The Post Your Screenshots Thread!

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  • Sgt_SimpleSgt_Simple Join Date: 2009-06-29 Member: 67972Members
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/ms.jpg" border="0" class="linked-image" /> marine start
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/hive.jpg" border="0" class="linked-image" /> alien hive
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/layout.jpg" border="0" class="linked-image" /> general layout subject to change
    <img src="http://www.sgtsimple.pwp.blueyonder.co.uk/corridor.jpg" border="0" class="linked-image" /> standard corridor
    <a href="http://www.facebook.com/home.php?#!/video/video.php?v=165168646850205" target="_blank">video of corridors</a>

    this my first attempt at this still learning alot and looking at some of the other maps i still got a lot to learn
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    So i picked up mapping again, havent touched it since the Worldcraft editor changed name to "Valve Hammer Editor" so im very rusty..

    Tho im finished with the basic outline of the map :
    <a href="http://img713.imageshack.us/i/ns2shaft.png/" target="_blank"><img src="http://img713.imageshack.us/img713/9013/ns2shaft.png" border="0" class="linked-image" /></a>
    Legend :
    Red square = Tech points. Marine will spawn in the top left corner, alien in down right.
    Blue square = Resnodes.
    Orange lines = vents. Tho i havent really decided on where to put them yet, please give me advise!
    Red circle : this is a balcony, marines cant jump down (too narrow) but aliens can climb/fly/teleport up!

    And i just finished my first corridor, yaay!
    <a href="http://img338.imageshack.us/i/44703762.png/" target="_blank"><img src="http://img338.imageshack.us/img338/4904/44703762.png" border="0" class="linked-image" /></a>
    <a href="http://img832.imageshack.us/i/48177823.png/" target="_blank"><img src="http://img832.imageshack.us/img832/450/48177823.png" border="0" class="linked-image" /></a>
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2010
    I like the bendy corridor, but perhaps a pipe running along it would make it even nicer. With a round wall accentuating the round pipe and all. It could even serve as cover for skulkies...
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    The pipes should lead to a fenced off circuit breaker area with a not so obvious vent just to the left....
    (Wonder if people will get that reference).

    Anyway, I also like the curvy corridor you've got the feel down nicely. I think it could do with a bit more detail / little things to break up the slight uniformity of that wall, but that's all.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    I can't wait to play all these levels! The rocky ones look amazing.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    <img src="http://img121.imageshack.us/img121/1231/pic8b.jpg" border="0" class="linked-image" />
    central hallway in an accomodation block
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    edited November 2010
    So I made my first texture today. Here shown in spark(since ns2 won't open my texturetestmap):

    <img src="http://i177.photobucket.com/albums/w234/Kabelen/blockwall1.jpg" border="0" class="linked-image" />

    Any comments would be nice, but be nice since I've never done this before.
    Don't ask about the style, I've got some wierd plans :p

    Does spark display normal maps?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Looks kind of Egyptian. Do we see it uh, what's the word... looping? in that shot?
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    <!--quoteo(post=1811186:date=Nov 27 2010, 09:51 AM:name=Loey)--><div class='quotetop'>QUOTE (Loey @ Nov 27 2010, 09:51 AM) <a href="index.php?act=findpost&pid=1811186"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->central hallway in an accomodation block<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like it! Very much like NS1, but in a good way! Makes me want to comm in that map if you can keep that theme. >:)
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    edited November 2010
    <!--quoteo(post=1811694:date=Nov 29 2010, 12:19 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Nov 29 2010, 12:19 PM) <a href="index.php?act=findpost&pid=1811694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks kind of Egyptian. Do we see it uh, what's the word... looping? in that shot?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Good that i looks kind of Egyptian, as that's kind of what I'm going for. The texture is 1024x1024 and yes you can see it loop(tile) both up/down and sideways.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    edited December 2010
    So I thought I would show a bit of the level we are alpha testing over at NSArmory. I haven't got a name for it yet but i'll leave that to my test group.
    To keep it compact i made a vid slide show.

    <a href="http://www.youtube.com/watch?v=5CIVF4fx5XI&hd=1" target="_blank">HD You Tube Slide Show</a>

    Bah, guess I don't have the correct BBC code for you tube, just shows a white box. Anyways linked above.

    EDIT:

    <b>Tig</b> just gave me the vital forum thread to get my skybox working. The key element to my top secret research facility.

    <img src="http://www.super-nova-team.com/ns2/skybox.jpg" border="0" class="linked-image" />
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
  • KoloyKoloy Join Date: 2010-04-26 Member: 71535Members
    The floor texture looks really stretched, but other then that it looks good.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    This is nothing "official", just me messing around with the public build.

    I wanted to take a break from working on the heavily industrial Refinery environment, so I knocked this little area up. A lab-style environment, complete with barrels:

    <img src="http://hypernovadesign.co.uk/screens/other.jpg" border="0" class="linked-image" />
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Members
    pretty sure aliens natural habitat are industrial space environments...
  • antarezantarez Join Date: 2003-08-20 Member: 20018Members
    <!--quoteo(post=1817320:date=Dec 19 2010, 02:34 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Dec 19 2010, 02:34 PM) <a href="index.php?act=findpost&pid=1817320"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is nothing "official", just me messing around with the public build.

    I wanted to take a break from working on the heavily industrial Refinery environment, so I knocked this little area up. A lab-style environment, complete with barrels:

    <img src="http://hypernovadesign.co.uk/screens/other.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Thats the style i appreciate.
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    <!--quoteo(post=1817320:date=Dec 19 2010, 08:34 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Dec 19 2010, 08:34 PM) <a href="index.php?act=findpost&pid=1817320"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is nothing "official", just me messing around with the public build.

    I wanted to take a break from working on the heavily industrial Refinery environment, so I knocked this little area up. A lab-style environment, complete with barrels:<!--QuoteEnd--></div><!--QuoteEEnd-->
    I like the style. Really cool.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I hit spark up again, deleted a lot and added some stuff and well; I guess this is sort of half-finished/on it's way to being something,

    <img src="http://i.imgur.com/JDIxr.jpg" border="0" class="linked-image" />
  • Shadow58Shadow58 Join Date: 2009-11-17 Member: 69406Members
    How do I get my hands on Spark??
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    "Spark" is what the Engine UWE created is called. Thaldarin was referring to the map editor. If you've pre-ordered NS2, all of the tools come with the game. Look in your NS2 installation directory to find them. Enjoy.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1820411:date=Dec 31 2010, 12:54 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Dec 31 2010, 12:54 PM) <a href="index.php?act=findpost&pid=1820411"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hit spark up again, deleted a lot and added some stuff and well; I guess this is sort of half-finished/on it's way to being something,

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

    i've always been a fan of your lighting styles :) (not that i don't like the others too) but there is something very distinct about it
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    Needs more crates Thaldarin.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    edited January 2011
    ns2_clandestine VA106 Screen, a little polishing to add to atmosphere. This passageway works well with the sounds of creaking steel.


    <img src="http://www.super-nova-team.com/ns2/clandestine5.png" border="0" class="linked-image" />
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Honestly wolf, it's bland, it's grey, it's lacking character in lighting and architectural design. However it is a good start which you can work on =]
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    Well, at least your honest so i will be too. I never said i was a professional level designer and never ever wanted to be one. I don't have a portfolio to showcase what i believe everyone's levels should look like nor am i seeking monetary gain. This hallway has taken my fps from 25 to a mere 10 fps with props and lights and at this point i think if i add anything else it will kill it totally. Since we are at it, I never commented on your screens or web-site showcase as it does not impress me at all and as lame as that may sound, in my professional real life realm some things are best not commented on. Given the tools and engine performance i really don't think any level will be able to support optimal "eye-candy". Tram is basically big empty rooms but i don't see you ###### at the developers.

    This doesn't need to be a pissing match although you seem to be the first and foremost figure at the urinal every time one enters the mens room. If i compiled a post showcasing all of your negative post all the way back to your first day on these forums it just may show to be downright embarrassing spot light for you.

    So STOP being so negative and show us your WORKING PLAYABLE LEVEL that you seem to be so impressed with that no matter what anyone does it's not as good yours.

    Gee, You sound like my ex-wife so the next time your at that urinal remember who is really at the head of the game here.

    Maybe this link will help you with your poor, negative communications barrier. <a href="http://www.pvamu.edu/pages/1887.asp" target="_blank">http://www.pvamu.edu/pages/1887.asp</a>
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    Wow, somebody is having a bad day. It isn't really negative criticism from Thaldarin, he mentioned the screenshot's flaws and then provided a method as to how you can improve upon things.

    If you would like some extra 'constructive criticism' you could add some height difference in the flooring areas, or you could tell me where to stick it :)
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited January 2011
    Feel free to comment on my small hobbyist portfolio. I'll take everything on board, however as you're wanting some suggestions on to how to improve it other than "it's a good start", here's a pointer image:

    <img src="http://i.imgur.com/968mf.jpg" border="0" class="linked-image" />

    Also Wolf if you use irc stop by #nsmapping on Gamesurge, we're a bit more active these days and all working on something. We're blunt and help each other out as much as possible, so you may find different people in there can help you in different ways. Also if you want circular/spherical architecture, you can just ask uffo nicely :D
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    <!--quoteo(post=1822912:date=Jan 9 2011, 07:26 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 9 2011, 07:26 PM) <a href="index.php?act=findpost&pid=1822912"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also if you want circular/spherical architecture, you can just ask uffo nicely :D<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not to appear to humble, but I think psykoman would be a better choice for that :P
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited January 2011
    ..or take a look at those tasty track curves in that empty tram map.

    E: Drama delivered to next page...quick someone post something fancy!
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