The Post Your Screenshots Thread!

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  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited April 2010
    <!--quoteo(post=1768004:date=Apr 20 2010, 05:50 PM:name=Braw)--><div class='quotetop'>QUOTE (Braw @ Apr 20 2010, 05:50 PM) <a href="index.php?act=findpost&pid=1768004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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 :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thanks. I tried to stay away from scenes and layouts ppl already showed as much as possible. It kinda hard though with the current amount of textures and props.
    I agree that it seems a little bright or is lacking contrast. I'm still learning positioning and attributing of those invisible ambient- and radiosity-lights.
    But then again I'll prefer veilish maps over bastish maps anyday and I'm also trying to target this kind of player type.

    @Barlow: Thanks, I think you already topped it regarding your tasty map pics :)
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    Veil isn't washed out mate, just bright :)
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Alright, message received :D
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited April 2010
    Improved lighting and additions:
    <img src="http://img180.imageshack.us/img180/7426/ns04.jpg" border="0" class="linked-image" />

    Techpoint and res node; I think I'll have to add 2 more lights to the left of the techpoint:
    <img src="http://img682.imageshack.us/img682/4449/ns05.jpg" border="0" class="linked-image" />

    Update:
    <img src="http://img46.imageshack.us/img46/55/ns06.jpg" border="0" class="linked-image" />
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I like it although I think the dark is too dark. Put in some bounce emulating omni for better balance.
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    <!--quoteo(post=1768255:date=Apr 22 2010, 03:08 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Apr 22 2010, 03:08 AM) <a href="index.php?act=findpost&pid=1768255"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Techpoint and res node; I think I'll have to add 2 more lights to the left of the techpoint:<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's hard to tell the proportions of things from the screens, but something to keep in mind that just bit me the other day: every tech point could theoretically have a hive on it (even MS, if the marines lose it to the aliens after building other tech points), and the hive's 3d model has tendrils shooting out various ways that it "hangs" from. So if your tech point has a high ceiling or a lot of space above and around it, those tendrils might just end in mid-air which is ugly -- you'll have to find an excuse to put something solid at the end of each tendril, to make sure the hive looks right.

    You'll probably also want to make sure the hive can't be shot from outside the room, through a door. Although for MS, maybe it's fair that a hive be a little more exposed there, since if the aliens are able to build it they probably have the upper hand already.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited April 2010
    Its getting better pSyk0mAn.

    I know am late with this seeing how I posted the video earlier in the week but I been busy coding a site to upload screenshots to, sick of cropping them my self and FTP uploading them all then typin out the links etc.
    Now I can press an upload button and click on "Copy link url" and Paste the auto resized image here :)

    <img src="http://www.unitedworlds.co.uk/users/2/images/level/1272019001/1272019735_NRM.jpg" border="0" class="linked-image" />
    <img src="http://www.unitedworlds.co.uk/users/2/images/level/1272019001/1272019670_NRM.jpg" border="0" class="linked-image" />

    When I get a bit more of the site finnished I shall open it up for you lot to use instead of imageShack etc.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    <!--quoteo(post=1768255:date=Apr 22 2010, 01:08 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Apr 22 2010, 01:08 AM) <a href="index.php?act=findpost&pid=1768255"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Improved lighting and additions:
    <img src="http://img180.imageshack.us/img180/7426/ns04.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    I think you went a little too far in the opposite direction with the lighting here. A balance between your first posted attempt and this I think would work best :)
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Thanks for the comments.
    I agree that there are a few too many dark spots now. Just don't wanna wash out the map again :D
    The hive techpoint model fit well in the editor and since this is either marine start or first expansion I don't care much for the fact that you can shoot a possible hive from the entrances :)


    @SgtBarlow: Great job, that are some nice shadows.
    I'm not sure about the amount of crates and barrels though, mainly because most of them are supposed to have physics later on?!
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Yeh ya right, If it dont handle well I will have to swap them for bigger crates, Trying to indicate that door is not passible while the other 2 big doors are.
    I wish we could skin the models have some skins!
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    <!--quoteo(post=1768371:date=Apr 23 2010, 10:00 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Apr 23 2010, 10:00 AM) <a href="index.php?act=findpost&pid=1768371"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->.
    I wish we could skin the models have some skins!<!--QuoteEnd--></div><!--QuoteEEnd-->

    we can, can't we?
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    <!--quoteo(post=1768449:date=Apr 23 2010, 03:19 PM:name=uffo)--><div class='quotetop'>QUOTE (uffo @ Apr 23 2010, 03:19 PM) <a href="index.php?act=findpost&pid=1768449"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->we can, can't we?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Unfortunately we can't skin the already made models because the textures are hard-coded into the models.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    It's possible to do so by duplicating the model file and renaming it, then edit the model file with an editor like UltraEdit and change the HEX where the texture path is to a variant. But it's far from being a user-friendly. The feature should be added eventually I think.. I'm sure UWE will do that.
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    <b>pSyk0mAn, </b><b>SgtBarlow: I'm loving these open rooms!

    Please, pretty please don't go on a usual rampage of cluttering them up (it's a common curse most level designers get infected by at some point, in my opinion). I was a little scared when I saw the comment: "there will be a HUGE pillar with stuff on it in the middle" as most of the time this means the nice, open space get's reduced to corridor crawling madness.

    I know my opinion does not count for much (who am I etc) but I beg of you, continue using these large open rooms, work with the ceiling and wall detail. Remember what makes most of the hugely popular maps work so well: They are simple in design, uncluttered and the flows like a river through soft sand.
    Navigation, cover, looks, lights - all these things are easy to fix after playtests. But having a simple map that invokes the feeling of "nice!" is soo hard to pull off and I say you are well on your way to greatness.

    Really liking what I see. Keep up the great work and don't fall into that: "need moar detailz"-pit, please? <:
    </b>
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I haven't been able to map for a while, and I did this quite a while ago to solve the "ridiculous door placement" problem and the res node right in the middle of the room. It's nothing special, though.

    <img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip13-3.jpg" border="0" class="linked-image" />
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    I love the ominous lighting in the pic, my only suggestion Mendasp would be to add detail going vertical up above the door, using the door frame as the bounding boxes. I think if you do that, the room will really be tied together. But I just hate flat walls.
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    I like most of the stuff you "throw" (no offense by choice of words!) together mendasp.

    What caught my eye with this pic was the symmetry (spelling?)though. Maybe if you were to remove one of the computer panels, add a large pipe going from the floor to the roof, breaking up and parts of it eating it's way above the doorway. Maybe have it break off even more with a pipe going out the wall and across the room. Something for the skulks to hide behind. Maybe misaligning the texture a bit or just break it up on the wall where the door is.
    Possibly making two stairs instead of one, one on each side with one of them being damaged?
    Or something along that effect, to break up the room and make it easier on the eyes.

    Regarding the light, I feel it's a bit flat. Or maybe a bit bland. There's something. Could be the lack of detail above the doorway though, just as cyanide points out.

    I'm also a little curious as to the choice of the railings by the stairs. In my own humble opinion, railings certainly have a place, but they should try to be unobtrusive and I fear that they would cause quite the frustration for jumping-and-shooting marines and franticly-chomping-while-jumping skulks alike. They feel somewhat out of place, but maybe there's a big pit out of view, hard to tell from only one picture.
    Could be just me though.

    By all means, I'm not saying it's a bad room or a bad design, you're a great designer. But I don't feel the same atmospheric energy most of your other stuff has by looking at it.

    It's just very symmetrical.
  • shakewellshakewell Join Date: 2006-11-01 Member: 58183Members
    floor texture test...

    <a href="http://j.imagehost.org/0760/texturetest.jpg" target="_blank"><img src="http://j.imagehost.org/0165/texturetest_s.jpg" border="0" class="linked-image" /></a>
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited April 2010
    Yeah, I threw that away and did something a little different.

    <img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip13-4.jpg" border="0" class="linked-image" />
    <img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip13-5.jpg" border="0" class="linked-image" />
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Nice material Shakewell.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I liked the first lot better Mendasp. Now it appears stretched and over cluttered.
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    Chairs aren't very big, but if a hive goes on that spot, are onii going to be able to squeeze between it and the railing and doorframe?
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    It's the marine spawn, so a Hive can't go there.

    I changed the textures... I think it's really done now.

    <img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip13-6.jpg" border="0" class="linked-image" />
    <img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip13-7.jpg" border="0" class="linked-image" />
  • BrawBraw Join Date: 2008-03-21 Member: 63920Members, Constellation
    Ah, you can't build a hive in MS, and no CC in AS? Strange, but saves me a little bit of work on my MS, didn't think about the hive when I built it, hehe.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited April 2010
    I'm not sure if you can destroy the CC and build a Hive there, but I got the impression that you couldn't (not sure where I got this from, maybe a dev can clarify?). I know the spawns are fixed right now, though.

    I'm also wondering how the tech point can be built by marines again after getting "broken" (the hive build animation breaks the tech point, apparently).

    This is the closest I got from the mapping guidelines:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Each team starts with a Command Station or Hive, so every map should be designed with a “Marine Start” (MS) and “Alien Start” (AS).<!--QuoteEnd--></div><!--QuoteEEnd-->
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    <!--quoteo(post=1768689:date=Apr 25 2010, 01:20 PM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Apr 25 2010, 01:20 PM) <a href="index.php?act=findpost&pid=1768689"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure if you can destroy the CC and build a Hive there, but I got the impression that you couldn't (not sure where I got this from, maybe a dev can clarify?). I know the spawns are fixed right now, though.

    I'm also wondering how the tech point can be built by marines again after getting "broken" (the hive build animation breaks the tech point, apparently).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, the start points are fixed, but if the marines could never take a tech point that the aliens had already built, that would be... interesting, from a gameplay perspective. I have to assume it's possible for tech points to change hands in either direction, which means I think its possible (however unlikely) for the aliens to take MS, as long as the 'rines have another tech point built. Seems like the safer assumption anyway, although if a final decision has been made, some dev clarification would be great.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Yeah, I suppose they can take back "middle" nodes, the thing is if the initial ones can change sides... I mentioned the broken animation because I'm curious on what they're going to do with that, I suppose some sort of "welding" or something :P
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    <!--quoteo(post=1768694:date=Apr 25 2010, 02:18 PM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Apr 25 2010, 02:18 PM) <a href="index.php?act=findpost&pid=1768694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, I suppose they can take back "middle" nodes, the thing is if the initial ones can change sides... I mentioned the broken animation because I'm curious on what they're going to do with that, I suppose some sort of "welding" or something :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    <strike>A wizard</strike> nanites did it!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I wouldn't quote me Mendasp, but I think, you can lose your MS, keep another tech point to keep the game alive and a hive can be built there. I think, it's supposed to be that dynamic. I had a conversation with someone about it, that's what I got from it. Not 100%, if someone could confirm it?
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Node room (no techpoint), still lacking a few details, more rocks, a little purpose and of course the sky.
    It's supposed to be huge crevice; the floor is basicly a pit of doom.
    <img src="http://img213.imageshack.us/img213/3796/ns10t.jpg" border="0" class="linked-image" />
    <img src="http://img121.imageshack.us/img121/5376/ns11.jpg" border="0" class="linked-image" />
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