack.us/i/furnacems3.png/" target="_blank"><img src="http://img151.imageshack.us/img151/3328/furnacems3.png" border="0" class="linked-image" /></a>
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I decided to re-visit an old are and actually incorporate it in my current level; a little bit of texture and lighting cleanup along with the first public Spark build clean up and it now looks as so,

    <img src="http://img441.imageshack.us/img441/5159/spark31.jpg" border="0" class="linked-image" />
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Thal that is easily your best piece in my opinion, and I think you should strive for that kind of detail in all your rooms.
  • NortonNorton Join Date: 2005-01-13 Member: 35264Members
    This whole page has been fantastic, great work everybody.
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    edited April 2010
    I found some new rocks to play with, and I cleaned up the Tube room, and I also finished the rest of the Marine base.

    Lots of new images to show you. Check them all out on my blog!

    <a href="http://ggspark.blogspot.com/" target="_blank">ggspark.blogspot.com</a>

    <a href="http://img411.imageshack.us/i/furnacefanroom2.png/" target="_blank"><img src="http://img411.imageshack.us/img411/8793/furnacefanroom2.png" border="0" class="linked-image" /></a>
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited April 2010
    <img src="http://i40.tinypic.com/2a0hn4h.png" border="0" class="linked-image" />

    <img src="http://i40.tinypic.com/16jlkwo.png" border="0" class="linked-image" />

    Getting closer to something this time.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    I really like the design you have with over/under passing and height variations, can't wait to see this finished. :)
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Updated the <a href="http://mapprogression.tumblr.com" target="_blank">blog</a> with 5 new pics including this one. MAJOR EDITS. Check it out!

    <img src="http://i.imgur.com/qG9Vh.jpg" border="0" class="linked-image" />
  • backfromheavenbackfromheaven Join Date: 2008-08-19 Member: 64852Members
    edited April 2010
    My first go at it :D
    This is actually only a peice of a level I am working on so it isn't as nicely decorated or lit since I still need to have it tested before it gets the lovely touches. This is also why some of it may seem plain is incase something needs to be changed it is a lot easier to change. The final version will look much nicer.

    I'm also not very good at final lighting so if anyone would like to offer help when I'm done building the rest and it has been tested that would be great :)

    <img src="http://i160.photobucket.com/albums/t171/Blackerst/Zepher_Facility_1.jpg" border="0" class="linked-image" />
    <img src="http://i160.photobucket.com/albums/t171/Blackerst/Zepher_Facility_2.jpg" border="0" class="linked-image" />
    <img src="http://i160.photobucket.com/albums/t171/Blackerst/Zepher_Facility_3.jpg" border="0" class="linked-image" />
    <img src="http://i160.photobucket.com/albums/t171/Blackerst/Zepher_Facility_4.jpg" border="0" class="linked-image" />
    <img src="http://i160.photobucket.com/albums/t171/Blackerst/Zepher_Facility_5.jpg" border="0" class="linked-image" />
    <img src="http://i160.photobucket.com/albums/t171/Blackerst/Zepher_Facility_map.jpg" border="0" class="linked-image" />
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1765596:date=Apr 11 2010, 01:06 AM:name=Cyanide)--><div class='quotetop'>QUOTE (Cyanide @ Apr 11 2010, 01:06 AM) <a href="index.php?act=findpost&pid=1765596"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Updated the <a href="http://mapprogression.tumblr.com" target="_blank">blog</a> with 5 new pics including this one. MAJOR EDITS. Check it out!

    <img src="http://i.imgur.com/qG9Vh.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    While the lighting is consistently good, all of it thus far seems to be the same colour.

    Keep the softness and quality of the light placement, but change the colour for different areas, and maybe have a couple of harsh bright spots dotted around.

    And maybe use something other than muddy colours, I hate beige, that's just personal preference though.
  • backfromheavenbackfromheaven Join Date: 2008-08-19 Member: 64852Members
    Wow, I feel so put out now after seeing some of Cyanide's work XP

    I do agree with Chris about adding color variety, but I do defend the color beige since it adds a really nice mining/industrial feel to the area being lit.
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