The Post Your Screenshots Thread!

1525355575884

Comments

  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    edited April 2010
    @Braw: Two marines can stand abreast on the catwalk, with a little space in between. I can totally see a building causing some blockage, although we would have to see whose team it actually hampered.

    @shaq_mobile:
    Screen 3: I figure there is a forklift somewhere in the facility, hence how the crates got up there, and to the other places they can be found elevated. There are also ladders on the sides. They're a bit hard to spot in that picture. [EDIT]: I switched the support for the ones used in the other parts of the map. I just figured that one looked sturdier.

    Screen 1: That wall definitely needs more stuff. I'll throw something in there.

    Screen 4: I took a look, and it does not float above the catwalk. I actually stretched the node vertically to fix that problem. The area below it is connected to a pipe, so there is a feed into the resource.

    This one's for you:

    <a href="http://img101.imageshack.us/i/ns2fscaffold6.png/" target="_blank"><img src="http://img101.imageshack.us/img101/1050/ns2fscaffold6.png" border="0" class="linked-image" /></a>
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    whipped up this today. unable to make it awesome.

    <img src="http://uffo.wanha.org/maps/ns2/ns2_ballsack001.jpg" border="0" class="linked-image" />

    <img src="http://uffo.wanha.org/maps/ns2/ns2_ballsack002.jpg" border="0" class="linked-image" />
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Actually it's pretty good Uffo.

    But I see what you mean.. in my opinion, a bit of texture work and lightning work is all that's needed to make it awesome, really.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    It looks like one of those rooms where something glowy blue is going underneath the catwalk, but you already have glowy blue on the sides so maybe strengthen those lights?
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    That looks pretty sweet. I think the angle is just bad. Crank up the blue glowie (distance would be cool), and perhaps double-side those grated vents, so they blue light casts shadows through them.
  • JosemiteJosemite Join Date: 2003-06-29 Member: 17770Members
    I think it's really creative Uffo, just needs a bit of refinement, as others said the lighting could use a bit of touch up
  • shaq_mobileshaq_mobile Join Date: 2009-12-10 Member: 69575Members
    <!--quoteo(post=1767180:date=Apr 15 2010, 02:54 PM:name=GingerGiant)--><div class='quotetop'>QUOTE (GingerGiant @ Apr 15 2010, 02:54 PM) <a href="index.php?act=findpost&pid=1767180"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Braw: Two marines can stand abreast on the catwalk, with a little space in between. I can totally see a building causing some blockage, although we would have to see whose team it actually hampered.

    @shaq_mobile:
    Screen 3: I figure there is a forklift somewhere in the facility, hence how the crates got up there, and to the other places they can be found elevated. There are also ladders on the sides. They're a bit hard to spot in that picture. [EDIT]: I switched the support for the ones used in the other parts of the map. I just figured that one looked sturdier.

    Screen 1: That wall definitely needs more stuff. I'll throw something in there.

    Screen 4: I took a look, and it does not float above the catwalk. I actually stretched the node vertically to fix that problem. The area below it is connected to a pipe, so there is a feed into the resource.

    This one's for you:

    <a href="http://img101.imageshack.us/i/ns2fscaffold6.png/" target="_blank"><img src="http://img101.imageshack.us/img101/1050/ns2fscaffold6.png" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->

    Looks great! Good job, Ginger! I like it :)

    Glad the RT is flush with the catwalk too. Overall, great job!
  • shaq_mobileshaq_mobile Join Date: 2009-12-10 Member: 69575Members
    Uffo, very nice! I noticed that it *really* breaks away from the typical style you see in this thread. You've ditched Doom 3 and have a much more Deadspace look to it, though not as industrial, it looks more clean and scientific.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1767198:date=Apr 16 2010, 09:08 AM:name=uffo)--><div class='quotetop'>QUOTE (uffo @ Apr 16 2010, 09:08 AM) <a href="index.php?act=findpost&pid=1767198"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->whipped up this today. unable to make it awesome.

    <img src="http://uffo.wanha.org/maps/ns2/ns2_ballsack001.jpg" border="0" class="linked-image" />

    <img src="http://uffo.wanha.org/maps/ns2/ns2_ballsack002.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    thats a very cool looking room - just needs some awesome lighting (have a look at shakewell or thaldarin's work) those guys have nailed the lighting.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    edited April 2010
    Thanks for the response.
    I don't really marvel at the lighting side of the mapping, always just try some random setups which results in mediocre/blant lighting.
    maybe I'll just crank up the intensity and finally read some articles on the subject.


    GingerGiant: I intentionally left the double sided grates off, since I feel like every single screenshot is just about them or fans :P
  • shaq_mobileshaq_mobile Join Date: 2009-12-10 Member: 69575Members
    hey uffo, try making those floodlights light up more space but perhaps with less brightness. also, it looks like you just dropped point lights, try two spotlights (one for each bulb) and then a small (and faint) pointlight to make it look a little more real. the lighting ends very abrupt, try to avoid that (unless for theatrical reasons) it makes it look like you copy/pasted a bunch of pointlights attached to the prop. Maybe try hinting more teal lighting like you have in your side vent that you can see in one of the pictures (or perhaps add another similar vent somewhere). Natural selection maps are more or less expected to be somewhat spooky, which requires use of as few bright white lights as possible. One of the only times you see bright white lighting in Alien is the cafeteria room. The rest of the rooms are either dark, or lit via ambient lights. Think of the room where the alien comes down and eats Brett (Harry Dean Stanton.) All the lighting is coming from far above, however, the room still has decent lighting. The blinding overhead light creates a blind "mysterious" spot as well as lighting the rest of the room. I guess my point is, it's best to avoid blatantly lighting periphery rooms and leave direct classic lighting to more 'civilized' areas, like barracks, main hallways and cafeterias. Light is good for marines, dark is good for aliens... at least somewhat
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    uffo that is some very nice flowing brushwork... I mean face... Planework... (Hammer mindset here :P)
    To make it more edgy (sharp lit edges I mean) like Thaldarin's detailed shot (like the others have mentioned), ya could use the shiny metal textures/props I guess. <a href="http://img441.imageshack.us/img441/5159/spark31.jpg" target="_blank">linkage</a>
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Another area down, and 2 more pics up.

    <img src="http://i.imgur.com/yJcJi.jpg" border="0" class="linked-image" />
    <img src="http://i.imgur.com/YuGag.jpg" border="0" class="linked-image" />
  • BrawBraw Join Date: 2008-03-21 Member: 63920Members, Constellation
    Jesus you pump out stuff fast, Cyanide :D Looking superb as always.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    One new pic of a simple secondary t-junction:

    <img src="http://i.imgur.com/B1aPt.jpg" border="0" class="linked-image" />
  • shaq_mobileshaq_mobile Join Date: 2009-12-10 Member: 69575Members
    lol i know, he cranks stuff out fast. its good too! either he doesnt have a job or hes some sort of prodigy. either way, im impressed.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    edited April 2010
    Man...your guy's maps look so much better than what I have so far.

    Your maps look detailed and very nice, mine doesn't D:

    I need to start looking up architecture stuff and concept art.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    so yeah, my ship has a sauna.

    <img src="http://uffo.wanha.org/maps/ns2/sauna.jpg" border="0" class="linked-image" />

    (well I'm not really gonna include it, since it's fugly)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    For a second there I read esuna...

    Secret room? Well tis no longer a secret though now...
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I got bored and re-rolled WoW. This is the product of playing WoW in one window and spark in the other -

    <img src="http://img163.imageshack.us/img163/8264/ss102.jpg" border="0" class="linked-image" />

    <img src="http://img218.imageshack.us/img218/4589/ss101.jpg" border="0" class="linked-image" />
  • StillworksStillworks Join Date: 2008-11-28 Member: 65604Members
    After a good deal of messing about finally created a proper looking corridor(hopefully). Better still though is that it's related to a college project :d.
    And wow a lot of the stuff made already is epic, the editor is a lot different compared to the TES3 editor which is what I'm used to.
    <img src="http://i5.photobucket.com/albums/y174/Godwryn/iadtlevel-1.jpg" border="0" class="linked-image" />
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    too many lights up top imho but otherwise looking good!
  • Tom HoenTom Hoen Join Date: 2009-07-02 Member: 68004Members
    <!--quoteo(post=1767606:date=Apr 17 2010, 11:56 PM:name=uffo)--><div class='quotetop'>QUOTE (uffo @ Apr 17 2010, 11:56 PM) <a href="index.php?act=findpost&pid=1767606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so yeah, my ship has a sauna.

    <img src="http://uffo.wanha.org/maps/ns2/sauna.jpg" border="0" class="linked-image" />

    (well I'm not really gonna include it, since it's fugly)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Waaat sauna, I want one! Those wooden textures reminds me of tf2 :l
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Huzzuh, 4 new pics up on the <a href="http://mapprogression.tumblr.com" target="_blank">blog</a>. Here's 2 sneaks:

    <img src="http://imgur.com/E6f55.jpg" border="0" class="linked-image" />
    <img src="http://imgur.com/Sa51L.jpg" border="0" class="linked-image" />
  • GaroGaro Join Date: 2005-01-07 Member: 33134Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    <!--quoteo(post=1767606:date=Apr 17 2010, 04:56 PM:name=uffo)--><div class='quotetop'>QUOTE (uffo @ Apr 17 2010, 04:56 PM) <a href="index.php?act=findpost&pid=1767606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so yeah, my ship has a sauna.

    <img src="http://uffo.wanha.org/maps/ns2/sauna.jpg" border="0" class="linked-image" />

    (well I'm not really gonna include it, since it's fugly)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Can haz? Maybe you could fill that with steam/smoke in a later engine version :)

    - Garo
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    <!--quoteo(post=1767708:date=Apr 18 2010, 05:29 PM:name=Tom Hoen)--><div class='quotetop'>QUOTE (Tom Hoen @ Apr 18 2010, 05:29 PM) <a href="index.php?act=findpost&pid=1767708"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Waaat sauna, I want one! Those wooden textures reminds me of tf2 :l<!--QuoteEnd--></div><!--QuoteEEnd-->

    Cooolll
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    edited April 2010
    <!--quoteo(post=1767781:date=Apr 19 2010, 07:56 AM:name=Garo)--><div class='quotetop'>QUOTE (Garo @ Apr 19 2010, 07:56 AM) <a href="index.php?act=findpost&pid=1767781"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can haz? Maybe you could fill that with steam/smoke in a later engine version :)

    - Garo<!--QuoteEnd--></div><!--QuoteEEnd-->

    it's not release worthy :P
    but if someone has need for the wooden planks texture he can have it.
    I created it from free resources, so you can use it where ever you wan't.

    <a href="http://uffo.wanha.org/maps/ns2/wall_wooden01_color.tga" target="_blank">color</a> 1024x1024
    <a href="http://uffo.wanha.org/maps/ns2/wall_wooden01_normal.tga" target="_blank">normal</a> 1024x1024

    not perfect, but serves its purpose :)
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited April 2010
    After buying a new pc I finally can build more than half a room with 5 props and so I got my first room almost finished:
    It's supposed to be a heliport. The 3 closed doors are leading to helipads; I'm planning on making one half-open (jammed), but unpassable so you can actually view the outside.
    There's still a huge pillar missing in the middle with terminals attached (information terminal for people that arrived). Moreover it's still lacking details like small props and maybe a few more lights.

    <img src="http://img52.imageshack.us/img52/6440/ns01.jpg" border="0" class="linked-image" />
    <img src="http://img405.imageshack.us/img405/9123/ns02x.jpg" border="0" class="linked-image" />
    <img src="http://img641.imageshack.us/img641/985/ns03.jpg" border="0" class="linked-image" />
  • BrawBraw Join Date: 2008-03-21 Member: 63920Members, Constellation
    Pretty cool, interesting ideas and very unique. I actually think the room is a bit too bright, or it's just missing contrast. Except for the lighting everything looks awesome :)
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Oh phoo, thats rather good am gonna have to try and top it :/ :)
Sign In or Register to comment.