The Post Your Screenshots Thread!

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Comments

  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    <img src="http://www.super-nova-team.com/ns2/bast/critters.jpg" border="0" class="linked-image" />

    Skulk almost looks hungry.
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    edited August 2010
    <!--quoteo(post=1793961:date=Aug 13 2010, 12:49 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Aug 13 2010, 12:49 PM) <a href="index.php?act=findpost&pid=1793961"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For psyk0man, because I was dumb before.

    <img src="http://i.imgur.com/Jvlb1.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->


    I really like it, though the Ground looks a bit to plain. Seeing the fat battery thingy in the middle of the room there could be some electronic terminals or energy lines that are carved in the ground like Switchboxes and the like.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    i was thinking a bit more light white light on the outside to really set the blue to the inside of the structure, maybe a single light on the bluish area. It looks great now but if you could somehow get the glowing internals thing captured it would be the cats meow.

    Not sure how to explain any better but the outside face needs color seperation from the inside light maybe? I dunno, It will fly the way it is, very nice!
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    <!--quoteo(post=1794521:date=Aug 16 2010, 10:54 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Aug 16 2010, 10:54 AM) <a href="index.php?act=findpost&pid=1794521"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
    <img src="http://www.super-nova-team.com/ns2/bast/critters.jpg" border="0" class="linked-image" />

    Skulk almost looks hungry.


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



    Heh, if you could make it breakable glass, whit alot of hp, so the kharaa have the option to "free" there imprisoned friends, that would be great! :D
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    There's no possible way to do that... yet :D

    <!--quoteo(post=1794703:date=Aug 17 2010, 08:15 AM:name=GISP)--><div class='quotetop'>QUOTE (GISP @ Aug 17 2010, 08:15 AM) <a href="index.php?act=findpost&pid=1794703"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->



    Heh, if you could make it breakable glass, whit alot of hp, so the kharaa have the option to "free" there imprisoned friends, that would be great! :D<!--QuoteEnd--></div><!--QuoteEEnd-->
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1794473:date=Aug 16 2010, 11:06 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Aug 16 2010, 11:06 AM) <a href="index.php?act=findpost&pid=1794473"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://imgur.com/NlHca.jpg" border="0" class="linked-image" />

    Another little something. Maybe that floor is slightly busier for peoples tastes too.<!--QuoteEnd--></div><!--QuoteEEnd-->
    looks like NS1 - but the upgraded version :)
  • PrivatePrivate Join Date: 2007-06-10 Member: 61204Members, Constellation
    I's been quiet in here for a while now so I figured I might as well break the silence. Here's a few screenshots from a work in progress. The working title is ns2_brother (My brother and I are doing this together).

    We've been going for a deep, heavy, underground feeling. We have attempted to use both architecture and lighting to convey this. I find lighting particularly difficult - making areas seem dark and gloomy is a hard task when the main playing areas are to be kept well lit?

    I will post a layout once we come up with one. The map is planned to be somewhat large, but with only 4 tech points and 6 rt's. We're not sure how it's going to work out, but we're determined to leave enough room for tactical variety. Unless it plays bad; then we change it.

    <img src="http://dl.dropbox.com/u/3662550/NS2/Brother/Images/PYS_1/Image_Lake_01.png" border="0" class="linked-image" />

    <img src="http://dl.dropbox.com/u/3662550/NS2/Brother/Images/PYS_1/Image_Outside_Cargo_01.png" border="0" class="linked-image" />

    <img src="http://dl.dropbox.com/u/3662550/NS2/Brother/Images/PYS_1/Image_Rock_Face_01.png" border="0" class="linked-image" />

    <img src="http://dl.dropbox.com/u/3662550/NS2/Brother/Images/PYS_1/Image_Rock_Face_02.png" border="0" class="linked-image" />

    These screenshots are from 3 areas that I deem somewhat ready for public eyes. More is done, but with missing textures and intermittent lighting. If I were to venture a n estimate, I'd say we were 30% of the way towards a playable alpha. I don't know whether we will ever get all the way though, no promises. The main purpose of this post is to get feedback on lighting and style.

    What do you think?
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    Looks nice private, my only observation is that the pillars running along the walls and between ceiling and floor aren't that much bigger than you'd be seeing in a normal map. These pillars are meant to be stopping several million tonnes of earth crashing down on your head!

    I.e. I'd like the side pillars and any columns you having running floor to ceiling be 'beefed up' and made to look more load bearing. But you've still managed to get that underground theme down quite well I think. Just that if I imagine I'm a mile underground and put myself in those rooms I think the ceiling is going to collapse on me.
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    really nice start man, clean. Lighting needs a bit of work but you'll see it yourself with time and experience!
    good idea splitting the work load.. lord knows how much work it takes to do an entire map!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Lighting only needs a bit of work if he wants it to be shiny, if he's going for a desolate and moody atmosphere. He's already there <img src="http://members.home.nl/m.borgman/ns-forum/smileys/biggrin.gif" border="0" class="linked-image" />

    I might needs some more doodads though, to give it that lived in feeling
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    <img src="http://filesmelt.com/dl/dbl.jpg" border="0" class="linked-image" />

    Just freshening up on my skills
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    Hopefully it's just a test 'cause it looks like those catwalks pass right over those res nodes? no good!
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    <!--quoteo(post=1797490:date=Sep 3 2010, 09:59 PM:name=alibi)--><div class='quotetop'>QUOTE (alibi @ Sep 3 2010, 09:59 PM) <a href="index.php?act=findpost&pid=1797490"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hopefully it's just a test 'cause it looks like those catwalks pass right over those res nodes? no good!<!--QuoteEnd--></div><!--QuoteEEnd-->

    There's plenty of room for the res nodes under those cat walks.

    <img src="http://img214.imageshack.us/img214/4672/harvu.jpg" border="0" class="linked-image" />
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    edited September 2010
    errr, i was meaning they'd be blocking the commander from placing the extractors. But yes i suppose you can commander alpha them. :D
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Post your greybox time again is it?!

    For a loss of words that double RT point from that angle looks stupid, as the commander will have very limited access to them because of the rail above it.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    <!--quoteo(post=1797557:date=Sep 4 2010, 04:44 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Sep 4 2010, 04:44 PM) <a href="index.php?act=findpost&pid=1797557"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Post your greybox time again is it?!

    For a loss of words that double RT point from that angle looks stupid, as the commander will have very limited access to them because of the rail above it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Commander alpha.

    Also, it's more of a test room really. And it's turning out to be more of a ready room. It's really just there for me to test out my custom models and textures.

    <img src="http://filesmelt.com/dl/randomart.jpg" border="0" class="linked-image" />

    And I'm currently working on a 3d version of this:

    <img src="http://filesmelt.com/dl/randomart2.jpg" border="0" class="linked-image" />
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited September 2010
    But then you have people and aliens floating off the ground oddly in your commander mode. Yeah, up to you, but it's going to look really strange and you will misplace drops.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    You should have a sign for the sign, Mind your head on this sign and the sign above :P
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    edited September 2010
    <!--quoteo(post=1797620:date=Sep 5 2010, 07:45 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Sep 5 2010, 07:45 AM) <a href="index.php?act=findpost&pid=1797620"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You should have a sign for the sign, Mind your head on this sign and the sign above :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    lol the sign is high enough so I don't think it needs a sign to warn about the warning sign :P
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2010
    <!--quoteo(post=1797632:date=Sep 5 2010, 05:54 PM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Sep 5 2010, 05:54 PM) <a href="index.php?act=findpost&pid=1797632"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lol the sign is high enough so I don't think it needs a sign to warn about the warning sign :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    Would be funny though!


    "if you're reading this, you're reading the wrong sign dipstick!"
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    "If you are reading this sign you have fallen down a pit!"
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    I'm sorry to be such a nitpicker, but please lower the lowest line a little. It doesn't seem balanced with the other text and picture atm.!
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    <!--quoteo(post=1797702:date=Sep 6 2010, 09:58 AM:name=perso)--><div class='quotetop'>QUOTE (perso @ Sep 6 2010, 09:58 AM) <a href="index.php?act=findpost&pid=1797702"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm sorry to be such a nitpicker, but please lower the lowest line a little. It doesn't seem balanced with the other text and picture atm.!<!--QuoteEnd--></div><!--QuoteEEnd-->

    I am now going to make signs to warn about other signs AND make all the text uneven so that whenever you look at it, it makes you feel uneasy.

    Just kidding. I can fix that :P
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1797703:date=Sep 6 2010, 05:01 PM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Sep 6 2010, 05:01 PM) <a href="index.php?act=findpost&pid=1797703"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am now going to make signs to warn about other signs AND make all the text uneven so that whenever you look at it, it makes you feel uneasy.

    Just kidding. I can fix that :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    Now you obviously need a sign that says:

    "Perso said this sign sucks"
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Random corridor. Known as the 'Y' Corridor.

    <img src="http://imgur.com/Jl0v0.jpg" border="0" class="linked-image" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2010
    For a second there I saw ns_eclipse architecture, until I saw the door in the back (ns_eclipse marine exit towards maintenance)


    Love the name!
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    Hmmm, finally found that ATM so i can get a neptune burger!

    A kiosk would be awsome right there, maybe even have some signs pointing at some signs of it's location?

    <img src="http://www.kioskousa.com/Portals/0/Preconfigured/Kiosko%20Food%20Mall%20Kiosk.jpg" border="0" class="linked-image" />
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    <!--quoteo(post=1797858:date=Sep 8 2010, 12:23 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Sep 8 2010, 12:23 AM) <a href="index.php?act=findpost&pid=1797858"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Random corridor. Known as the 'Y' Corridor.

    <img src="http://imgur.com/Jl0v0.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    Best shot from you so far imho.
    Love it!
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    I think I'd like it more if the ceiling stuff also followed the Y shape of the floor. Still very nice though :)
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    It will probably be a very long time before will even remotely build a map of the stature that i see here but i am working at it.

    Still a lot of learning with lighting and some big spaces to fill once i see how turrets and such work and the space they require.

    <img src="http://www.super-nova-team.com/ns2/tempest/tempest.jpg" border="0" class="linked-image" />
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